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/*
titlescreen.c
Splash, background and title screen items.
begin : Thur May 4 2000
copyright : (C) 2000 by Sam Hart
: (C) 2003 by Jesse Andrews
email : tuxtype-dev@tux4kids.net
Modified for use in tuxmath by David Bruce - 2006-2007.
email : <davidstuartbruce@gmail.com>
<tuxmath-devel@lists.sourceforge.net>
Also significantly enhanced by Tim Holy - 2007
Part of "Tux4Kids" Project
http://www.tux4kids.com/
Copyright: See COPYING file that comes with this distribution.
*/
#include "titlescreen.h"
#include "tuxmath.h"
#include "options.h"
#include "fileops.h"
#include "setup.h"
#include "loaders.h"
#include "SDL_extras.h"
#include "menu.h"
#include "throttle.h"
/* --- Data Structure for Dirty Blitting --- */
SDL_Rect srcupdate[MAX_UPDATES];
SDL_Rect dstupdate[MAX_UPDATES];
int numupdates = 0; // tracks how many blits to be done
// Colors we use:
SDL_Color black;
SDL_Color gray;
SDL_Color dark_blue;
SDL_Color red;
SDL_Color white;
SDL_Color yellow;
// Type needed for trans_wipe():
struct blit {
SDL_Surface *src;
SDL_Rect *srcrect;
SDL_Rect *dstrect;
unsigned char type;
} blits[MAX_UPDATES];
// Lessons available for play
char **lesson_list_titles = NULL;
char **lesson_list_filenames = NULL;
int num_lessons = 0;
/*TODO: move these constants into a config file
(together with menu.c constants ? ) */
const float title_pos[4] = {0.0, 0.0, 0.3, 0.25};
const float tux_pos[4] = {0.0, 0.6, 0.3, 0.4};
const char* bkg_path = "title/menu_bkg.jpg";
const char* standby_path = "status/standby.svg";
const char* title_path = "title/title1.svg";
const char* egg_path = "title/egg.svg";
const char* tux_path = "tux/bigtux";
/* beak coordinates relative to tux rect */
const float beak_pos[4] = {0.36, 0.21, 0.27, 0.14};
SDL_Event event;
/* screen dimensions to which titlescreen graphics are currently rendered */
int curr_res_x = -1;
int curr_res_y = -1;
/* titlescreen items */
SDL_Surface* win_bkg = NULL;
SDL_Surface* fs_bkg = NULL;
SDL_Surface* logo = NULL;
sprite* Tux = NULL;
SDL_Surface* title = NULL;
/* "Easter Egg" cursor */
SDL_Surface* egg = NULL;
int egg_active = 0; //are we currently using the egg cursor?
/* locations we need */
SDL_Rect bkg_rect,
logo_rect,
tux_rect,
title_rect,
cursor,
beak;
SDL_Surface* current_bkg()
/* This syntax makes my brain start to explode! */
{ return screen->flags & SDL_FULLSCREEN ? fs_bkg : win_bkg; }
/* FIXME don't we have to scale these? */
void set_current_bkg(SDL_Surface* new_bkg)
{
if(screen->flags & SDL_FULLSCREEN)
{
if(fs_bkg != NULL)
SDL_FreeSurface(fs_bkg);
fs_bkg = new_bkg;
}
else
{
if(win_bkg != NULL)
SDL_FreeSurface(win_bkg);
win_bkg = new_bkg;
}
}
/* Local function prototypes: */
void NotImplemented(void);
void free_titlescreen(void);
void trans_wipe(SDL_Surface* newbkg, int type, int var1, int var2);
void init_blits(void);
void update_screen(int* frame);
