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title.c
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title.c
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/*
* Hocoslamfy, title screen code file
* Copyright (C) 2014 Nebuleon Fumika <nebuleon@gcw-zero.com>
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include <stdbool.h>
#include <stdint.h>
#include <stdlib.h>
#include "SDL.h"
#include "SDL_image.h"
#include "main.h"
#include "init.h"
#include "platform.h"
#include "game.h"
#include "title.h"
#include "bg.h"
#include "text.h"
static bool WaitingForRelease = false;
static char* WelcomeMessage = NULL;
static uint32_t HeaderFrame = 0;
static Uint32 HeaderFrameTime = 0;
static const uint32_t HeaderFrameAnimation[TITLE_ANIMATION_FRAMES] = {
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1, /* up */
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 2, 3, /* blink */
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 2, 3, /* blink */
0, 1, 0, 1, 0, 1, 0, 1, 0, 1, 0, 1,
4, 5, 4, 5, 4, 5, 4, 5, 4, 5, 4, 5, /* down */
4, 5, 4, 5, 4, 5, 4, 5, 4, 5, 4, 5,
4, 5, 4, 5, 4, 5, 4, 5, 4, 5, 6, 7, /* blink */
4, 5, 4, 5, 4, 5, 4, 5, 4, 5, 4, 5,
4, 5, 4, 5, 4, 5, 4, 5, 4, 5, 6, 7, /* blink */
4, 5, 4, 5, 4, 5, 4, 5, 4, 5, 4, 5,
};
void TitleScreenGatherInput(bool* Continue)
{
SDL_Event ev;
while (SDL_PollEvent(&ev))
{
if (IsEnterGamePressingEvent(&ev))
WaitingForRelease = true;
else if (IsEnterGameReleasingEvent(&ev))
{
WaitingForRelease = false;
ToGame();
if (WelcomeMessage != NULL)
{
free(WelcomeMessage);
WelcomeMessage = NULL;
}
return;
}
else if (IsExitGameEvent(&ev))
{
*Continue = false;
if (WelcomeMessage != NULL)
{
free(WelcomeMessage);
WelcomeMessage = NULL;
}
return;
}
}
}
static void AnimationControl(Uint32 Milliseconds)
{
Uint32 Remainder = Milliseconds;
// Get rid of all the times the animation could have been fully
// completed since the last frame displayed.
Remainder = Remainder % (TITLE_FRAME_TIME * TITLE_ANIMATION_FRAMES);
// If needed, advance the frame by however many steps are now
// fully done.
HeaderFrame = (HeaderFrame + (HeaderFrameTime + Remainder) / TITLE_FRAME_TIME) % TITLE_ANIMATION_FRAMES;
// Then add milliseconds for the current frame.
HeaderFrameTime = (HeaderFrameTime + Remainder) % TITLE_FRAME_TIME;
}
void TitleScreenDoLogic(bool* Continue, bool* Error, Uint32 Milliseconds)
{
AnimationControl(Milliseconds);
AdvanceBackground(Milliseconds);
}
void TitleScreenOutputFrame()
{
DrawBackground();
SDL_Rect HeaderDestRect = {
.x = (SCREEN_WIDTH - TitleScreenFrames[0]->w) / 2,
.y = ((SCREEN_HEIGHT / 4) - TitleScreenFrames[0]->h) / 2,
.w = TitleScreenFrames[0]->w,
.h = TitleScreenFrames[0]->h
};
SDL_Rect HeaderSourceRect = {
.x = 0,
.y = 0,
.w = TitleScreenFrames[0]->w,
.h = TitleScreenFrames[0]->h
};
SDL_BlitSurface(TitleScreenFrames[HeaderFrameAnimation[HeaderFrame]], &HeaderSourceRect, Screen, &HeaderDestRect);
if (SDL_MUSTLOCK(Screen))
SDL_LockSurface(Screen);
PrintStringOutline32(WelcomeMessage,
SDL_MapRGB(Screen->format, 255, 255, 255),
SDL_MapRGB(Screen->format, 0, 0, 0),
Screen->pixels,
Screen->pitch,
0,
SCREEN_HEIGHT / 4,
SCREEN_WIDTH,
SCREEN_HEIGHT - (SCREEN_HEIGHT / 4),
CENTER,
MIDDLE);
if (SDL_MUSTLOCK(Screen))
SDL_UnlockSurface(Screen);
SDL_Flip(Screen);
}
void ToTitleScreen(void)
{
if (WelcomeMessage == NULL)
{
int Length = 2, NewLength;
WelcomeMessage = malloc(Length);
while ((NewLength = snprintf(WelcomeMessage, Length, "Press %s to play\nor %s to exit\n\nIn-game:\n%s to rise\n%s to pause\n%s to exit", GetEnterGamePrompt(), GetExitGamePrompt(), GetBoostPrompt(), GetPausePrompt(), GetExitGamePrompt())) >= Length)
{
Length = NewLength + 1;
WelcomeMessage = realloc(WelcomeMessage, Length);
}
}
GatherInput = TitleScreenGatherInput;
DoLogic = TitleScreenDoLogic;
OutputFrame = TitleScreenOutputFrame;
}