# Copyright 2004-2019 Tom Rothamel # # Permission is hereby granted, free of charge, to any person # obtaining a copy of this software and associated documentation files # (the "Software"), to deal in the Software without restriction, # including without limitation the rights to use, copy, modify, merge, # publish, distribute, sublicense, and/or sell copies of the Software, # and to permit persons to whom the Software is furnished to do so, # subject to the following conditions: # # The above copyright notice and this permission notice shall be # included in all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, # EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF # MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND # NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE # LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION # OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION # WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. # Pre-splash code. The goal of this code is to try to get a pre-splash # screen up as soon as possible, to let the user know something is # going on. from __future__ import print_function import pygame_sdl2 import os.path import sys import time import renpy # The window. window = None # The start time. start_time = time.time() def start(basedir, gamedir): """ Called to display the presplash when necessary. """ if "RENPY_LESS_UPDATES" in os.environ: return filenames = [ "/presplash.png", "/presplash.jpg" ] for fn in filenames: fn = gamedir + fn if os.path.exists(fn): break else: return if renpy.windows: import ctypes from ctypes import c_void_p, c_int ctypes.windll.user32.SetProcessDPIAware() pygame_sdl2.display.init() img = pygame_sdl2.image.load(fn, fn) global window bounds = pygame_sdl2.display.get_display_bounds(0) sw, sh = img.get_size() x = bounds[0] + bounds[2] // 2 - sw // 2 y = bounds[1] + bounds[3] // 2 - sh // 2 window = pygame_sdl2.display.Window( sys.argv[0], (sw, sh), flags=pygame_sdl2.WINDOW_BORDERLESS, pos=(x, y)) img = img.convert_alpha(window.get_surface()) window.get_surface().blit(img, (0, 0)) window.update() global start_time start_time = time.time() def pump_window(): if window is None: return for ev in pygame_sdl2.event.get(): if ev.type == pygame_sdl2.QUIT: raise renpy.game.QuitException(relaunch=False, status=0) def end(): """ Called just before we initialize the display to hide the presplash. """ global window if renpy.emscripten: # presplash handled on the JavaScript side, because emscripten # currently does not support destroying/recreating GL contexts import emscripten emscripten.run_script(r"""presplashEnd();""") if window is None: return window.destroy() window = None def sleep(): """ Pump window to the end of config.minimum_presplash_time. """ if not (window or renpy.mobile): return end_time = start_time + renpy.config.minimum_presplash_time while end_time - time.time() > 0: pump_window()