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Merge pull request #755 from eightyeight/fix_splash

Fix splashscreen
Daniel Buckmaster 11 年之前
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2554cf6c1a

+ 7 - 0
Engine/source/console/consoleFunctions.cpp

@@ -1589,6 +1589,13 @@ DefineEngineFunction( displaySplashWindow, bool, (const char* path), ("art/gui/s
    return Platform::displaySplashWindow(path);
 }
 
+DefineEngineFunction( closeSplashWindow, void, (),,
+   "Close our startup splash window.\n\n"
+   "@note This is currently only implemented on Windows.\n\n"
+   "@ingroup Platform" )
+{
+   Platform::closeSplashWindow();
+}
 //-----------------------------------------------------------------------------
 
 DefineEngineFunction( getWebDeployment, bool, (),,

+ 37 - 1
Engine/source/gui/core/guiCanvas.cpp

@@ -121,7 +121,8 @@ GuiCanvas::GuiCanvas(): GuiControl(),
                         mMiddleMouseLast(false),
                         mRightMouseLast(false),
                         mPlatformWindow(NULL),
-                        mLastRenderMs(0)
+                        mLastRenderMs(0),
+                        mDisplayWindow(true)
 {
    setBounds(0, 0, 640, 480);
    mAwake = true;
@@ -176,6 +177,8 @@ void GuiCanvas::initPersistFields()
 
    addGroup("Canvas Rendering");
    addProtectedField( "numFences", TypeS32, Offset( mNumFences, GuiCanvas ), &setProtectedNumFences, &defaultProtectedGetFn, "The number of GFX fences to use." );
+
+   addField("displayWindow", TypeBool, Offset(mDisplayWindow, GuiCanvas), "Controls if the canvas window is rendered or not." );
    endGroup("Canvas Rendering");
 
    Parent::initPersistFields();
@@ -252,6 +255,19 @@ bool GuiCanvas::onAdd()
    // Make sure we're able to render.
    newDevice->setAllowRender( true );
 
+   if(mDisplayWindow)
+   {
+      getPlatformWindow()->show();
+      WindowManager->setDisplayWindow(true);
+      getPlatformWindow()->setDisplayWindow(true);
+   }
+   else
+   {
+      getPlatformWindow()->hide();
+      WindowManager->setDisplayWindow(false);
+      getPlatformWindow()->setDisplayWindow(false);
+   }
+
    // Propagate add to parents.
    // CodeReview - if GuiCanvas fails to add for whatever reason, what happens to
    // all the event registration above?
@@ -2683,3 +2699,23 @@ ConsoleMethod( GuiCanvas, setVideoMode, void, 5, 8,
    // Store the new mode into a pref.
    Con::setVariable( "$pref::Video::mode", vm.toString() );
 }
+
+ConsoleMethod( GuiCanvas, showWindow, void, 2, 2, "" )
+{
+   if (!object->getPlatformWindow())
+      return;
+
+   object->getPlatformWindow()->show();
+   WindowManager->setDisplayWindow(true);
+   object->getPlatformWindow()->setDisplayWindow(true);
+}
+
+ConsoleMethod( GuiCanvas, hideWindow, void, 2, 2, "" )
+{
+   if (!object->getPlatformWindow())
+      return;
+
+   object->getPlatformWindow()->hide();
+   WindowManager->setDisplayWindow(false);
+   object->getPlatformWindow()->setDisplayWindow(false);
+}

+ 2 - 0
Engine/source/gui/core/guiCanvas.h

@@ -108,6 +108,8 @@ protected:
    bool        mClampTorqueCursor;
    bool        mAlwaysHandleMouseButtons;
 
+   bool        mDisplayWindow;
+
    /// @}
 
    /// @name Mouse Input

+ 3 - 0
Engine/source/platform/platform.h

@@ -338,6 +338,9 @@ namespace Platform
    // display Splash Window
    bool displaySplashWindow( String path );
 
+   // close Splash Window
+   bool closeSplashWindow();
+
    void openFolder( const char* path );
 
    // Open file at the OS level, according to registered file-types.