void add_rect(SDL_Rect* src, SDL_Rect* dst);
int handle_easter_egg(const SDL_Event* evt);
/***********************************************************/
/* */
/* "Public functions" (callable throughout program) */
/* */
/***********************************************************/
/* Display Tux4Kids logo, then animate title screen
items onto the screen and run main menu */
void TitleScreen(void)
{
Uint32 start_time = 0;
SDL_Rect tux_anim, title_anim;
int i, tux_pix_skip, title_pix_skip, curr_time;
if (Opts_UsingSound())
{
Opts_SetGlobalOpt(MENU_SOUND, 1);
Opts_SetGlobalOpt(MENU_MUSIC, 1);
}
start_time = SDL_GetTicks();
logo = LoadImage(standby_path, IMG_REGULAR);
/* display the Standby screen */
if(logo)
{
/* Center horizontally and vertically */
logo_rect.x = (screen->w - logo->w) / 2;
logo_rect.y = (screen->h - logo->h) / 2;
logo_rect.w = logo->w;
logo_rect.h = logo->h;
SDL_FillRect(screen, NULL, SDL_MapRGB(screen->format, 0, 0, 0));
SDL_BlitSurface(logo, NULL, screen, &logo_rect);
SDL_UpdateRect(screen, 0, 0, 0, 0);
/* Play "harp" greeting sound lifted from Tux Paint */
playsound(SND_HARP);
SDL_FreeSurface(logo);
/* load menus */
LoadMenus();
}
/* load backgrounds */
LoadBothBkgds(bkg_path, &fs_bkg, &win_bkg);
if(fs_bkg == NULL || win_bkg == NULL)
{
fprintf(stderr, "Backgrounds were not properly loaded, exiting");
if(fs_bkg)
SDL_FreeSurface(fs_bkg);
if(win_bkg)
SDL_FreeSurface(win_bkg);
return;
}
/* load titlescreen images */
if(RenderTitleScreen() == 0)
{
fprintf(stderr, "Media was not properly loaded, exiting");
return;
}
/* --- wait --- */
while ((SDL_GetTicks() - start_time) < 2000)
{
/* Check to see if user pressed escape */
if (SDL_PollEvent(&event)
&& event.type==SDL_KEYDOWN
&& event.key.keysym.sym == SDLK_ESCAPE)
{
return;
}
SDL_Delay(50);
}
/* NOTE: do we need this ? */
DEBUGCODE(debug_titlescreen)
SDL_WM_GrabInput(SDL_GRAB_OFF); /* in case of a freeze, this traps the cursor */
else // NOTE- the accompanying "if" is inside the DEBUGCODE macro
SDL_WM_GrabInput(SDL_GRAB_ON); /* User input goes to TuxMath, not window manager */
SDL_ShowCursor(1);
/* Tux and Title animations */
DEBUGMSG(debug_titlescreen, "TitleScreen(): Now Animating Tux and Title onto the screen\n" );
/* Draw background (center it if it's smaller than screen) */
if(current_bkg())
{
/* FIXME not sure trans_wipe() works in Windows: */
trans_wipe(current_bkg(), RANDOM_WIPE, 10, 20);
/* Make sure background gets drawn (since trans_wipe() doesn't */
/* seem to work reliably as of yet): */
SDL_BlitSurface(current_bkg(), NULL, screen, &bkg_rect);
}
/* --- Pull tux & logo onscreen --- */
if(title && Tux && Tux->frame[0])
{
/* final tux & title positioins are already calculated,
start outside the screen */
tux_anim = tux_rect;
tux_anim.y = screen->h;
title_anim = title_rect;
title_anim.x = screen->w;
for(i = 0; i < ANIM_FRAMES; i++)
{
start_time = SDL_GetTicks();
/* Draw the entire background, over a black screen if necessary */
