niotso/Client/Scene/LoginScreen/LoginScreen.cpp
Fatbag 5713fc1bd1 * Some files were still encoded with Windows newlines. I fixed all of that.
* Started using the static keyword in a few more places in the client
* Updated libpng, libmpg123, and freetype to the latest versions, with position-independent code turned off rather than set to "both"
2012-06-27 22:44:50 -05:00

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/*
Niotso - The New Implementation of The Sims Online
Scene/LoginScreen/LoginScreen.cpp
Copyright (c) 2012 Niotso Project <http://niotso.org/>
Author(s): Fatbag <X-Fi6@phppoll.org>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "../../EngineInterface.hpp"
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"
};
static const char * const images[] = {"eagames.bmp", "maxis.png", "setup.bmp"};
static const char * const sounds[] = {"loadloop.wav"};
LoginScreen::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);
FT_Set_Char_Size(Graphics::FontFace, 0, 22*64, 0, 0);
for(int i=TEX_EAGAMES; i<=TEX_SETUP; i++){
Image_t * Image = File::ReadImageFile(images[i]);
if(!Image){
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, images[i]);
MessageBox(Window::hWnd, Buffer, NULL, MB_OK | MB_ICONERROR);
EXIT_SCENE();
}
if(i == TEX_MAXIS){
Graphics::DrawText(Image, L"Maxis\x2122 is an Electronic Arts\x2122 brand.", 0, 600-146, 800, 146,
Graphics::ALIGN_CENTER_CENTER, 0, RGB(0xef, 0xe3, 0x8c));
}
glBindTexture(GL_TEXTURE_2D, texture[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_RGB8, Image->Width, Image->Height, 0, GL_BGR, GL_UNSIGNED_BYTE, Image->Data);
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::~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]);
}
}
}
int LoginScreen::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;
}
return SCENE_NEED_REDRAW;
}
void LoginScreen::Render(){
glMatrixMode(GL_TEXTURE);
//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();
}
}