Graphics: Added font rendering functions Graphics::DrawText and Graphics::StringImage.

FileHandler: Added support for wav
Audio: Added support to play back a sound with XAudio2. We can't delete sounds until we make our own system to keep track of available voices.
LoginScreen scene: Upped framerate from 15fps to tickless, and added new logic to clone the scrolling text at the bottom. All of it.
This commit is contained in:
Fatbag 2012-04-20 19:37:08 -05:00
parent 64a5c0a425
commit 06f13d50ac
14 changed files with 429 additions and 162 deletions

View file

@ -53,27 +53,62 @@ class Scene {
virtual ~Scene() {};
};
static const wchar_t * const StatusStrings[] = {
L"Extruding Terrain Web",
L"Adjusting Emotional Weights",
L"Calibrating Personality Matrix",
L"Calculating Domestic Coefficients",
L"Readjusting Career Ladder",
L"Accessing Money Supply",
L"Hacking the Social Network",
L"Tweaking Chaos Control",
L"Downloading Reticulated Splines"
};
enum {
IMG_COPYRIGHT,
IMG_STATUS, //value = 1..9
IMG_COUNT = 10
};
enum {
TEX_EAGAMES,
TEX_MAXIS,
TEX_SETUP,
TEX_COUNT
TEX_COPYRIGHT,
TEX_STATUS, //value = 4..12
TEX_COUNT = 13
};
static const char * const images[] = {"eagames.bmp", "maxis.png", "setup.bmp"};
enum {
SND_LOADLOOP,
SND_COUNT
};
static const char * const sounds[] = {"loadloop.wav"};
class LoginScreen : public Scene {
enum { Screen_EAGames, Screen_Maxis, Screen_Setup } Screen;
float Time;
float ScrollPos;
Image_t * image[IMG_COUNT];
GLuint texture[TEX_COUNT];
PlayableSound_t * sound[SND_COUNT];
public:
LoginScreen() : Scene(1.0f/15){
LoginScreen() : Scene(0){
Screen = Screen_EAGames;
Time = 0;
ScrollPos = -1;
memset(image, 0, IMG_COUNT * sizeof(Image_t *));
memset(texture, 0, TEX_COUNT * sizeof(GLuint));
memset(sound, 0, SND_COUNT * sizeof(PlayableSound_t *));
glMatrixMode(GL_TEXTURE);
glGenTextures(TEX_COUNT, texture);
for(int i=0; i<TEX_COUNT; i++){
for(int i=TEX_EAGAMES; i<=TEX_SETUP; i++){
Image_t * Image = File::ReadImageFile(images[i]);
if(!Image){
const char * Message;
@ -117,15 +152,100 @@ class LoginScreen : public Scene {
free(Image->Data);
free(Image);
}
image[IMG_COPYRIGHT] = Graphics::StringImage(L"(c) 2002, 2003 Electronic Arts Inc. All rights reserved.",
0, RGB(0xef, 0xe3, 0x8c));
if(image[IMG_COPYRIGHT] == NULL){
EXIT_SCENE();
}
glBindTexture(GL_TEXTURE_2D, texture[TEX_COPYRIGHT]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image[IMG_COPYRIGHT]->Width, image[IMG_COPYRIGHT]->Height, 0, GL_BGRA,
GL_UNSIGNED_BYTE, image[IMG_COPYRIGHT]->Data);
free(image[IMG_COPYRIGHT]->Data);
for(int i=0; i<9; i++){
image[IMG_STATUS+i] = Graphics::StringImage(StatusStrings[i], 0, RGB(0xef, 0xe3, 0x8c));
if(image[IMG_STATUS+i] == NULL){
EXIT_SCENE();
}
glBindTexture(GL_TEXTURE_2D, texture[TEX_STATUS+i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image[IMG_STATUS+i]->Width, image[IMG_STATUS+i]->Height, 0, GL_BGRA,
GL_UNSIGNED_BYTE, image[IMG_STATUS+i]->Data);
free(image[IMG_STATUS+i]->Data);
}
