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snap.c
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snap.c
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#include "snap.h"
#include "game.h"
#include "config.h"
#include "ogl.h"
#include "sdl_ogl.h"
#include "media.h"
#include "video.h"
static const GLfloat DEPTH = -8;
static const GLfloat MAX_SIZE = 280;
static const GLfloat SCALE_FACTOR = 0.012;
static const GLfloat PLATFORM_SIZE = 0.8;
static struct texture *texture = NULL;
static struct texture *platform_texture = NULL;
#define NUM_NOISE 3
static struct texture *noise[NUM_NOISE];
static int frame = 0;
static int noise_skip = 10;
static const int MAX_STEPS = 50;
static int steps = 50;
static int step = 0;
static int hide_direction = 0;
static int visible = 0;
static GLfloat scale = 0.006;
static GLfloat platform_scale = 1;
static GLfloat hidden_offset = -4.0;
static int video = 0;
static int width, height;
int snap_init( void ) {
const struct config *config = config_get();
int i;
noise[0] = sdl_create_texture( DATA_DIR "/pixmaps/noise1.png" );
noise[1] = sdl_create_texture( DATA_DIR "/pixmaps/noise2.png" );
noise[2] = sdl_create_texture( DATA_DIR "/pixmaps/noise3.png" );
if( noise[0] == NULL || noise[1] == NULL || noise[2] == NULL ) {
fprintf( stderr, "Warning: Couldn't create texture for snap noise\n" );
return -1;
}
for( i = 0 ; i < NUM_NOISE ; i++ ) {
noise[i]->width = MAX_SIZE;
noise[i]->height = MAX_SIZE / ogl_aspect_ratio();
}
if( config->iface.frame_rate ) {
noise_skip = config->iface.frame_rate / 10;
steps = config->iface.frame_rate / 4;
}
else {
steps = MAX_STEPS;
}
scale = config->iface.theme.snap.size * SCALE_FACTOR;
platform_scale = config->iface.theme.snap.size * PLATFORM_SIZE;
if( config->iface.theme.snap.offset1 > 0 )
hidden_offset = -hidden_offset;
return 0;
}
void snap_free( void ) {
int i;
snap_clear();
for( i = 0 ; i < NUM_NOISE ; i++ ) {
ogl_free_texture( noise[i] );
noise[i] = NULL;
}
}
void snap_pause( void ) {
snap_free();
}
int snap_resume( void ) {
return snap_init();
}
int snap_set( struct game *game ) {
const struct config_snap *config = &config_get()->iface.theme.snap;
char *filename;
snap_clear();
texture = NULL;
video = 0;
platform_texture = game->platform->texture;
filename = game_media_get( game, MEDIA_VIDEO, NULL );
if( filename && filename[0] ) {
if( video_open( filename ) == 0 ) {
video = 1;
texture = video_texture();
}
}
// no video ? ok screenshot //
if( !texture ) {
filename = game_media_get( game, MEDIA_IMAGE, image_type_name(IMAGE_SCREENSHOT) );
if( filename && filename[0] ) {
texture = sdl_create_texture( filename );
}
else {
return -1;
}
}
if( texture ) {
if( config->fix_aspect_ratio ) {
if( texture->width > texture->height ) {
/* Landscape */
width = MAX_SIZE;
height = MAX_SIZE / ogl_aspect_ratio();
}
else {
/* Portrait */
height = MAX_SIZE;
width = MAX_SIZE / ogl_aspect_ratio();
}
}
else {
if( texture->width > texture->height ) {
/* Landscape */
height = (int)(float)texture->height/((float)texture->width/MAX_SIZE);
width = MAX_SIZE;
}
else {
/* Portrait */
width = (int)(float)texture->width/((float)texture->height/MAX_SIZE);
height = MAX_SIZE;
}
}
return 0;
}
return -1;
}
void snap_clear( void ) {
if( video ) {
video_close();
video = 0;
}
else {
if( texture ) {
ogl_free_texture( texture );
}
}
texture = NULL;
platform_texture = NULL;
}
void snap_show( void ) {
if( !visible ) {
visible = 1;
hide_direction = 1;
step = steps;
}
}
void snap_hide( void ) {
if( visible ) {
hide_direction = -1;
step = steps;
}
}
void snap_draw( void ) {
const struct config_snap *config = &config_get()->iface.theme.snap;
if( visible ) {
struct texture *t = texture;
GLfloat xfactor = ogl_xfactor();
GLfloat yfactor = ogl_yfactor();
GLfloat xsize, ysize, hide_offset;
if( video ){
t = video_get_frame();
}
if( t == NULL )
t = noise[frame/noise_skip];
xsize = (width/2) * scale * xfactor;
ysize = (height/2) * scale * xfactor;
hide_offset = (((hidden_offset - config->offset1) / (GLfloat)steps) * (GLfloat)step);
ogl_load_alterego();
if( hide_direction == -1 ) {
if( config_get()->iface.theme.game_sel.orientation == CONFIG_PORTRAIT )
glTranslatef( (hidden_offset - hide_offset) * xfactor, config->offset2 * yfactor, DEPTH );
else
glTranslatef( config->offset2 * xfactor, (hidden_offset - hide_offset) * yfactor, DEPTH );
}
else {
if( config_get()->iface.theme.game_sel.orientation == CONFIG_PORTRAIT )
glTranslatef( (config->offset1 + hide_offset) * xfactor, config->offset2 * yfactor, DEPTH );
else
glTranslatef( config->offset2 * xfactor, (config->offset1 + hide_offset) * yfactor, DEPTH );
}
glRotatef( config->angle_x, 1.0, 0.0, 0.0 );
glRotatef( config->angle_y, 0.0, 1.0, 0.0 );
glRotatef( config->angle_z, 0.0, 0.0, 1.0 );
glColor4f( 1.0, 1.0, 1.0, 1.0 );
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glBindTexture( GL_TEXTURE_2D, t->id );
glBegin( GL_QUADS );
glTexCoord2f(0.0, 0.0); glVertex3f(-xsize, ysize, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-xsize, -ysize, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f( xsize, -ysize, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f( xsize, ysize, 0.0);
glEnd();
if( config->platform_icons && platform_count() > 1 && platform_texture ) {
GLfloat platform_xsize = platform_texture->width;
GLfloat platform_ysize = platform_texture->height;
if( platform_xsize > platform_ysize ) {
platform_ysize = platform_scale * platform_ysize/platform_xsize;
platform_xsize = platform_scale;
}
else {
platform_xsize = platform_scale * platform_xsize/platform_ysize;
platform_ysize = platform_scale;
}
glTranslatef( xsize * 0.8, -ysize * 0.9, 0.1 );
glRotatef( -config->angle_z, 0.0, 0.0, 1.0 );
glBindTexture( GL_TEXTURE_2D, platform_texture->id );
glBegin( GL_QUADS );
glTexCoord2f(0.0, 0.0); glVertex3f(-platform_xsize, platform_ysize, 0.0);
glTexCoord2f(0.0, 1.0); glVertex3f(-platform_xsize, -platform_ysize, 0.0);
glTexCoord2f(1.0, 1.0); glVertex3f( platform_xsize, -platform_ysize, 0.0);
glTexCoord2f(1.0, 0.0); glVertex3f( platform_xsize, platform_ysize, 0.0);
glEnd();
}
if( ++frame >= NUM_NOISE * noise_skip )
frame = 0;
if( step && --step == 0 ) {
if( hide_direction < 0 ) {
visible = 0;
snap_clear();
}
else {
visible = 1;
}
hide_direction = 0;
}
}
}