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scummvm/engines/crab/LoadingScreen.cpp
T

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2.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#define FORBIDDEN_SYMBOL_ALLOW_ALL
#include "crab/LoadingScreen.h"
#include "crab/XMLDoc.h"
namespace Crab {
void LoadingScreen::Load() {
const std::string &filename = "res/layout/loading.xml";
XMLDoc doc(filename.c_str());
if (doc.ready()) {
rapidxml::xml_node<char> *node = doc.Doc()->first_node("loading");
if (NodeValid(node)) {
if (NodeValid("screens", node)) {
rapidxml::xml_node<char> *scrnode = node->first_node("screens");
for (auto n = scrnode->first_node("screen"); n != NULL; n = n->next_sibling("screen"))
screen.push_back(n);
}
if (NodeValid("text", node))
text.Load(node->first_node("text"), "img");
}
}
}
void LoadingScreen::Draw() {
// Change to a random screen
Change();
// Draw the current screen
if (cur < screen.size())
screen.at(cur).Draw();
// Draw the loading text
text.Draw((gScreenSettings.cur.w - text.W()) / 2, (gScreenSettings.cur.h - text.H()) / 2);
// Update the screen
//SDL_RenderPresent(gRenderer);
}
void LoadingScreen::Dim() {
#if 0
// This is used when starting or loading a game from the main menu in order to dim the screen
// until an actual loading screen is drawn
SDL_SetRenderDrawBlendMode(gRenderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 200);
SDL_RenderFillRect(gRenderer, NULL);
// Update the screen
SDL_RenderPresent(gRenderer);
#endif
}
void LoadingScreen::Quit() {
text.Delete();
for (auto i = screen.begin(); i != screen.end(); ++i)
i->Delete();
}
LoadingScreen gLoadScreen;
} // End of namespace Crab