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Merge pull request #1878 from Areloch/splashAndWindowIcons

Fixes window icons with SDL
Areloch 8 years ago
parent
commit
0aea1d5c33

+ 6 - 1
Engine/source/console/consoleFunctions.cpp

@@ -2141,13 +2141,18 @@ DefineEngineFunction( gotoWebPage, void, ( const char* address ),,
 
 //-----------------------------------------------------------------------------
 
-DefineEngineFunction( displaySplashWindow, bool, (const char* path), ("art/gui/splash.bmp"),
+DefineEngineFunction( displaySplashWindow, bool, (const char* path), (""),
    "Display a startup splash window suitable for showing while the engine still starts up.\n\n"
    "@note This is currently only implemented on Windows.\n\n"
    "@param path	relative path to splash screen image to display.\n"
    "@return True if the splash window could be successfully initialized.\n\n"
    "@ingroup Platform" )
 {
+   if (path == "")
+   {
+      path = Con::getVariable("$Core::splashWindowImage");
+   }
+
    return Platform::displaySplashWindow(path);
 }
 

+ 47 - 2
Engine/source/windowManager/sdl/sdlSplashScreen.cpp

@@ -22,7 +22,7 @@
 
 #include "platform/platform.h"
 #include "console/console.h"
-
+#include "gfx/bitmap/gBitmap.h"
 #include "SDL.h"
 #include "windowManager/sdl/sdlWindow.h"
 
@@ -36,7 +36,52 @@ bool Platform::displaySplashWindow( String path )
    if(path.isEmpty())
       return false;
 
-   gSplashImage = SDL_LoadBMP(path);
+   Torque::Path iconPath = Torque::Path(path);
+
+   if (iconPath.getExtension() == String("bmp"))
+   {
+      Con::errorf("Unable to use bmp format images for the splash screen. Please use a different format.");
+      return false;
+   }
+
+   Resource<GBitmap> img = GBitmap::load(iconPath);
+   if (img != NULL)
+   {
+      U32 pitch;
+      U32 width = img->getWidth();
+      bool hasAlpha = img->getHasTransparency();
+      U32 depth;
+
+      if (hasAlpha)
+      {
+         pitch = 4 * width;
+         depth = 32;
+      }
+      else
+      {
+         pitch = 3 * width;
+         depth = 24;
+      }
+
+      Uint32 rmask, gmask, bmask, amask;
+      if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
+      {
+         S32 shift = hasAlpha ? 8 : 0;
+         rmask = 0xff000000 >> shift;
+         gmask = 0x00ff0000 >> shift;
+         bmask = 0x0000ff00 >> shift;
+         amask = 0x000000ff >> shift;
+      }
+      else
+      {
+         rmask = 0x000000ff;
+         gmask = 0x0000ff00;
+         bmask = 0x00ff0000;
+         amask = hasAlpha ? 0xff000000 : 0;
+      }
+
+      gSplashImage = SDL_CreateRGBSurfaceFrom(img->getAddress(0, 0), img->getWidth(), img->getHeight(), depth, pitch, rmask, gmask, bmask, amask);
+   }
 
    //now the pop-up window
    if (gSplashImage)

+ 54 - 0
Engine/source/windowManager/sdl/sdlWindowMgr.cpp

@@ -24,6 +24,7 @@
 #include "gfx/gfxDevice.h"
 #include "core/util/journal/process.h"
 #include "core/strings/unicode.h"
+#include "gfx/bitmap/gBitmap.h"
 
 #include "SDL.h"
 
@@ -165,6 +166,59 @@ PlatformWindow *PlatformWindowManagerSDL::createWindow(GFXDevice *device, const
    window->mOwningManager = this;
    mWindowMap[ window->mWindowId ] = window;
 
+   //Now, fetch our window icon, if any
+   Torque::Path iconPath = Torque::Path(Con::getVariable( "$Core::windowIcon" ));
+
+   if (iconPath.getExtension() == String("bmp"))
+   {
+      Con::errorf("Unable to use bmp format images for the window icon. Please use a different format.");
+   }
+   else
+   {
+      Resource<GBitmap> img = GBitmap::load(iconPath);
+      if (img != NULL)
+      {
+         U32 pitch;
+         U32 width = img->getWidth();
+         bool hasAlpha = img->getHasTransparency();
+         U32 depth;
+
+         if (hasAlpha)
+         {
+            pitch = 4 * width;
+            depth = 32;
+         }
+         else
+         {
+            pitch = 3 * width;
+            depth = 24;
+         }
+
+         Uint32 rmask, gmask, bmask, amask;
+         if (SDL_BYTEORDER == SDL_BIG_ENDIAN)
+         {
+            S32 shift = hasAlpha ? 8 : 0;
+            rmask = 0xff000000 >> shift;
+            gmask = 0x00ff0000 >> shift;
+            bmask = 0x0000ff00 >> shift;
+            amask = 0x000000ff >> shift;
+         }
+         else
+         {
+            rmask = 0x000000ff;
+            gmask = 0x0000ff00;
+            bmask = 0x00ff0000;
+            amask = hasAlpha ? 0xff000000 : 0;
+         }
+
+         SDL_Surface* iconSurface = SDL_CreateRGBSurfaceFrom(img->getAddress(0, 0), img->getWidth(), img->getHeight(), depth, pitch, rmask, gmask, bmask, amask);
+
+         SDL_SetWindowIcon(window->mWindowHandle, iconSurface);
+
+         SDL_FreeSurface(iconSurface);
+      }
+   }
+
    if(device)
    {
       window->mDevice = device;

BIN
Templates/Empty/game/art/gui/splash.bmp


BIN
Templates/Empty/game/art/gui/splash.png


BIN
Templates/Empty/game/core/torque.png


+ 2 - 0
Templates/Empty/game/main.cs

@@ -28,6 +28,8 @@ $defaultGame = "scripts";
 
 // Set profile directory
 $Pref::Video::ProfilePath = "core/profile";
+$Core::windowIcon = "core/torque.png";
+$Core::splashWindowImage = "art/gui/splash.png";
 
 function createCanvas(%windowTitle)
 {

BIN
Templates/Full/game/art/gui/splash.bmp


BIN
Templates/Full/game/art/gui/splash.png


BIN
Templates/Full/game/core/torque.png


+ 2 - 0
Templates/Full/game/main.cs

@@ -28,6 +28,8 @@ $defaultGame = "scripts";
 
 // Set profile directory
 $Pref::Video::ProfilePath = "core/profile";
+$Core::windowIcon = "core/torque.png";
+$Core::splashWindowImage = "art/gui/splash.png";
 
 function createCanvas(%windowTitle)
 {