]> git.mxchange.org Git - flightgear.git/blobdiff - src/Main/splash.cxx
Changes to go along with small interface changes in simgear/sound/libsgsound
[flightgear.git] / src / Main / splash.cxx
index ef9aa039ebde78b7fa944e1420e7423bc039b068..ce9d4361ea09fe8174a47c490c88fca5ecfd1621 100644 (file)
@@ -26,7 +26,7 @@
 #  include <config.h>
 #endif
 
-#ifdef FG_MATH_EXCEPTION_CLASH
+#ifdef SG_MATH_EXCEPTION_CLASH
 #  include <math.h>
 #endif
 
 #  include <windows.h>
 #endif
 
-#include <GL/glut.h>
-#include <simgear/xgl/xgl.h>
-
 #include <string.h>
 
-#include <simgear/debug/logstream.hxx>
-#include <simgear/math/fg_random.h>
-#include <simgear/misc/fgpath.hxx>
+#include <GL/glu.h>
 
-#include <Objects/texload.h>
+#include <simgear/debug/logstream.hxx>
+#include <simgear/screen/texture.hxx>
+#include <simgear/math/sg_random.h>
+#include <simgear/misc/sg_path.hxx>
 
 #include "globals.hxx"
+#include "fg_props.hxx"
 #include "splash.hxx"
+#include "fg_os.hxx"
 
 
-static GLuint splash_texid;
-static GLubyte *splash_texbuf;
-
-
-// Initialize the splash screen
-void fgSplashInit ( void ) {
-    int width, height;
-
-    FG_LOG( FG_GENERAL, FG_INFO, "Initializing splash screen" );
-#ifdef GL_VERSION_1_1
-    xglGenTextures(1, &splash_texid);
-    xglBindTexture(GL_TEXTURE_2D, splash_texid);
-#elif GL_EXT_texture_object
-    xglGenTexturesEXT(1, &splash_texid);
-    xglBindTextureEXT(GL_TEXTURE_2D, splash_texid);
-#else
-#  error port me
-#endif
-
-    xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
-    xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);   
-    xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-    xglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
 
-    // load in the texture data
-    int num = (int)(fg_random() * 4.0 + 1.0);
-    char num_str[256];
-    sprintf(num_str, "%d", num);
+static SGTexture splash;
 
-    FGPath tpath( globals->get_options()->get_fg_root() );
-    tpath.append( "Textures/Splash" );
-    tpath.concat( num_str );
-    tpath.concat( ".rgb" );
 
-    if ( (splash_texbuf = 
-         read_rgb_texture(tpath.c_str(), &width, &height)) == NULL )
+// Initialize the splash screen
+void fgSplashInit ( const char *splash_texture ) {
+    SG_LOG( SG_GENERAL, SG_INFO, "Initializing splash screen" );
+
+    splash.bind();
+
+    SGPath tpath( globals->get_fg_root() );
+    if (splash_texture == NULL || !strcmp(splash_texture, "")) {
+        // load in the texture data
+        int num = (int)(sg_random() * 5.0 + 1.0);
+        char num_str[5];
+        snprintf(num_str, 4, "%d", num);
+
+        tpath.append( "Textures/Splash" );
+        tpath.concat( num_str );
+        tpath.concat( ".rgb" );
+    } else
+        tpath.append( splash_texture );
+
+    splash.read_rgb_texture(tpath.c_str());
+    if (!splash.usable())
     {
        // Try compressed
-       FGPath fg_tpath = tpath;
+       SGPath fg_tpath = tpath;
        fg_tpath.concat( ".gz" );
-       if ( (splash_texbuf = 
-             read_rgb_texture(fg_tpath.c_str(), &width, &height)) == NULL )
+
+        splash.read_rgb_texture(fg_tpath.c_str());
+       if ( !splash.usable() )
        {
-           FG_LOG( FG_GENERAL, FG_ALERT, 
+           SG_LOG( SG_GENERAL, SG_ALERT, 
                    "Error in loading splash screen texture " << tpath.str() );
            exit(-1);
        } 
     } 
 
-    xglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, 
-                  GL_UNSIGNED_BYTE, (GLvoid *)(splash_texbuf) );
+    splash.select();
 }
 
