2a4dc7808d
allow the splash to be a png
123 lines
2.9 KiB
C++
123 lines
2.9 KiB
C++
#include "../../global.h"
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#include "../../RageUtil.h"
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#include "LoadingWindow_Win32.h"
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#include "RageFileManager.h"
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#include "resource.h"
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#include <windows.h>
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#include "SDL_utils.h"
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static HBITMAP g_hBitmap = NULL;
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/* Load a file into a GDI surface. */
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HBITMAP LoadWin32Surface( CString fn )
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{
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SDL_Surface *s = SDL_LoadImage( fn );
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if( s == NULL )
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return NULL;
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ConvertSDLSurface( s, s->w, s->h, 32, 0xFF000000, 0x00FF0000, 0x0000FF00, 0 );
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HBITMAP bitmap = CreateCompatibleBitmap( GetDC(NULL), s->w, s->h );
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ASSERT( bitmap );
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HDC BitmapDC = CreateCompatibleDC( GetDC(NULL) );
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SelectObject( BitmapDC, bitmap );
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/* This is silly, but simple. We only do this once, on a small image. */
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for( int y = 0; y < s->h; ++y )
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{
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unsigned const char *line = ((unsigned char *) s->pixels) + (y * s->pitch);
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for( int x = 0; x < s->w; ++x )
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{
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unsigned const char *data = line + (x*s->format->BytesPerPixel);
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SetPixelV( BitmapDC, x, y, RGB( data[3], data[2], data[1] ) );
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}
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}
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SelectObject( BitmapDC, NULL );
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DeleteObject( BitmapDC );
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SDL_FreeSurface( s );
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return bitmap;
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}
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BOOL CALLBACK LoadingWindow_Win32::WndProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
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{
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switch( msg )
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{
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case WM_INITDIALOG:
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g_hBitmap = LoadWin32Surface( "Data/splash.png" );
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if( g_hBitmap == NULL )
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g_hBitmap = LoadWin32Surface( "Data/splash.bmp" );
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SendMessage(
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GetDlgItem(hWnd,IDC_SPLASH),
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STM_SETIMAGE,
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(WPARAM) IMAGE_BITMAP,
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(LPARAM) (HANDLE) g_hBitmap );
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break;
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case WM_DESTROY:
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DeleteObject( g_hBitmap );
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g_hBitmap = NULL;
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break;
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}
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return FALSE;
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}
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LoadingWindow_Win32::LoadingWindow_Win32()
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{
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hwnd = CreateDialog(handle.Get(), MAKEINTRESOURCE(IDD_LOADING_DIALOG), NULL, WndProc);
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for( unsigned i = 0; i < 3; ++i )
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text[i] = "XXX"; /* always set on first call */
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SetText("Initializing hardware...");
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Paint();
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}
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LoadingWindow_Win32::~LoadingWindow_Win32()
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{
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if(hwnd)
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DestroyWindow( hwnd );
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}
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void LoadingWindow_Win32::Paint()
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{
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SendMessage( hwnd, WM_PAINT, 0, 0 );
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/* Process all queued messages since the last paint. This allows the window to
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* come back if it loses focus during load. */
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MSG msg;
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while( PeekMessage( &msg, hwnd, 0, 0, PM_NOREMOVE ) ) {
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GetMessage(&msg, hwnd, 0, 0 );
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DispatchMessage( &msg );
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}
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}
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void LoadingWindow_Win32::SetText(CString str)
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{
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CStringArray asMessageLines;
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split( str, "\n", asMessageLines, false );
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while( asMessageLines.size() < 3 )
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asMessageLines.push_back( "" );
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const int msgs[] = { IDC_STATIC_MESSAGE1, IDC_STATIC_MESSAGE2, IDC_STATIC_MESSAGE3 };
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for( unsigned i = 0; i < 3; ++i )
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{
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if( text[i] == asMessageLines[i] )
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continue;
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text[i] = asMessageLines[i];
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SendDlgItemMessage( hwnd, msgs[i], WM_SETTEXT, 0,
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(LPARAM)asMessageLines[i].c_str());
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}
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}
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/*
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* Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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*
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* Chris Danford
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* Glenn Maynard
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*/
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