if(current_bkg()->w != screen->w || current_bkg()->h != screen->h)
SDL_FillRect(screen, &screen->clip_rect, 0);
SDL_BlitSurface(current_bkg(), NULL, screen, &bkg_rect);
/* calculate shifts */
tux_pix_skip = (tux_anim.y - tux_rect.y) / (ANIM_FRAMES - i);
tux_anim.y -= tux_pix_skip;
title_pix_skip = (title_anim.x - title_rect.x) / (ANIM_FRAMES - i);
title_anim.x -= title_pix_skip;
/* update screen */
SDL_BlitSurface(Tux->frame[0], NULL, screen, &tux_anim);
SDL_BlitSurface(title, NULL, screen, &title_anim);
SDL_UpdateRect(screen, tux_anim.x, tux_anim.y, tux_anim.w,
min(tux_anim.h + tux_pix_skip, screen->h - tux_anim.y));
SDL_UpdateRect(screen, title_anim.x, title_anim.y,
min(title_anim.w + title_pix_skip, screen->w - title_anim.x), title_anim.h);
curr_time = SDL_GetTicks();
if((curr_time - start_time) < 1000 / ANIM_FPS)
SDL_Delay(1000 / ANIM_FPS - (curr_time - start_time));
}
}
DEBUGMSG(debug_titlescreen, "TitleScreen(): Tux and Title are in place now\n");
/* Start playing menu music if desired: */
if (Opts_GetGlobalOpt(MENU_MUSIC))
{
audioMusicLoad("tuxi.ogg", -1);
}
/* If necessary, have the user log in */
if (RunLoginMenu() != -1) {
/* Finish parsing user options */
initialize_options_user();
/* Start the main menu */
RunMainMenu();
}
/* User has selected quit, clean up */
DEBUGMSG(debug_titlescreen, "TitleScreen(): Freeing title screen images\n");
free_titlescreen();
DEBUGMSG(debug_titlescreen, "leaving TitleScreen()\n");
}
void DrawTitleScreen(void)
{
SDL_BlitSurface(current_bkg(), NULL, screen, &bkg_rect);
SDL_BlitSurface(Tux->frame[0], NULL, screen, &tux_rect);
SDL_BlitSurface(title, NULL, screen, &title_rect);
//SDL_UpdateRect(screen, 0, 0, 0, 0);
}
/* Render and position all titlescreen items to match current
screen size. Rendering is done only if needed.
This function must be called after every resolution change
returns 1 on success, 0 on failure */
int RenderTitleScreen(void)
{
SDL_Surface* new_bkg = NULL;
if(curr_res_x != screen->w || curr_res_y != screen->h)
{
/* we need to rerender titlescreen items */
DEBUGMSG(debug_titlescreen, "Re-rendering titlescreen items.\n");
/* we keep two backgrounds to make screen mode switch faster */
if(current_bkg()->w != screen->w || current_bkg()->h != screen->h)
{
new_bkg = LoadBkgd(bkg_path, screen->w, screen->h);
if(new_bkg == NULL)
{
DEBUGMSG(debug_titlescreen, "RenderTitleScreen(): Failed to load new background.\n");
return 0;
}
else
{
DEBUGMSG(debug_titlescreen, "RenderTitleScreen(): New background loaded.\n");
set_current_bkg(new_bkg);
}
}
bkg_rect = current_bkg()->clip_rect;
bkg_rect.x = (screen->w - bkg_rect.w) / 2;
bkg_rect.y = (screen->h - bkg_rect.h) / 2;
/* Tux in lower left corner of the screen */
SetRect(&tux_rect, tux_pos);
Tux = LoadSpriteOfBoundingBox(tux_path, IMG_ALPHA, tux_rect.w, tux_rect.h);
if(Tux && Tux->frame[0])
{
tux_rect.w = Tux->frame[0]->clip_rect.w;