for(int i=0; i<SND_COUNT; i++){
Sound_t * Sound = File::ReadSoundFile(sounds[i]);
if(!Sound){
const char * Message;
switch(File::Error){
case FERR_NOT_FOUND:
Message = "%s does not exist.";
break;
case FERR_OPEN:
Message = "%s could not be opened for reading.";
break;
case FERR_BLANK:
case FERR_UNRECOGNIZED:
case FERR_INVALIDDATA:
Message = "%s is corrupt or invalid.";
break;
case FERR_MEMORY:
Message = "Memory for %s could not be allocated.";
break;
default:
Message = "%s could not be read.";
}
char Buffer[1024];
sprintf(Buffer, Message, sounds[i]);
MessageBox(Window::hWnd, Buffer, NULL, MB_OK | MB_ICONERROR);
EXIT_SCENE();
}
sound[i] = Audio::LoadSound(Sound);
free(Sound);
if(!sound){
MessageBox(Window::hWnd, "Sound could not be created", NULL, MB_OK | MB_ICONERROR);
EXIT_SCENE();
}
Audio::PlaySound(sound[i]);
}
}
~LoginScreen(){
for(int i=0; i<IMG_COUNT; i++){ if(image[i]) free(image[i]); }
glDeleteTextures(TEX_COUNT, texture);
for(int i=0; i<SND_COUNT; i++){
if(sound[i]){
Audio::DeleteSound(sound[i]);
free(sound[i]->Data);
free(sound[i]);
}
}
}
private:
int Run(float TimeDelta){
Time += TimeDelta;
if(ScrollPos != 8){
ScrollPos += TimeDelta*0.75;
if(ScrollPos > 8) ScrollPos = 8;
}
if(Screen != Screen_Setup && Time >= 4.0){
Screen = (Screen==Screen_EAGames) ? Screen_Maxis : Screen_Setup;
Time = 0;
}
if(System::UserInput.CloseWindow){
return SCENE_EXIT;
@ -136,12 +256,34 @@ class LoginScreen : public Scene {
public:
void Render(){
glMatrixMode(GL_TEXTURE);
glBindTexture(GL_TEXTURE_2D, texture[(Time>=4) + (Time>=8)]);
//Background
glBindTexture(GL_TEXTURE_2D, texture[Screen]);
glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex2i(0,0);
glTexCoord2i(1,0); glVertex2i(800,0);
glTexCoord2i(1,1); glVertex2i(800,600);
glTexCoord2i(0,1); glVertex2i(0,600);
glEnd();
if(Screen != Screen_Setup) return;
glBindTexture(GL_TEXTURE_2D, texture[TEX_COPYRIGHT]);
glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex2i((800-image[IMG_COPYRIGHT]->Width)/2,58);
glTexCoord2i(1,0); glVertex2i((800-image[IMG_COPYRIGHT]->Width)/2 + image[IMG_COPYRIGHT]->Width,58);
glTexCoord2i(1,1); glVertex2i((800-image[IMG_COPYRIGHT]->Width)/2 + image[IMG_COPYRIGHT]->Width,image[IMG_COPYRIGHT]->Height + 58);
glTexCoord2i(0,1); glVertex2i((800-image[IMG_COPYRIGHT]->Width)/2,image[IMG_COPYRIGHT]->Height + 58);
glEnd();
for(int i=0; i<9; i++){
glBindTexture(GL_TEXTURE_2D, texture[TEX_STATUS+i]);
glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex2i(((float)i - ScrollPos)*800 + (800-image[IMG_STATUS+i]->Width)/2,20);
glTexCoord2i(1,0); glVertex2i(((float)i - ScrollPos)*800 + (800-image[IMG_STATUS+i]->Width)/2 + image[IMG_STATUS+i]->Width,20);
glTexCoord2i(1,1); glVertex2i(((float)i - ScrollPos)*800 + (800-image[IMG_STATUS+i]->Width)/2 + image[IMG_STATUS+i]->Width,image[IMG_STATUS+i]->Height + 20);
glTexCoord2i(0,1); glVertex2i(((float)i - ScrollPos)*800 + (800-image[IMG_STATUS+i]->Width)/2,image[IMG_STATUS+i]->Height + 20);
glEnd();
}
}
};