Loading screen multiple resolutions support and stretch modes, loading bar fixes

This commit is contained in:
Andrzej Fałkowski
2023-08-19 22:30:57 +02:00
parent 200ac73f7a
commit 5400fb019d
6 changed files with 149 additions and 60 deletions
+94 -33
View File
@@ -23,6 +23,7 @@ extern BOOLEAN gfSchedulesHosed;
#include "Ja25 Strategic Ai.h"
#endif
UINT8 gubLastLoadingScreenID = LOADINGSCREEN_NOTHING;
FLOAT fLoadingScreenAspectRatio;
//BOOLEAN bShowSmallImage = FALSE;
SECTOR_LOADSCREENS gSectorLoadscreens[MAX_SECTOR_LOADSCREENS];
@@ -343,6 +344,62 @@ static void BuildLoadscreenFilename(std::string& dst, const char* path, int reso
dst.append(".sti");
}
std::string GetResolutionSuffix(SCREEN_RESOLUTION resolution)
{
switch (resolution)
{
case _960x540: return "_960x540";
case _800x600: return "_800x600";
case _1024x600: return "_1024x600";
case _1280x720: return "_1280x720";
case _1024x768: return "_1024x768";
case _1280x768: return "_1280x768";
case _1360x768: return "_1360x768";
case _1366x768: return "_1366x768";
case _1280x800: return "_1280x800";
case _1440x900: return "_1440x900";
case _1600x900: return "_1600x900";
case _1280x960: return "_1280x960";
case _1440x960: return "_1440x960";
case _1770x1000: return "_1770x1000";
case _1280x1024: return "_1280x1024";
case _1360x1024: return "_1360x1024";
case _1600x1024: return "_1600x1024";
case _1440x1050: return "_1440x1050";
case _1680x1050: return "_1680x1050";
case _1920x1080: return "_1920x1080";
case _1600x1200: return "_1600x1200";
case _1920x1200: return "_1920x1200";
case _2560x1440: return "_2560x1440";
case _2560x1600: return "_2560x1600";
default: return "";
}
}
std::string FindBestFittingLoadscreenFilename(const std::string& baseName, SCREEN_RESOLUTION resolution)
{
for (SCREEN_RESOLUTION res = resolution; res <= _2560x1600; res = (SCREEN_RESOLUTION)(res + 1))
{
std::string fileName = baseName + GetResolutionSuffix(res);
if (FileExists((CHAR8*)((fileName + ".png").c_str())))
{
return fileName + ".png";
}
if (FileExists((CHAR8*)((fileName + ".sti").c_str())))
{
return fileName + ".sti";
}
}
if (FileExists((CHAR8*)((baseName + ".png").c_str())))
{
return baseName + ".png";
}
return baseName + ".sti";
}
//sets up the loadscreen with specified ID, and draws it to the FRAME_BUFFER,
//and refreshing the screen with it.
void DisplayLoadScreenWithID( UINT8 ubLoadScreenID )
@@ -420,27 +477,8 @@ void DisplayLoadScreenWithID( UINT8 ubLoadScreenID )
}
}
std::string strImage;
BuildLoadscreenFilename(strImage, imagePath.c_str(), 0, imageFormat.c_str());
strImage.copy(vs_desc.ImageFile, sizeof(vs_desc.ImageFile)-1);
if ( !FileExists(vs_desc.ImageFile) )
{
std::string strImage;
BuildLoadscreenFilename(strImage, imagePath.c_str(), 0, "png");
strImage.copy(vs_desc.ImageFile, sizeof(vs_desc.ImageFile) - 1);
if (!FileExists(vs_desc.ImageFile))
{
std::string strImage("LOADSCREENS\\");
BuildLoadscreenFilename(strImage, LoadScreenNames[1], 0, imageFormat.c_str());
strImage.copy(vs_desc.ImageFile, sizeof(vs_desc.ImageFile) - 1);
}
}
std::string strImage = FindBestFittingLoadscreenFilename(imagePath, (SCREEN_RESOLUTION)iResolution);
strImage.copy(vs_desc.ImageFile, sizeof(vs_desc.ImageFile) - 1);
}
else
{
@@ -475,18 +513,41 @@ void DisplayLoadScreenWithID( UINT8 ubLoadScreenID )
//Blit the background image
GetVideoSurface(&hVSurface, uiLoadScreen);
// Stretch the background image
SrcRect.iLeft = 0;
SrcRect.iTop = 0;
SrcRect.iRight = hVSurface->usWidth;
SrcRect.iBottom = hVSurface->usHeight;
DstRect.iLeft = 0;
DstRect.iTop = 0;
DstRect.iRight = SCREEN_WIDTH;
DstRect.iBottom = SCREEN_HEIGHT;
fLoadingScreenAspectRatio = (FLOAT)hVSurface->usWidth / (FLOAT)hVSurface->usHeight;
FLOAT fScreenAspectRatio = (FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT;
if (gGameExternalOptions.ubLoadscreenStretchMode == 1 ||
(gGameExternalOptions.ubLoadscreenStretchMode == 2 && fLoadingScreenAspectRatio > fScreenAspectRatio))
{
// match height, preserve aspect ratio
INT32 iCalculatedWidth = (INT32)(SCREEN_HEIGHT * fLoadingScreenAspectRatio + 0.5f);
SrcRect.iLeft = 0;
SrcRect.iTop = 0;
SrcRect.iRight = hVSurface->usWidth;
SrcRect.iBottom = hVSurface->usHeight;
DstRect.iLeft = (SCREEN_WIDTH - iCalculatedWidth) / 2;
DstRect.iTop = 0;
DstRect.iRight = SCREEN_WIDTH - ((SCREEN_WIDTH - iCalculatedWidth) / 2);
DstRect.iBottom = SCREEN_HEIGHT;
}
else
{
// vanilla (stretch to fit)
// Stretch the background image
SrcRect.iLeft = 0;
SrcRect.iTop = 0;
SrcRect.iRight = hVSurface->usWidth;
SrcRect.iBottom = hVSurface->usHeight;
DstRect.iLeft = 0;
DstRect.iTop = 0;
DstRect.iRight = SCREEN_WIDTH;
DstRect.iBottom = SCREEN_HEIGHT;
}
BltStretchVideoSurface( FRAME_BUFFER, uiLoadScreen, 0, 0, 0, &SrcRect, &DstRect );
DeleteVideoSurfaceFromIndex( uiLoadScreen );