tux_rect.h = Tux->frame[0]->clip_rect.h;
}
else
{
DEBUGMSG(debug_titlescreen, "RenderTitleScreen(): Failed to load Tux image.\n");
return 0;
}
/* "Tux, of math command" title in upper right corner */
SetRect(&title_rect, title_pos);
title = LoadImageOfBoundingBox(title_path, IMG_ALPHA, title_rect.w, title_rect.h);
if(title)
{
title_rect.w = title->clip_rect.w;
title_rect.h = title->clip_rect.h;
}
else
{
DEBUGMSG(debug_titlescreen, "RenderTitleScreen(): Failed to load title image.\n");
return 0;
}
/* easter egg */
#ifdef HAVE_RSVG
egg = LoadImage(egg_path, IMG_ALPHA | IMG_NOT_REQUIRED);
#else
egg = LoadImage(egg_path, IMG_COLORKEY | IMG_NOT_REQUIRED);
#endif
beak.x = tux_rect.x + beak_pos[0] * tux_rect.w;
beak.y = tux_rect.y + beak_pos[1] * tux_rect.h;
beak.w = beak_pos[2] * tux_rect.w;
beak.h = beak_pos[3] * tux_rect.h;
curr_res_x = screen->w;
curr_res_y = screen->h;
DEBUGMSG(debug_titlescreen, "Leaving RenderTitleScreen().\n");
}
return 1;
}
/* handle titlescreen events (easter egg)
this function should be called from event loops
return 1 if events require full redraw */
int HandleTitleScreenEvents(const SDL_Event* evt)
{
return handle_easter_egg(evt);
}
/* handle all titlescreen blitting
this function should be called after every animation frame */
void HandleTitleScreenAnimations()
{
static int frame_counter = 0;
int tux_frame;
/* --- make Tux blink --- */
switch (frame_counter % TUX6)
{
case 0: tux_frame = 1; break;
case TUX1: tux_frame = 2; break;
case TUX2: tux_frame = 3; break;
case TUX3: tux_frame = 4; break;
case TUX4: tux_frame = 3; break;
case TUX5: tux_frame = 2; break;
default: tux_frame = 0;
}
if (Tux && tux_frame)
{
/* Redraw background to keep edges anti-aliased properly: */
SDL_BlitSurface(current_bkg(),&tux_rect, screen, &tux_rect);
SDL_BlitSurface(Tux->frame[tux_frame - 1], NULL, screen, &tux_rect);
UpdateRect(screen, &tux_rect);
}
if (egg_active) { //if we need to, draw the egg cursor
//who knows why GetMouseState() doesn't take Sint16's...
SDL_GetMouseState((int*)(&cursor.x), (int*)(&cursor.y));
cursor.x -= egg->w / 2; //center vertically
SDL_BlitSurface(egg, NULL, screen, &cursor);
UpdateRect(screen, &cursor);
}
frame_counter++;
}
/***********************************************************/
/* */
/* "Private functions" (callable only from this file) */
/* */
/***********************************************************/
void free_titlescreen(void)
{
DEBUGMSG(debug_titlescreen, "Entering free_titlescreen()\n");
FreeSprite(Tux);
Tux = NULL;
if(egg)
{
SDL_FreeSurface(egg);
egg = NULL;
}
if(title)
{
SDL_FreeSurface(title);
title = NULL;
}
if(fs_bkg)
{
SDL_FreeSurface(fs_bkg);
fs_bkg = NULL;
}
if(win_bkg)
{
SDL_FreeSurface(win_bkg);
win_bkg = NULL;
}
}
void NotImplemented(void)
{
const char *s1, *s2, *s3, *s4;
s1 = _("Work In Progress!");
s2 = _("This feature is not ready yet");
s3 = _("Discuss the future of TuxMath at");
