[Scummvm-devel] Adding splashscreen to ScummVM
Max Horn
max at quendi.de
Fri May 21 20:23:52 CEST 2010
Am 21.05.2010 um 13:59 schrieb Angus Lees:
> On Fri, May 21, 2010 at 21:16, John Willis
> <John.Willis at distant-earth.com> wrote:
>> but historically I had to do a fair bit of
>> pre-processing on the old GP32 port that was hidden behind a splashscreen
>> long before we went anywhere near initBackend() and I am sure these will not
>> be the only examples of this sort of need.
>
> Yep - to be clear, the Android port shows its splash screen while the
> ScummVM code itself is being unpacked (and plugins). In order to be
> useful, the splash screen would need to be able to be displayed
> without/before any of the usual ScummVM machinery is available.
Well, can you run C code?
The splash screen code I have in mind would essentially need some image data (which it could store inside the code, in form of a byte array), and a pointer to a Graphics::Surface (a very light weight structure which works as long as you have a "framebuffer" to write graphics data to). No backend requirements necessary. A backend could use it long before e.g. an OSystem instance is created, or before scummvm_main is called.
If a "framebuffer" approach is not viable, tell me what *is* viable on your device and we can think about a solution that works with that, too. E.g. if you prefer to give the splash screen code a pointer to a "putpixel" or a "blit" callback, we can certainly do that, too. How does your current splash screen code work?
Bye,
Max
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