 
 // Update the splash screen with progress specified from 0.0 to 1.0
-void fgSplashUpdate ( double progress ) {
+void fgSplashUpdate ( double progress, float alpha ) {
     int xmin, ymin, xmax, ymax;
-    int xsize = 480;
-    int ysize = 380;
+    int xsize = 512;
+    int ysize = 512;
 
-    if ( !globals->get_current_view()->get_winWidth()
-        || !globals->get_current_view()->get_winHeight() ) {
+    if ( !fgGetInt("/sim/startup/xsize")
+        || !fgGetInt("/sim/startup/ysize") ) {
        return;
     }
 
-    xmin = (globals->get_current_view()->get_winWidth() - xsize) / 2;
+    xmin = (fgGetInt("/sim/startup/xsize") - xsize) / 2;
     xmax = xmin + xsize;
 
-    ymin = (globals->get_current_view()->get_winHeight() - ysize) / 2;
+    ymin = (fgGetInt("/sim/startup/ysize") - ysize) / 2;
     ymax = ymin + ysize;
 
-    // first clear the screen;
-    xglClearColor(0.0, 0.0, 0.0, 1.0);
-    xglClear( GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT );
+    glMatrixMode(GL_PROJECTION);
+    glPushMatrix();
+    glLoadIdentity();
+    gluOrtho2D(0, fgGetInt("/sim/startup/xsize"),
+              0, fgGetInt("/sim/startup/ysize"));
+    glMatrixMode(GL_MODELVIEW);
+    glPushMatrix();
+    glLoadIdentity();
+
+    glDisable(GL_DEPTH_TEST);
+    glDisable(GL_LIGHTING);
+
+    // draw the background
+    glColor4f( 0.0, 0.0, 0.0, alpha );
+    glBegin(GL_POLYGON);
+    glVertex2f(0.0, 0.0);
+    glVertex2f(fgGetInt("/sim/startup/xsize"), 0.0);
+    glVertex2f(fgGetInt("/sim/startup/xsize"), fgGetInt("/sim/startup/ysize"));
+    glVertex2f(0.0, fgGetInt("/sim/startup/ysize")); 
+    glEnd();
 
     // now draw the logo
-    xglMatrixMode(GL_PROJECTION);
-    xglPushMatrix();
-    xglLoadIdentity();
-    gluOrtho2D(0, globals->get_current_view()->get_winWidth(),
-              0, globals->get_current_view()->get_winHeight());
-    xglMatrixMode(GL_MODELVIEW);
-    xglPushMatrix();
-    xglLoadIdentity();
-
-    xglDisable(GL_DEPTH_TEST);
-    xglDisable(GL_LIGHTING);
-    xglEnable(GL_TEXTURE_2D);
-#ifdef GL_VERSION_1_1
-    xglBindTexture(GL_TEXTURE_2D, splash_texid);
-#elif GL_EXT_texture_object
-    xglBindTextureEXT(GL_TEXTURE_2D, splash_texid);
-#else
-#  error port me
-#endif
-    xglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
-
-    xglBegin(GL_POLYGON);
-    xglTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
-    xglTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);
-    xglTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
-    xglTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax); 
-    xglEnd();
-
-    xglutSwapBuffers();
-
-    xglEnable(GL_DEPTH_TEST);
-    xglEnable(GL_LIGHTING);
-    xglDisable(GL_TEXTURE_2D);
-
-    xglMatrixMode(GL_PROJECTION);
-    xglPopMatrix();
-    xglMatrixMode(GL_MODELVIEW);
-    xglPopMatrix();
+    glEnable(GL_TEXTURE_2D);
+    splash.bind();
+    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+    glColor4f( 1.0, 1.0, 1.0, alpha );
+    glBegin(GL_POLYGON);
+    glTexCoord2f(0.0, 0.0); glVertex2f(xmin, ymin);
+    glTexCoord2f(1.0, 0.0); glVertex2f(xmax, ymin);
+    glTexCoord2f(1.0, 1.0); glVertex2f(xmax, ymax);
+    glTexCoord2f(0.0, 1.0); glVertex2f(xmin, ymax); 
+    glEnd();
+
+    glEnable(GL_DEPTH_TEST);
+    glEnable(GL_LIGHTING);
+    glDisable(GL_TEXTURE_2D);
+
+    glMatrixMode(GL_PROJECTION);
+    glPopMatrix();
+    glMatrixMode(GL_MODELVIEW);
+    glPopMatrix();
 }