s4 = N_("tuxmath-devel@lists.sourceforge.net");
ShowMessage(DEFAULT_MENU_FONT_SIZE, s1, s2, s3, s4);
}
void ShowMessage(int font_size, const char* str1, const char* str2,
const char* str3, const char* str4)
{
SDL_Surface *s1, *s2, *s3, *s4;
SDL_Rect loc;
int finished = 0;
Uint32 timer = 0;
/* To adjust font size: */
float scale = screen->w / 640;
s1 = s2 = s3 = s4 = NULL;
DEBUGMSG(debug_titlescreen, "ShowMessage() - creating text\n" );
if (str1)
s1 = BlackOutline(str1, font_size * scale, &white);
if (str2)
s2 = BlackOutline(str2, font_size * scale, &white);
if (str3)
s3 = BlackOutline(str3, font_size * scale, &white);
if (str4)
s4 = BlackOutline(str4, font_size * scale, &white);
DEBUGMSG(debug_titlescreen, "ShowMessage() - drawing screen\n" );
DrawTitleScreen();
/* Red "Stop" circle in upper right corner to go back to main menu: */
if (stop_button)
SDL_BlitSurface(stop_button, NULL, screen, &stop_rect);
/* Draw shaded background for better legibility: */
loc.x = screen->w * 0.25;
loc.y = screen->h * 0.1;
loc.w = screen->w * 0.5;
loc.h = screen->h * 0.8;
DrawButton(&loc, 50, SEL_RGBA);
/* Draw lines of text (do after drawing Tux so text is in front): */
if (s1)
{
loc.x = (screen->w / 2) - (s1->w/2); loc.y = screen->h * 0.2;
SDL_BlitSurface( s1, NULL, screen, &loc);
}
if (s2)
{
loc.x = (screen->w / 2) - (s2->w/2); loc.y = screen->h * 0.35;
SDL_BlitSurface( s2, NULL, screen, &loc);
}
if (s3)
{
//loc.x = 320 - (s3->w/2); loc.y = 300;
loc.x = (screen->w / 2) - (s3->w/2); loc.y = screen->h * 0.5;
SDL_BlitSurface( s3, NULL, screen, &loc);
}
if (s4)
{
//loc.x = 320 - (s4->w/2); loc.y = 340;
loc.x = (screen->w / 2) - (s4->w/2); loc.y = screen->h * 0.65;
SDL_BlitSurface( s4, NULL, screen, &loc);
}
/* and update: */
SDL_UpdateRect(screen, 0, 0, 0, 0);
while (!finished)
{
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
{
cleanup();
}
case SDL_MOUSEBUTTONDOWN:
/* "Stop" button - go to main menu: */
{
if (inRect(stop_rect, event.button.x, event.button.y ))
{
finished = 1;
playsound(SND_TOCK);
break;
}
}
case SDL_KEYDOWN:
{
finished = 1;
playsound(SND_TOCK);
}
}
}
HandleTitleScreenAnimations();
/* Wait so we keep frame rate constant: */
Throttle(20, &timer);
} // End of while (!finished) loop
SDL_FreeSurface(s1);
SDL_FreeSurface(s2);
SDL_FreeSurface(s3);
SDL_FreeSurface(s4);
}
/* Was in playgame.c in tuxtype: */
/* trans_wipe: Performs various wipes to new bkgs
Given a wipe request type, and any variables
that wipe requires, will perform a wipe from
the current screen image to a new one. */
void trans_wipe(SDL_Surface* newbkg, int type, int var1, int var2)
{
int i, j, x1, x2, y1, y2;
int step1, step2, step3, step4;
int frame;
SDL_Rect src;
SDL_Rect dst;
if (!screen)
{
DEBUGMSG(debug_titlescreen, "trans_wipe(): screen not valid!\n");
return;
}
if (!newbkg)
{
DEBUGMSG(debug_titlescreen, "trans_wipe(): newbkg not valid!\n");
return;
}
init_blits();
numupdates = 0;
frame = 0;
