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96 lines
3.1 KiB
C++
96 lines
3.1 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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//=============================================================================
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// Author: Arvind
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// Purpose: Splash functions
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//=============================================================================
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#include "crab/ScreenSettings.h"
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#include "crab/splash.h"
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namespace Crab {
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//------------------------------------------------------------------------
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// Purpose: Constructor
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//------------------------------------------------------------------------
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Splash::Splash() {
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// Load the background
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_background.load("res/gfx/pyrodactyl.png");
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setUI();
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_loadComplete = false;
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_firstRun = true;
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}
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//------------------------------------------------------------------------
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// Purpose: Destructor
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//------------------------------------------------------------------------
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Splash::~Splash() {
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_background.deleteImage();
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}
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//------------------------------------------------------------------------
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// Purpose: Event/Input Independent InternalEvents
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//------------------------------------------------------------------------
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void Splash::internalEvents(bool &shouldChangeState, GameStateID &newStateId) {
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if (_firstRun == false) {
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g_engine->_loadingScreen->load();
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g_engine->_imageManager->init();
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g_engine->_textManager->init();
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_loadComplete = true;
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}
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// Have we loaded everything? If yes, time to exit
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if (_loadComplete) {
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shouldChangeState = true;
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newStateId = GAMESTATE_MAIN_MENU;
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return;
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}
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}
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//------------------------------------------------------------------------
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// Purpose: Drawing function
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//------------------------------------------------------------------------
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void Splash::draw() {
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_background.draw(_x, _y);
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_firstRun = false;
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}
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//------------------------------------------------------------------------
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// Purpose: Reset UI position
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//------------------------------------------------------------------------
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void Splash::setUI() {
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debugC(kDebugGraphics, "ScreenSettings cur w : %d h : %d", g_engine->_screenSettings->_cur.w, g_engine->_screenSettings->_cur.h);
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_x = (g_engine->_screenSettings->_cur.w - _background.w()) / 2;
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_y = (g_engine->_screenSettings->_cur.h - _background.h()) / 2;
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}
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}
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