+ 5 - 0
Engine/source/platformMac/macCocoaPlatform.mm

@@ -70,6 +70,11 @@ bool Platform::displaySplashWindow()
     return false;
 }
 
+bool Platform::closeSplashWindow()
+{
+    return false;
+}
+
 #pragma mark ---- File IO ----
 //-----------------------------------------------------------------------------
 bool dPathCopy(const char* source, const char* dest, bool nooverwrite)

+ 1 - 0
Engine/source/platformX86UNIX/x86UNIXStub.dedicated.cpp

@@ -93,6 +93,7 @@ void Platform::openFile(const char *path) { }
 
 // window
 bool Platform::displaySplashWindow(String path) { return false; }
+bool Platform::closeSplashWindow() { return false; }
 
 // font
 PlatformFont *createPlatformFont(const char *name, U32 size, U32 charset) { return NULL; }

+ 7 - 0
Engine/source/windowManager/platformWindow.h

@@ -89,6 +89,10 @@ protected:
    /// Offscreen Render
    bool mOffscreenRender;
 
+   /// This is set as part of the canvas being shown, and flags that the windows should render as normal from now on.
+   // Basically a flag that lets the window manager know that we've handled the splash screen, and to operate as normal.
+   bool mDisplayWindow;
+
    /// Protected constructor so that the win
    PlatformWindow()
    {
@@ -104,6 +108,7 @@ protected:
       mSuppressReset = false;
 
       mOffscreenRender = false;
+      mDisplayWindow = false;
    }
 
 public:
@@ -180,6 +185,8 @@ public:
    /// This is called to poll the window as to it's idle state.  
    virtual bool getOffscreenRender() { return mOffscreenRender; };
 
+   /// Set whether this window is should display as normal
+   virtual void setDisplayWindow(bool val ) { mDisplayWindow = val; };
 
    /// Set Focused State (Foreground)
    ///

+ 3 - 0
Engine/source/windowManager/platformWindowMgr.h

@@ -133,6 +133,9 @@ public:
    /// This method removes the curtain window.
    virtual void raiseCurtain()=0;
 
+   /// This method indicates to created windows to show as normal.
+   virtual void setDisplayWindow(bool set){}
+
 private:
    /// Process command line arguments from StandardMainLoop. This is done to
    /// allow web plugin functionality, where we are passed platform-specific

+ 7 - 0
Engine/source/windowManager/win32/win32SplashScreen.cpp

@@ -121,6 +121,13 @@ void CloseSplashWindow(HINSTANCE hinst)
 	
 }
 
+bool Platform::closeSplashWindow()
+{
+   CloseSplashWindow(GetModuleHandle(NULL));
+
+   return true;
+}
+
 bool Platform::displaySplashWindow( String path )
 {
    if(path.isEmpty())

+ 6 - 2
Engine/source/windowManager/win32/win32Window.cpp

@@ -153,7 +153,9 @@ void Win32Window::setVideoMode( const GFXVideoMode &mode )
 	{
 		SetWindowLong( getHWND(), GWL_STYLE, WS_POPUP);
 		SetWindowPos( getHWND(), HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_FRAMECHANGED);
-		ShowWindow(getHWND(), SW_SHOWNORMAL);
+		
+      if(mDisplayWindow)
+         ShowWindow(getHWND(), SW_SHOWNORMAL);
 
       // Clear the menu bar from the window for full screen
       HMENU menu = GetMenu(getHWND());
@@ -216,7 +218,9 @@ void Win32Window::setVideoMode( const GFXVideoMode &mode )
 		   // We have to force Win32 to update the window frame and make the window
 		   // visible and no longer topmost - this code might be possible to simplify.
 		   SetWindowPos( getHWND(), HWND_NOTOPMOST, 0, 0, 0, 0, SWP_NOMOVE | SWP_NOSIZE | SWP_FRAMECHANGED);
-		   ShowWindow( getHWND(), SW_SHOWNORMAL);
+
+         if(mDisplayWindow)
+            ShowWindow( getHWND(), SW_SHOWNORMAL);
       }
 
       mFullscreen = false;

+ 8 - 4
Engine/source/windowManager/win32/win32WindowMgr.cpp

@@ -54,6 +54,8 @@ Win32WindowManager::Win32WindowManager()
 
    mOffscreenRender = false;
 
+   mDisplayWindow = false;
+
    buildMonitorsList();
 }
 
@@ -263,11 +265,13 @@ PlatformWindow *Win32WindowManager::createWindow(GFXDevice *device, const GFXVid
 
    // If we're not rendering offscreen, make sure our window is shown and drawn to.
 