if(newbkg->w == screen->w && newbkg->h == screen->h) {
if( type == RANDOM_WIPE )
type = (RANDOM_WIPE * ((float) rand()) / (RAND_MAX+1.0));
switch( type ) {
case WIPE_BLINDS_VERT: {
DEBUGMSG(debug_titlescreen, "trans_wipe(): Doing 'WIPE_BLINDS_VERT'\n");
/*var1 isnum ofdivisions
var2is howmany framesanimation shouldtake */
if(var1 <1 )var1 =1;
if( var2< 1) var2= 1;
step1= screen->w/ var1;
step2= step1/ var2;
for(i= 0;i <=var2; i++)
{
for(j= 0;j <=var1; j++)
{
x1= step1* (j- 0.5)- i* step2+ 1;
x2= step1* (j- 0.5)+ i* step2+ 1;
src.x= x1;
src.y= 0;
src.w= step2;
src.h= screen->h;
dst.x= x2;
dst.y= 0;
dst.w= step2;
dst.h= screen->h;
SDL_BlitSurface(newbkg,&src, screen,&src);
SDL_BlitSurface(newbkg, &dst,screen, &dst);
add_rect(&src,&src);
add_rect(&dst, &dst);
}
update_screen(&frame);
}
src.x= 0;
src.y= 0;
src.w= screen->w;
src.h= screen->h;
SDL_BlitSurface(newbkg,NULL, screen,&src);
SDL_Flip(screen);
break;
}
case WIPE_BLINDS_HORIZ:{
DEBUGMSG(debug_titlescreen, "trans_wipe(): Doing 'WIPE_BLINDS_HORIZ'\n");
/* var1is numof divisions
var2 ishow manyframes animationshould take*/
if( var1< 1) var1= 1;
if(var2 <1 )var2 =1;
step1 =screen->h /var1;
step2 =step1 /var2;
for(i =0; i<= var2;i++) {
for(j= 0;j <=var1; j++){
y1 =step1 *(j -0.5) -i *step2 +1;
y2 =step1 *(j -0.5) +i *step2 +1;
src.x =0;
src.y =y1;
src.w =screen->w;
src.h =step2;
dst.x =0;
dst.y =y2;
dst.w =screen->w;
dst.h =step2;
SDL_BlitSurface(newbkg, &src,screen, &src);
SDL_BlitSurface(newbkg,&dst, screen,&dst);
add_rect(&src, &src);
add_rect(&dst,&dst);
}
update_screen(&frame);
}
src.x =0;
src.y =0;
src.w =screen->w;
src.h =screen->h;
SDL_BlitSurface(newbkg, NULL,screen, &src);
SDL_Flip(screen);
break;
}
case WIPE_BLINDS_BOX:{
DEBUGMSG(debug_titlescreen, "trans_wipe(): Doing 'WIPE_BLINDS_BOX'\n");
/* var1is numof divisions
var2 ishow manyframes animationshould take*/
if( var1< 1) var1= 1;
if(var2 <1 )var2 =1;
step1 =screen->w /var1;
step2 =step1 /var2;
step3 =screen->h /var1;
step4 =step1 /var2;
for(i =0; i<= var2;i++) {
for(j= 0;j <=var1; j++){
x1 =step1 *(j -0.5) -i *step2 +1;
x2 =step1 *(j -0.5) +i *step2 +1;
src.x =x1;
src.y =0;
src.w =step2;
src.h =screen->h;
dst.x =x2;
dst.y =0;
dst.w =step2;
dst.h =screen->h;
SDL_BlitSurface(newbkg, &src,screen, &src);
SDL_BlitSurface(newbkg,&dst, screen,&dst);
add_rect(&src, &src);
add_rect(&dst,&dst);
y1 =step3 *(j -0.5) -i *step4 +1;
y2 =step3 *(j -0.5) +i *step4 +1;
src.x =0;
src.y =y1;
src.w =screen->w;
src.h =step4;
dst.x =0;
dst.y =y2;
dst.w =screen->w;
dst.h =step4;
SDL_BlitSurface(newbkg, &src,screen, &src);
SDL_BlitSurface(newbkg,&dst, screen,&dst);
add_rect(&src, &src);
add_rect(&dst,&dst);
}
update_screen(&frame);
}
src.x =0;
src.y =0;
src.w =screen->w;
src.h =screen->h;
SDL_BlitSurface(newbkg, NULL,screen, &src);
SDL_Flip(screen);
break;
}
default:
break;
}
}
DEBUGMSG(debug_titlescreen, "trans_wipe(): FINISH\n");
}
/* InitEngine - Set up the update rectangle pointers
