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141 lines
2.7 KiB
C++
141 lines
2.7 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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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_PRE_MENU_H
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#define GAME_PRE_MENU_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameTypes.h"
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using namespace hpl;
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class cRaindrop {
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public:
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cVector2f vPos;
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cVector2f vDir;
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float fLength;
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float fColor;
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cGfxObject *mpGfx;
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};
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class cInit;
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//-------------------------------------------------
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class cPreMenu : public iUpdateable {
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public:
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cPreMenu(cInit *apInit);
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~cPreMenu();
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void Reset();
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void OnPostSceneDraw();
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void OnDraw();
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void Update(float afTimeStep);
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void OnMouseDown(eMButton aButton);
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void OnButtonDown();
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void SetActive(bool abX);
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bool IsActive() { return mbActive; }
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void OnExit();
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private:
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void LoadConfig();
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cInit *mpInit;
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cGraphicsDrawer *mpDrawer;
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Common::Array<iTexture *> mvTextures;
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tStringVec mvTexNames;
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iTexture *mpLogoTexture;
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iTexture *mpEpTexture;
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FontData *mpFont;
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FontData *mpTextFont;
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bool mbShowText;
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tWStringVec mvTextRows;
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int mlCurrentTextChar;
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int mlMaxChars;
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float mfNewCharCount;
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float mfClickCount;
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float mfAlpha;
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float mfAlphaAdd;
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int mlState;
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int mlCurrentLogo;
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bool mbActive;
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float mfStateTimer;
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cVector3f mvecLastTextPos;
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float mfLastTextSize;
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float mfLastTextColor;
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float mfLastTextSpeed1;
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float mfLastTextSpeed2;
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bool mbFadeWindSound;
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bool mbFadeRainSound;
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bool mbPlayingWindSound;
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bool mbPlayingRainSound;
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bool mbPlayingThunderSound;
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bool mbPlayingMusic;
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float mfFontColor;
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bool mbFlash;
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float mfLogoSizeFactor;
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float mfRaindropFade;
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cVector3f mvecLogoSize;
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float mfLogoFade;
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float mfEpFade;
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float mfAdd;
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iSoundChannel *mpRainSound;
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iSoundChannel *mpWindSound;
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Common::Array<cRaindrop> mvRaindropVector;
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cGfxObject *mpRaindropGfx;
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cGfxObject *mpFlashGfx;
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};
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//---------------------------------------------
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#endif // GAME_PRE_MENU_H
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