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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
//=============================================================================
// Author: Arvind
// Purpose: Splash functions
//=============================================================================
#include "crab/ScreenSettings.h"
#include "crab/splash.h"
namespace Crab {
//------------------------------------------------------------------------
// Purpose: Constructor
//------------------------------------------------------------------------
Splash::Splash() {
// Load the background
_background.load("res/gfx/pyrodactyl.png");
setUI();
_loadComplete = false;
_firstRun = true;
}
//------------------------------------------------------------------------
// Purpose: Destructor
//------------------------------------------------------------------------
Splash::~Splash() {
_background.deleteImage();
}
//------------------------------------------------------------------------
// Purpose: Event/Input Independent InternalEvents
//------------------------------------------------------------------------
void Splash::internalEvents(bool &shouldChangeState, GameStateID &newStateId) {
if (_firstRun == false) {
g_engine->_loadingScreen->load();
g_engine->_imageManager->init();
g_engine->_textManager->init();
_loadComplete = true;
}
// Have we loaded everything? If yes, time to exit
if (_loadComplete) {
shouldChangeState = true;
newStateId = GAMESTATE_MAIN_MENU;
return;
}
}
//------------------------------------------------------------------------
// Purpose: Drawing function
//------------------------------------------------------------------------
void Splash::draw() {
_background.draw(_x, _y);
_firstRun = false;
}
//------------------------------------------------------------------------
// Purpose: Reset UI position
//------------------------------------------------------------------------
void Splash::setUI() {
debugC(kDebugGraphics, "ScreenSettings cur w : %d h : %d", g_engine->_screenSettings->_cur.w, g_engine->_screenSettings->_cur.h);
_x = (g_engine->_screenSettings->_cur.w - _background.w()) / 2;
_y = (g_engine->_screenSettings->_cur.h - _background.h()) / 2;
}
}
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