(user by trans_wipe() ) */
void init_blits(void) {
int i;
for (i = 0; i < MAX_UPDATES; ++i) {
blits[i].srcrect = &srcupdate[i];
blits[i].dstrect = &dstupdate[i];
}
}
/* update_screen : Update the screen and increment the frame num
(used by trans_wipe() ) */
void update_screen(int *frame) {
int i;
/* -- First erase everything we need to -- */
for (i = 0; i < numupdates; i++)
if (blits[i].type == 'E')
SDL_LowerBlit(blits[i].src, blits[i].srcrect, screen, blits[i].dstrect);
// SNOW_erase();
/* -- then draw -- */
for (i = 0; i < numupdates; i++)
if (blits[i].type == 'D')
SDL_BlitSurface(blits[i].src, blits[i].srcrect, screen, blits[i].dstrect);
// SNOW_draw();
/* -- update the screen only where we need to! -- */
// if (SNOW_on)
// SDL_UpdateRects(screen, SNOW_add( (SDL_Rect*)&dstupdate, numupdates ), SNOW_rects);
// else
SDL_UpdateRects(screen, numupdates, dstupdate);
numupdates = 0;
*frame = *frame + 1;
}
/* add_rect: Don't actually blit a surface,
but add a rect to be updated next update
(used by trans_wipe() ) */
void add_rect(SDL_Rect* src, SDL_Rect* dst) {
/*borrowed from SL's alien (and modified)*/
struct blit *update;
if (!src || !dst)
{
DEBUGMSG(debug_titlescreen, "add_rect(): src or dst invalid!\n");
return;
}
update = &blits[numupdates++];
update->srcrect->x = src->x;
update->srcrect->y = src->y;
update->srcrect->w = src->w;
update->srcrect->h = src->h;
update->dstrect->x = dst->x;
update->dstrect->y = dst->y;
update->dstrect->w = dst->w;
update->dstrect->h = dst->h;
update->type = 'I';
}
int handle_easter_egg(const SDL_Event* evt)
{
static int eggtimer = 0;
int tuxframe;
// Avoid segfaults if needed images not available:
if (!Tux || !egg)
{
fprintf(stderr,
"handle_easter_egg() - needed images not avail, bailing out\n");
egg_active = 0;
return 1;
}
tuxframe = Tux->num_frames;
if (egg_active) //are we using the egg cursor?
{
if (eggtimer < SDL_GetTicks() ) //time's up
{
SDL_ShowCursor(SDL_ENABLE);
//SDL_FillRect(screen, &cursor, 0);
SDL_BlitSurface(current_bkg(), NULL, screen, &bkg_rect); //cover egg up once more
SDL_WarpMouse(cursor.x, cursor.y);
SDL_UpdateRect(screen, cursor.x, cursor.y, cursor.w, cursor.h); //egg->x, egg->y, egg->w, egg->h);
egg_active = 0;
}
return 1;
}
else //if not, see if the user clicked Tux's beak
{
eggtimer = 0;
if (evt->type == SDL_MOUSEBUTTONDOWN &&
inRect(beak, evt->button.x, evt->button.y) )
{
SDL_ShowCursor(SDL_DISABLE);
//animate
while (tuxframe != 0)
{
SDL_BlitSurface(current_bkg(), &tux_rect, screen, &tux_rect);
SDL_BlitSurface(Tux->frame[--tuxframe], NULL, screen, &tux_rect);
SDL_UpdateRect(screen, tux_rect.x, tux_rect.y, tux_rect.w, tux_rect.h);
SDL_Delay(GOBBLE_ANIM_MS / Tux->num_frames);
}
eggtimer = SDL_GetTicks() + EASTER_EGG_MS;
egg_active = 1;
SDL_WarpMouse(tux_rect.x + tux_rect.w / 2, tux_rect.y + tux_rect.h - egg->h);
}
return 0;
}
}
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