-   if (!mOffscreenRender)
-      ShowWindow( w32w->mWindowHandle, SW_SHOWDEFAULT );
+   w32w->setDisplayWindow(mDisplayWindow);
 
-   // Close any splash screen we created
-   CloseSplashWindow(winState.appInstance);
+   if (!mOffscreenRender && mDisplayWindow)
+   {
+      ShowWindow( w32w->mWindowHandle, SW_SHOWDEFAULT );
+      CloseSplashWindow(winState.appInstance);
+   }
 
    // Bind the window to the specified device.
    if(device)

+ 6 - 0
Engine/source/windowManager/win32/win32WindowMgr.h

@@ -56,6 +56,10 @@ class Win32WindowManager : public PlatformWindowManager
    // is intended for offscreen rendering
    bool mOffscreenRender;
 
+   /// This is set as part of the canvas being shown, and flags that the windows should render as normal from now on.
+   // Basically a flag that lets the window manager know that we've handled the splash screen, and to operate as normal.
+   bool mDisplayWindow;
+
    /// Internal structure used when enumerating monitors
    struct MonitorInfo {
       HMONITOR monitorHandle;
@@ -117,6 +121,8 @@ public:
 
    virtual void lowerCurtain();
    virtual void raiseCurtain();
+
+   virtual void setDisplayWindow(bool set) { mDisplayWindow = set; }
 };
 
 #endif

+ 13 - 1
Templates/Empty/game/main.cs

@@ -38,7 +38,10 @@ function createCanvas(%windowTitle)
    }
 
    // Create the Canvas
-   %foo = new GuiCanvas(Canvas);
+   %foo = new GuiCanvas(Canvas)
+   {
+      displayWindow = false;
+   };
    
    // Set the window title
    if (isObject(Canvas))
@@ -246,6 +249,15 @@ if ($displayHelp) {
 else {
    onStart();
    echo("Engine initialized...");
+
+   if( !$isDedicated )
+   {
+      // As we know at this point that the initial load is complete,
+      // we can hide any splash screen we have, and show the canvas.
+      // This keeps things looking nice, instead of having a blank window
+      closeSplashWindow();
+      Canvas.showWindow();
+   }
    
    // Auto-load on the 360
    if( $platform $= "xenon" )

+ 13 - 1
Templates/Empty/game/main.cs.in

@@ -38,7 +38,10 @@ function createCanvas(%windowTitle)
    }
 
    // Create the Canvas
-   %foo = new GuiCanvas(Canvas);
+   %foo = new GuiCanvas(Canvas)
+   {
+      displayWindow = false;
+   };
    
    // Set the window title
    if (isObject(Canvas))
@@ -246,6 +249,15 @@ if ($displayHelp) {
 else {
    onStart();
    echo("Engine initialized...");
+
+   if( !$isDedicated )
+   {
+      // As we know at this point that the initial load is complete,
+      // we can hide any splash screen we have, and show the canvas.
+      // This keeps things looking nice, instead of having a blank window
+      closeSplashWindow();
+      Canvas.showWindow();
+   }
    
    // Auto-load on the 360
    if( $platform $= "xenon" )

+ 13 - 1
Templates/Full/game/main.cs

@@ -38,7 +38,10 @@ function createCanvas(%windowTitle)
    }
 
    // Create the Canvas
-   %foo = new GuiCanvas(Canvas);
+   %foo = new GuiCanvas(Canvas)
+   {
+      displayWindow = false;
+   };
    
    // Set the window title
    if (isObject(Canvas))
@@ -246,6 +249,15 @@ if ($displayHelp) {
 else {
    onStart();
    echo("Engine initialized...");
+
+   if( !$isDedicated )
+   {
+      // As we know at this point that the initial load is complete,
+      // we can hide any splash screen we have, and show the canvas.
+      // This keeps things looking nice, instead of having a blank window
+      closeSplashWindow();
+      Canvas.showWindow();
+   }
    
    // Auto-load on the 360
    if( $platform $= "xenon" )

+ 13 - 1
Templates/Full/game/main.cs.in

@@ -38,7 +38,10 @@ function createCanvas(%windowTitle)
    }
 
    // Create the Canvas
-   %foo = new GuiCanvas(Canvas);
+   %foo = new GuiCanvas(Canvas)
+   {
+      displayWindow = false;
+   };
    
    // Set the window title
    if (isObject(Canvas))
@@ -246,6 +249,15 @@ if ($displayHelp) {
 else {
    onStart();
    echo("Engine initialized...");
+
+   if( !$isDedicated )
+   {
+      // As we know at this point that the initial load is complete,
+      // we can hide any splash screen we have, and show the canvas.
+      // This keeps things looking nice, instead of having a blank window
+      closeSplashWindow();
+      Canvas.showWindow();
+   }
    
    // Auto-load on the 360
    if( $platform $= "xenon" )