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Get menu background image from selected game

This commit is contained in:
Perttu Ahola 2013-02-15 21:13:53 +02:00
parent b28734c82c
commit 084be3599a
7 changed files with 172 additions and 136 deletions

View file

@ -612,122 +612,65 @@ private:
bool rightreleased;
};
//Draw the tiled menu background
void drawMenuBackground(video::IVideoDriver* driver) {
core::dimension2d<u32> screensize = driver->getScreenSize();
void drawMenuBackground(video::IVideoDriver* driver, const SubgameSpec *spec)
{
v2u32 screensize = driver->getScreenSize();
std::string path = getTexturePath("menubg.png");
if (path[0]) {
static const video::ITexture *bgtexture =
driver->getTexture(path.c_str());
if (bgtexture) {
s32 scaledsize = 128;
// The important difference between destsize and screensize is
// that destsize is rounded to whole scaled pixels.
// These formulas use component-wise multiplication and division of v2u32.
v2u32 texturesize = bgtexture->getSize();
v2u32 sourcesize = texturesize * screensize / scaledsize + v2u32(1,1);
v2u32 destsize = scaledsize * sourcesize / texturesize;
// Default texture wrapping mode in Irrlicht is ETC_REPEAT.
driver->draw2DImage(bgtexture,
core::rect<s32>(0, 0, destsize.X, destsize.Y),
core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
NULL, NULL, true);
}
/* Figure out background texture */
video::ITexture *texture = NULL;
if(spec && spec->menubackground_path != ""){
texture = driver->getTexture(spec->menubackground_path.c_str());
}
/* If no texture, draw background of solid color */
if(!texture){
video::SColor color(255,80,58,37);
core::rect<s32> rect(0, 0, screensize.X, screensize.Y);
driver->draw2DRectangle(color, rect, NULL);
return;
}
/* Draw background texture */
v2u32 sourcesize = texture->getSize();
driver->draw2DImage(texture,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
NULL, NULL, true);
}
//Draw the footer at the bottom of the window
void drawMenuFooter(video::IVideoDriver* driver, bool clouds) {
core::dimension2d<u32> screensize = driver->getScreenSize();
std::string path = getTexturePath(clouds ?
"menufooter_clouds.png" : "menufooter.png");
if (path[0]) {
static const video::ITexture *footertexture =
driver->getTexture(path.c_str());
void drawMenuOverlay(video::IVideoDriver* driver, const SubgameSpec *spec)
{
v2u32 screensize = driver->getScreenSize();
if (footertexture) {
f32 mult = (((f32)screensize.Width)) /
((f32)footertexture->getOriginalSize().Width);
v2s32 footersize(((f32)footertexture->getOriginalSize().Width) * mult,
((f32)footertexture->getOriginalSize().Height) * mult);
// Don't draw the footer if there isn't enough room
s32 free_space = (((s32)screensize.Height)-320)/2;
if (free_space > footersize.Y) {
core::rect<s32> rect(0,0,footersize.X,footersize.Y);
rect += v2s32(screensize.Width/2,screensize.Height-footersize.Y);
rect -= v2s32(footersize.X/2, 0);
driver->draw2DImage(footertexture, rect,
core::rect<s32>(core::position2d<s32>(0,0),
core::dimension2di(footertexture->getSize())),
NULL, NULL, true);
}
}
/* Figure out overlay texture */
video::ITexture *texture = NULL;
if(spec && spec->menuoverlay_path != ""){
texture = driver->getTexture(spec->menuoverlay_path.c_str());
}
/* If no texture, draw nothing */
if(!texture)
return;
/* Draw overlay texture */
v2u32 sourcesize = texture->getSize();
driver->draw2DImage(texture,
core::rect<s32>(0, 0, screensize.X, screensize.Y),
core::rect<s32>(0, 0, sourcesize.X, sourcesize.Y),
NULL, NULL, true);
}
// Draw the Header over the main menu
void drawMenuHeader(video::IVideoDriver* driver) {
core::dimension2d<u32> screensize = driver->getScreenSize();
std::string path = getTexturePath("menuheader.png");
if (path[0]) {
static const video::ITexture *splashtexture =
driver->getTexture(path.c_str());
if(splashtexture) {
f32 mult = (((f32)screensize.Width / 2)) /
((f32)splashtexture->getOriginalSize().Width);
v2s32 splashsize(((f32)splashtexture->getOriginalSize().Width) * mult,
((f32)splashtexture->getOriginalSize().Height) * mult);
// Don't draw the header is there isn't enough room
s32 free_space = (((s32)screensize.Height)-320)/2;
if (free_space > splashsize.Y) {
core::rect<s32> splashrect(0, 0, splashsize.X, splashsize.Y);
splashrect += v2s32((screensize.Width/2)-(splashsize.X/2),
((free_space/2)-splashsize.Y/2)+10);
video::SColor bgcolor(255,50,50,50);
driver->draw2DImage(splashtexture, splashrect,
core::rect<s32>(core::position2d<s32>(0,0),
core::dimension2di(splashtexture->getSize())),
NULL, NULL, true);
}
static const SubgameSpec* getMenuGame(const MainMenuData &menudata)
{
for(size_t i=0; i<menudata.games.size(); i++){
if(menudata.games[i].id == menudata.selected_game){
return &menudata.games[i];
}
}
return NULL;
}
