void loading_theme::render(float bar, const char *text, GLuint tex, bool background) { #if 0 if(background || graphox::get<int>("sdl_backingstore_bug") > 0) restorebackground(); #endif int w = screen->w, h = screen->h; getbackgroundres(w, h); gettextres(w, h); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, w, h, 0, -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glEnable(GL_TEXTURE_2D); defaultshader->set(); glColor3f(1, 1, 1); float fh = 0.075f*min(w, h), fw = fh*10, fx = renderedframe ? w - fw - fh/4 : 0.5f*(w - fw), fy = renderedframe ? fh/4 : h - fh*1.5f, fu1 = 0/512.0f, fu2 = 511/512.0f, fv1 = 0/64.0f, fv2 = 52/64.0f; settexture("data/loading_frame.png", 3); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(fu1, fv1); glVertex2f(fx, fy); glTexCoord2f(fu2, fv1); glVertex2f(fx+fw, fy); glTexCoord2f(fu1, fv2); glVertex2f(fx, fy+fh); glTexCoord2f(fu2, fv2); glVertex2f(fx+fw, fy+fh); glEnd(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); float bw = fw*(511 - 2*17)/511.0f, bh = fh*20/52.0f, bx = fx + fw*17/511.0f, by = fy + fh*16/52.0f, bv1 = 0/32.0f, bv2 = 20/32.0f, su1 = 0/32.0f, su2 = 7/32.0f, sw = fw*7/511.0f, eu1 = 23/32.0f, eu2 = 30/32.0f, ew = fw*7/511.0f, mw = bw - sw - ew, ex = bx+sw + max(mw*bar, fw*7/511.0f); if(bar > 0) { settexture("data/loading_bar.png", 3); glBegin(GL_QUADS); glTexCoord2f(su1, bv1); glVertex2f(bx, by); glTexCoord2f(su2, bv1); glVertex2f(bx+sw, by); glTexCoord2f(su2, bv2); glVertex2f(bx+sw, by+bh); glTexCoord2f(su1, bv2); glVertex2f(bx, by+bh); glTexCoord2f(su2, bv1); glVertex2f(bx+sw, by); glTexCoord2f(eu1, bv1); glVertex2f(ex, by); glTexCoord2f(eu1, bv2); glVertex2f(ex, by+bh); glTexCoord2f(su2, bv2); glVertex2f(bx+sw, by+bh); glTexCoord2f(eu1, bv1); glVertex2f(ex, by); glTexCoord2f(eu2, bv1); glVertex2f(ex+ew, by); glTexCoord2f(eu2, bv2); glVertex2f(ex+ew, by+bh); glTexCoord2f(eu1, bv2); glVertex2f(ex, by+bh); glEnd(); } if(text) { int tw = text_width(text); float tsz = bh*0.8f/FONTH; if(tw*tsz > mw) tsz = mw/tw; glPushMatrix(); glTranslatef(bx+sw, by + (bh - FONTH*tsz)/2, 0); glScalef(tsz, tsz, 1); draw_text(text, 0, 0); glPopMatrix(); } glDisable(GL_BLEND); if(tex) { glBindTexture(GL_TEXTURE_2D, tex); float sz = 0.35f*min(w, h), x = 0.5f*(w-sz), y = 0.5f*min(w, h) - sz/15; glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex2f(x, y); glTexCoord2f(1, 0); glVertex2f(x+sz, y); glTexCoord2f(0, 1); glVertex2f(x, y+sz); glTexCoord2f(1, 1); glVertex2f(x+sz, y+sz); glEnd(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); settexture("data/mapshot_frame.png", 3); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex2f(x, y); glTexCoord2f(1, 0); glVertex2f(x+sz, y); glTexCoord2f(0, 1); glVertex2f(x, y+sz); glTexCoord2f(1, 1); glVertex2f(x+sz, y+sz); glEnd(); glDisable(GL_BLEND); } glDisable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); swapbuffers(); }
void renderprogress(float bar, const char *text, GLuint tex, bool background) // also used during loading { if(!inbetweenframes || envmapping) return; clientkeepalive(); // make sure our connection doesn't time out while loading maps etc. #ifdef __APPLE__ interceptkey(SDLK_UNKNOWN); // keep the event queue awake to avoid 'beachball' cursor #endif extern int sdl_backingstore_bug; if(background || sdl_backingstore_bug > 0) restorebackground(); int w = screen->w, h = screen->h; getbackgroundres(w, h); gettextres(w, h); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadIdentity(); glOrtho(0, w, h, 0, -1, 1); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); defaultshader->set(); glColor3f(1, 1, 1); float fh = 0.070f*min(w, h), fw = fh*10, fx = renderedframe ? w - fw - fh/4 : 0.5f*(w - fw), fy = renderedframe ? fh/4 : h - fh*1.5f; settexture("data/loadingscreen/load_frame.png", 3); glBegin(GL_QUADS); glTexCoord2f(0,0); glVertex2f(fx, fy); glTexCoord2f(1,0); glVertex2f(fx+fw, fy); glTexCoord2f(1,1); glVertex2f(fx+fw, fy+fh); glTexCoord2f(0,1); glVertex2f(fx, fy+fh); glEnd(); float bh = fh*20/52.0f, bx = fx + fw*17/511.0f; float by = fy + fh*16/52.0f, sw = fw*7/511.0f; float mw = fw, prog = bar; float ex = fx + max(mw*bar, fw*7/511.0f); if(bar > 0) { settexture("data/loadingscreen/load_bar.png", 3); glBegin(GL_QUADS); glTexCoord2f(0, 0); glVertex2f(fx, fy); glTexCoord2f(prog, 0); glVertex2f(ex, fy); glTexCoord2f(prog, 1); glVertex2f(ex, fy+fh); glTexCoord2f(0, 1); glVertex2f(fx, fy+fh); glEnd(); } if(text) { int tw = text_width(text); float tsz = bh*0.8f/FONTH; if(tw*tsz > mw) tsz = mw/tw; glPushMatrix(); glTranslatef(bx+sw, by + (bh - FONTH*tsz)/2, 0); glScalef(tsz, tsz, 1); draw_text(text, 0, 0); glPopMatrix(); } glDisable(GL_BLEND); if(tex) { float sz = 0.35f*min(w, h), x = 0.5f*(w-sz), y = 0.5f*min(w, h) - sz/15; glBindTexture(GL_TEXTURE_2D, tex); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex2f(x, y); glTexCoord2f(1, 0); glVertex2f(x+sz, y); glTexCoord2f(0, 1); glVertex2f(x, y+sz); glTexCoord2f(1, 1); glVertex2f(x+sz, y+sz); glEnd(); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); settexture("data/loadingscreen/mapshot_frame.png", 3); glBegin(GL_TRIANGLE_STRIP); glTexCoord2f(0, 0); glVertex2f(x, y); glTexCoord2f(1, 0); glVertex2f(x+sz, y); glTexCoord2f(0, 1); glVertex2f(x, y+sz); glTexCoord2f(1, 1); glVertex2f(x+sz, y+sz); glEnd(); glDisable(GL_BLEND); } glDisable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); swapbuffers(); }