Implemented the Progress Bar during Loading.

This commit is contained in:
Steven Fuller 2001-12-06 03:40:38 +00:00 committed by Patryk Obara
parent 9a32158ae8
commit bdb3cff6fd
4 changed files with 86 additions and 24 deletions

2
TODO
View file

@ -3,7 +3,7 @@
[DONE] [11/10/01] Save/Load Game support.
[DONE] [11/25/01] CD Audio.
[DONE] [12/05/01] Menus.
* Progress bar.
[DONE] [12/05/01] Progress bar.
* Make vidmodes work.
* Debug "pure virtual method called"
* Proper file loading/saving (ignore case, search certain directories) and

View file

@ -28,6 +28,8 @@ extern int FadingGameInAfterLoading;
extern void RenderBriefingText(int centreY, int brightness);
extern void InGameFlipBuffers();
extern void BltImage(RECT *dest, DDSurface *image, RECT *src);
};
static int CurrentPosition=0;
@ -47,13 +49,10 @@ RECT LoadingBarEmpty_SrcRect;
RECT LoadingBarFull_DestRect;
RECT LoadingBarFull_SrcRect;
void Start_Progress_Bar()
{
AAFontImageNumber = CL_LoadImageOnce("Common\\aa_font.RIM",LIO_D3DTEXTURE|LIO_RELATIVEPATH|LIO_RESTORABLE);
#if 0 /* TODO: disabled for port */
/* load other graphics */
{
char buffer[100];
@ -153,7 +152,6 @@ void Start_Progress_Bar()
0
);
}
#endif
//draw initial progress bar
@ -170,9 +168,8 @@ void Start_Progress_Bar()
for (int i=0; i<2; i++)
{
ColourFillBackBuffer(0);
#if 0 /* TODO: disabled for port */
if (LoadingBarEmpty) lpDDSBack->Blt(&LoadingBarEmpty_DestRect,LoadingBarEmpty,&LoadingBarEmpty_SrcRect,DDBLT_WAIT,0);
#endif
if (LoadingBarEmpty) BltImage(&LoadingBarEmpty_DestRect,LoadingBarEmpty,&LoadingBarEmpty_SrcRect);
FlushD3DZBuffer();
ThisFramesRenderingHasBegun();
@ -185,7 +182,6 @@ void Start_Progress_Bar()
InGameFlipBuffers();
}
#if 0 /* TODO: disabled for port */
if(image)
{
ReleaseDDSurface(image);
@ -194,7 +190,7 @@ void Start_Progress_Bar()
{
ReleaseDDSurface(LoadingBarEmpty);
}
#endif
CurrentPosition=0;
@ -217,9 +213,8 @@ void Set_Progress_Bar_Position(int pos)
LoadingBarFull_DestRect.top=(ScreenDescriptorBlock.SDB_Height *11)/12;
LoadingBarFull_DestRect.bottom=ScreenDescriptorBlock.SDB_Height-1;
#if 0 /* TODO: disabled for port */
if (LoadingBarFull) lpDDSBack->Blt(&LoadingBarFull_DestRect,LoadingBarFull,&LoadingBarFull_SrcRect,DDBLT_WAIT,0);
#endif
if (LoadingBarFull) BltImage(&LoadingBarFull_DestRect,LoadingBarFull,&LoadingBarFull_SrcRect);
/* FlipBuffers(); */
InGameFlipBuffers();
@ -268,8 +263,6 @@ void Game_Has_Loaded(void)
CheckForWindowsMessages();
ReadUserInput();
// InGameFlipBuffers();
ColourFillBackBufferQuad
(
0,
@ -292,9 +285,8 @@ void Game_Has_Loaded(void)
LoadingBarFull_DestRect.top=(ScreenDescriptorBlock.SDB_Height *11)/12+h;
LoadingBarFull_DestRect.bottom=ScreenDescriptorBlock.SDB_Height-1-h;
#if 0 /* TODO: disabled for port */
if (LoadingBarFull) lpDDSBack->Blt(&LoadingBarFull_DestRect,LoadingBarFull,&LoadingBarFull_SrcRect,DDBLT_WAIT,0);
#endif
if (LoadingBarFull) BltImage(&LoadingBarFull_DestRect,LoadingBarFull,&LoadingBarFull_SrcRect);
f-=NormalFrameTime;
if (f<0) f=0;
}
@ -333,13 +325,10 @@ void Game_Has_Loaded(void)
FadingGameInAfterLoading=ONE_FIXED;
#if 0 /* TODO: disabled for port */
if (LoadingBarFull)
{
ReleaseDDSurface(LoadingBarFull);
}
#endif
}
};

