/* 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 . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ #include "graphics/screen.h" #include "crab/crab.h" #include "crab/LoadingScreen.h" #include "crab/XMLDoc.h" namespace Crab { void LoadingScreen::load() { Common::Path filename("res/layout/loading.xml"); XMLDoc doc(filename); if (doc.ready()) { rapidxml::xml_node *node = doc.doc()->first_node("loading"); if (nodeValid(node)) { if (nodeValid("screens", node)) { rapidxml::xml_node *scrnode = node->first_node("screens"); for (auto n = scrnode->first_node("screen"); n != nullptr; 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[_cur].draw(); // Draw the loading text _text.draw((g_engine->_screenSettings->_cur.w - _text.w()) / 2, (g_engine->_screenSettings->_cur.h - _text.h()) / 2); // Update the screen g_engine->_screen->update(); } void LoadingScreen::dim() { warning("STUB: 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.deleteImage(); for (auto &i : _screen) i.clear(); } } // End of namespace Crab