use pregenerated bitmap in loading screen

This commit is contained in:
Sebastian Krzyszkowiak 2012-02-29 23:17:32 +01:00
parent e5dda46b31
commit 5895e206dc

View file

@ -41,34 +41,45 @@ void Loading_Load(struct Game *game) {
DrawConsole(game);
al_flip_display();
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP);
game->loading.image = al_load_bitmap( "data/loading.png" );
al_set_new_bitmap_flags(ALLEGRO_MAG_LINEAR | ALLEGRO_MIN_LINEAR);
game->loading.loading_bitmap = al_create_bitmap(al_get_display_width(game->display), al_get_display_height(game->display));
al_set_target_bitmap(game->loading.loading_bitmap);
int width = al_get_display_width(game->display);
int height = al_get_display_height(game->display);
int x, y;
for (y = 0; y < height; y++) {
float pixy = ((float)y / height) * al_get_bitmap_height(game->loading.image);
for (x = 0; x < width; x++) {
float pixx = ((float)x / width) * al_get_bitmap_width(game->loading.image);
ALLEGRO_COLOR a = al_get_pixel(game->loading.image, pixx-0.25, pixy-0.25);
ALLEGRO_COLOR b = al_get_pixel(game->loading.image, pixx+0.25, pixy-0.25);
ALLEGRO_COLOR c = al_get_pixel(game->loading.image, pixx-0.25, pixy+0.25);
ALLEGRO_COLOR d = al_get_pixel(game->loading.image, pixx+0.25, pixy+0.25);
ALLEGRO_COLOR result = al_map_rgba_f(
(a.r+b.r+c.r+d.r) / 4,
(a.g+b.b+c.g+d.g) / 4,
(a.b+b.g+c.b+d.b) / 4,
(a.a+b.a+c.a+d.a) / 4
);
al_put_pixel(x, y, result);
}
}
void GenerateLoadingBitmap() {
al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP);
game->loading.image = al_load_bitmap( "data/loading.png" );
al_set_new_bitmap_flags(ALLEGRO_MAG_LINEAR | ALLEGRO_MIN_LINEAR);
int width = al_get_display_width(game->display);
int height = al_get_display_height(game->display);
int x, y;
for (y = 0; y < height; y++) {
float pixy = ((float)y / height) * al_get_bitmap_height(game->loading.image);
for (x = 0; x < width; x++) {
float pixx = ((float)x / width) * al_get_bitmap_width(game->loading.image);
ALLEGRO_COLOR a = al_get_pixel(game->loading.image, pixx-0.25, pixy-0.25);
ALLEGRO_COLOR b = al_get_pixel(game->loading.image, pixx+0.25, pixy-0.25);
ALLEGRO_COLOR c = al_get_pixel(game->loading.image, pixx-0.25, pixy+0.25);
ALLEGRO_COLOR d = al_get_pixel(game->loading.image, pixx+0.25, pixy+0.25);
ALLEGRO_COLOR result = al_map_rgba_f(
(a.r+b.r+c.r+d.r) / 4,
(a.g+b.b+c.g+d.g) / 4,
(a.b+b.g+c.b+d.b) / 4,
(a.a+b.a+c.a+d.a) / 4
);
al_put_pixel(x, y, result);
}
}
al_save_bitmap("data/cache/loading.png", game->loading.loading_bitmap);
PrintConsole(game, "Cache bitmap generated.");
}
game->loading.image = al_load_bitmap( "data/cache/loading.png");
if (game->loading.image) {
if ((al_get_bitmap_width(game->loading.image)!=al_get_display_width(game->display)) || (al_get_bitmap_height(game->loading.image)!=al_get_display_height(game->display)))
GenerateLoadingBitmap();
else al_draw_bitmap(game->loading.image, 0, 0, 0);
} else GenerateLoadingBitmap();
// Scale "Loading" bitmap
//al_draw_scaled_bitmap(game->loading.image,0, 0, al_get_bitmap_width(game->loading.image), al_get_bitmap_height(game->loading.image), 0, 0, al_get_display_width(game->display), al_get_display_height(game->display),0);
al_draw_text_with_shadow(game->font, al_map_rgb(255,255,255), al_get_display_width(game->display)*0.0234, al_get_display_height(game->display)*0.85, ALLEGRO_ALIGN_LEFT, "Loading...");