View file

@ -2388,16 +2388,55 @@ void ColourFillBackBuffer(int FillColour)
glClear(GL_COLOR_BUFFER_BIT);
}
void ColourFillBackBufferQuad(int FillColour, int LeftX, int TopY, int RightX, int BotY)
void ColourFillBackBufferQuad(int FillColour, int x0, int y0, int x1, int y1)
{
GLfloat x[4], y[4];
int r, g, b, a;
if (y1 <= y0)
return;
CheckTranslucencyModeIsCorrect(TRANSLUCENCY_OFF);
CheckBoundTextureIsCorrect(NULL);
b = ((FillColour >> 0) & 0xFF);
g = ((FillColour >> 8) & 0xFF);
r = ((FillColour >> 16) & 0xFF);
a = ((FillColour >> 24) & 0xFF);
glColor4ub(r, g, b, a);
x[0] = x0;
x[0] = (x[0] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y[0] = y0;
y[0] = -(y[0] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
D3D_Rectangle(LeftX, TopY, RightX, BotY, r, g, b, a);
x[1] = x1 - 1;
x[1] = (x[1] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y[1] = y0;
y[1] = -(y[1] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
x[2] = x1 - 1;
x[2] = (x[2] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y[2] = y1 - 1;
y[2] = -(y[2] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
x[3] = x0;
x[3] = (x[3] - ScreenDescriptorBlock.SDB_CentreX)/ScreenDescriptorBlock.SDB_CentreX;
y[3] = y1 - 1;
y[3] = -(y[3] - ScreenDescriptorBlock.SDB_CentreY)/ScreenDescriptorBlock.SDB_CentreY;
SelectPolygonBeginType(3); /* triangles */
glVertex3f(x[0], y[0], -1.0f);
glVertex3f(x[1], y[1], -1.0f);
glVertex3f(x[3], y[3], -1.0f);
glVertex3f(x[1], y[1], -1.0f);
glVertex3f(x[2], y[2], -1.0f);
glVertex3f(x[3], y[3], -1.0f);
glEnd();
}
void D3D_DrawBackdrop()
@ -2457,6 +2496,40 @@ void D3D_DrawBackdrop()
}
}
void BltImage(RECT *dest, DDSurface *image, RECT *src)
{
int width1, width;
int height1, height;
width = dest->right - dest->left + 1;
width1 = src->right - src->left + 1;
height = dest->bottom - dest->top + 1;
height1 = src->bottom - src->top + 1;
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_PIXEL_MODE_BIT);
glPushClientAttrib(GL_CLIENT_PIXEL_STORE_BIT);
glDisable(GL_BLEND);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH, image->w);
glPixelZoom((double)width/(double)width1, (double)height/(double)height1);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glOrtho(0.0, ScreenDescriptorBlock.SDB_Width, 0.0, ScreenDescriptorBlock.SDB_Height, -1.0, 1.0);
glRasterPos2i(dest->left, ScreenDescriptorBlock.SDB_Height-dest->bottom);
glDrawPixels(width1, height1, GL_RGBA, GL_UNSIGNED_BYTE, image->buf);
glPopMatrix();
glPopClientAttrib();
glPopAttrib();;
}
/* ** */
/* Hacked in special effects */

View file

@ -6,6 +6,7 @@ typedef struct AwBackupTexture * AW_BACKUPTEXTUREHANDLE;
typedef struct DIRECTDRAWSURFACE
{
unsigned char *buf;
int id;
int w;
@ -20,7 +21,6 @@ typedef DIRECTDRAWSURFACE DDSurface;
typedef struct DIRECT3DTEXTURE
{
unsigned char *buf;
int id;
int w;