CampBuddy/Camp.Buddy v2.2.1/Camp_Buddy-2.2.1-pc/renpy/display/presplash.py
2025-03-03 23:00:33 +01:00

131 lines
3.4 KiB
Python

# Copyright 2004-2019 Tom Rothamel <pytom@bishoujo.us>
#
# 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()