Lo fi (text only) Xbox loading screen.

This commit is contained in:
Ryan Dortmans
2004-09-30 08:20:11 +00:00
parent 071af4b238
commit 844a2dd53a
2 changed files with 242 additions and 0 deletions
@@ -0,0 +1,194 @@
#include "global.h"
#include "LoadingWindow_Xbox.h"
#include "ProductInfo.h"
LPDIRECT3D8 g_pD3D = NULL; // DirectX Object
LPDIRECT3DDEVICE8 g_pD3DDevice = NULL; // Screen Object
LPDIRECT3DTEXTURE8 splash = NULL; // splash texture
LPD3DXSPRITE g_sprite = NULL; // sprite object
LoadingWindow_Xbox::LoadingWindow_Xbox()
{
// Initialise Direct3D
g_pD3D = Direct3DCreate8(D3D_SDK_VERSION);
//Create a structure to hold the settings for our device
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
// Fill the structure.
// Set fullscreen 640x480x32 mode
d3dpp.BackBufferWidth = 640;
d3dpp.BackBufferHeight = 480;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
// Create one backbuffer and a zbuffer
d3dpp.BackBufferCount = 1;
// Set up how the backbuffer is "presented" to the frontbuffer each time
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
//Create a Direct3D device.
g_pD3D->CreateDevice(0, D3DDEVTYPE_HAL, NULL,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dpp, &g_pD3DDevice);
g_pD3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
// Create the sprite object (for painting the image)
D3DXCreateSprite(g_pD3DDevice, &g_sprite);
// Load the default font
XFONT_OpenDefaultFont(&font);
font->SetTextColor(D3DCOLOR_XRGB(255,255,255));
font->SetTextAlignment(XFONT_CENTER);
// Load the splash.png
/* XXX: if this is uncommented, it fails to link due to multiply defined symbols
* in jpeg.lib conflicting with d3dx8.lib. Can't load the texture */
//D3DXCreateTextureFromFileA(g_pD3DDevice, "Data/splash.png", &splash);
/* XXX: Here is a failed attempt at loading the texture using Rage. This code builds but
* crashes. The only other way I can think of doing is using a new instance of
* RageDisplay_D3D. Code is left here in case someone works out what I did wrong. */
/*CString error;
RageSurface *s = RageSurfaceUtils::LoadFile( "Data/splash.png", error );
g_pD3DDevice->CreateTexture( s->w, s->h, 1, 0, D3DFMT_P8, D3DPOOL_MANAGED, &splash );
D3DLOCKED_RECT lr;
splash->LockRect( 0, &lr, NULL, 0 );
XGSwizzleRect(
s->pixels, // pSource,
s->pitch, // Pitch,
NULL, // pRect,
lr.pBits, // pDest,
s->w, // Width,
s->h, // Height,
NULL, // pPoint,
s->format->BytesPerPixel ); //BytesPerPixel
splash->UnlockRect( 0 );*/
SetText(CString("Loading songs"));
}
LoadingWindow_Xbox::~LoadingWindow_Xbox()
{
g_pD3DDevice->Release();
g_pD3D->Release();
font->Release();
}
void LoadingWindow_Xbox::Paint()
{
LPDIRECT3DSURFACE8 g_pFrontBuffer;
if(text == "")
return;
g_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
g_pD3DDevice->BeginScene();
g_pD3DDevice->GetBackBuffer(0,D3DBACKBUFFER_TYPE_MONO,&g_pFrontBuffer);
// Draw the splash image
// Uncomment this if the splash texture is successfully loaded
/*D3DXVECTOR2 pos;
pos.x = 0.0f;
pos.y = 0.0f;
g_sprite->Begin();
g_sprite->Draw(splash, NULL, NULL, NULL, NULL, &pos, 0xFFFFFFFF);
g_sprite->End();*/
// Lo-fi version: print the product name and version at the top of the screen
font->SetTextColor(D3DCOLOR_XRGB(255, 0, 0));
CString title = "Version ";
title = title + PRODUCT_VER;
WCHAR wc_title[200] = {0};
swprintf(wc_title, L"%S", title.c_str());
font->TextOut(g_pFrontBuffer, L"StepManiaX", -1, 320, 30);
font->SetTextColor(D3DCOLOR_XRGB(255, 255, 0));
font->TextOut(g_pFrontBuffer, wc_title, -1, 320, 40 + font->GetTextHeight());
font->SetTextColor(D3DCOLOR_XRGB(255, 255, 255));
// Draw the text on the screen
basic_string <char>::size_type newLineIndex = text.find("\n", 0);
int y = 240;
if(newLineIndex == CString.npos)
{
WCHAR wc_text[200] = {0};
swprintf(wc_text, L"%S", text.c_str());
font->TextOut(g_pFrontBuffer, wc_text, wcslen(wc_text), 320, y);
}
else
{
int start = 0;
while(start != CString.npos)
{
CString toPrint;
if(newLineIndex != CString.npos)
toPrint = text.substr(start, newLineIndex - start);
else
toPrint = text.substr(start);
if(toPrint != "")
{
WCHAR wc_text[200] = {0};
swprintf(wc_text, L"%S", toPrint.c_str());
font->TextOut(g_pFrontBuffer, wc_text, wcslen(wc_text), 320, y);
}
y = y + font->GetTextHeight() + 10;
if(newLineIndex != CString.npos)
start = newLineIndex + 1;
else
start = CString.npos;
newLineIndex = text.find("\n", start);
}
}
g_pFrontBuffer->Release();
g_pD3DDevice->EndScene();
g_pD3DDevice->Present(NULL, NULL, NULL, NULL);
}
void LoadingWindow_Xbox::SetText(CString str)
{
text = str ;
}
/*
* (c) 2004 Ryan Dortmans
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/