// Draw the Splash over the clouds and under the main menu
void drawMenuSplash(video::IVideoDriver* driver) {
core::dimension2d<u32> screensize = driver->getScreenSize();
std::string path = getTexturePath("menusplash.png");
if (path[0]) {
static const video::ITexture *splashtexture =
driver->getTexture(path.c_str());
if(splashtexture) {
core::rect<s32> splashrect(0, 0, screensize.Width, screensize.Height);
video::SColor bgcolor(255,50,50,50);
driver->draw2DImage(splashtexture, splashrect,
core::rect<s32>(core::position2d<s32>(0,0),
core::dimension2di(splashtexture->getSize())),
NULL, NULL, true);
}
}
}
#endif
#endif // !SERVER
// These are defined global so that they're not optimized too much.
// Can't change them to volatile.
@ -1558,6 +1501,8 @@ int main(int argc, char *argv[])
menudata.selected_tab = g_settings->getS32("selected_mainmenu_tab");
if(g_settings->exists("selected_serverlist"))
menudata.selected_serverlist = g_settings->getS32("selected_serverlist");
if(g_settings->exists("selected_mainmenu_game"))
menudata.selected_game = g_settings->get("selected_mainmenu_game");
menudata.address = narrow_to_wide(address);
menudata.name = narrow_to_wide(playername);
menudata.port = narrow_to_wide(itos(port));
@ -1611,6 +1556,14 @@ int main(int argc, char *argv[])
}
// Copy worldspecs to menu
menudata.worlds = worldspecs;
// Get game listing
menudata.games = getAvailableGames();
// If selected game doesn't exist, take first from list
if(findSubgame(menudata.selected_game).id == "" &&
!menudata.games.empty()){
menudata.selected_game = menudata.games[0].id;
}
const SubgameSpec *menugame = getMenuGame(menudata);
if(skip_main_menu == false)
{
@ -1623,7 +1576,7 @@ int main(int argc, char *argv[])
break;
driver->beginScene(true, true,
video::SColor(255,128,128,128));
drawMenuBackground(driver);
drawMenuBackground(driver, menugame);
guienv->drawAll();
driver->endScene();
// On some computers framerate doesn't seem to be
@ -1637,21 +1590,17 @@ int main(int argc, char *argv[])
&g_menumgr, &menudata, g_gamecallback);
menu->allowFocusRemoval(true);
// Clouds for the main menu
bool cloud_menu_background = false;
Clouds *clouds = NULL;
if (g_settings->getBool("menu_clouds")) {
cloud_menu_background = true;
clouds = new Clouds(smgr->getRootSceneNode(),
smgr, -1, rand(), 100);
clouds->update(v2f(0, 0), video::SColor(255,200,200,255));
// Always create clouds because they may or may not be
// needed based on the game selected
Clouds *clouds = new Clouds(smgr->getRootSceneNode(),
smgr, -1, rand(), 100);
clouds->update(v2f(0, 0), video::SColor(255,200,200,255));
// A camera to see the clouds
scene::ICameraSceneNode* camera;
camera = smgr->addCameraSceneNode(0,
v3f(0,0,0), v3f(0, 60, 100));
camera->setFarValue(10000);
}
// A camera to see the clouds
scene::ICameraSceneNode* camera;
camera = smgr->addCameraSceneNode(0,
v3f(0,0,0), v3f(0, 60, 100));
camera->setFarValue(10000);
if(error_message != L"")
{
@ -1675,6 +1624,24 @@ int main(int argc, char *argv[])
if(menu->getStatus() == true)
break;
// Game can be selected in the menu
menugame = getMenuGame(menudata);
// Clouds for the main menu
bool cloud_menu_background = g_settings->getBool("menu_clouds");
if(menugame){
// If game has regular background and no overlay, don't use clouds
if(cloud_menu_background &&
menugame->menuoverlay_path.empty() &&
!menugame->menubackground_path.empty()){
cloud_menu_background = false;
}
// If game game has overlay and no regular background, always draw clouds
else if(menugame->menubackground_path.empty() &&
!menugame->menuoverlay_path.empty()){
cloud_menu_background = true;
}
}
// Time calc for the clouds
f32 dtime; // in seconds
if (cloud_menu_background) {
@ -1694,12 +1661,9 @@ int main(int argc, char *argv[])
clouds->step(dtime*3);
clouds->render();
smgr->drawAll();
drawMenuSplash(driver);
drawMenuFooter(driver, true);
drawMenuHeader(driver);
drawMenuOverlay(driver, menugame);
} else {
drawMenuBackground(driver);
drawMenuFooter(driver, false);
drawMenuBackground(driver, menugame);
}
guienv->drawAll();
@ -1735,10 +1699,8 @@ int main(int argc, char *argv[])
infostream<<"Dropping main menu"<<std::endl;
menu->drop();
if (cloud_menu_background) {
clouds->drop();
smgr->clear();
}
clouds->drop();
smgr->clear();
}
playername = wide_to_narrow(menudata.name);
@ -1755,6 +1717,7 @@ int main(int argc, char *argv[])
// Save settings
g_settings->setS32("selected_mainmenu_tab", menudata.selected_tab);
g_settings->setS32("selected_serverlist", menudata.selected_serverlist);
g_settings->set("selected_mainmenu_game", menudata.selected_game);
g_settings->set("new_style_leaves", itos(menudata.fancy_trees));
g_settings->set("smooth_lighting", itos(menudata.smooth_lighting));
g_settings->set("enable_3d_clouds", itos(menudata.clouds_3d));