view src/adventure/splashscreen_state.c @ 80:05ffbcdee585

adventure: create main menu, closes #2482 @4h
author David Demelier <markand@malikania.fr>
date Sat, 15 Feb 2020 12:38:25 +0100
parents 8f95462ac5f8
children ed72843a7194
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/*
 * splashscreen_state.c -- splash screen state
 *
 * Copyright (c) 2020 David Demelier <markand@malikania.fr>
 *
 * Permission to use, copy, modify, and/or distribute this software for any
 * purpose with or without fee is hereby granted, provided that the above
 * copyright notice and this permission notice appear in all copies.
 *
 * THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
 * WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
 * MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
 * ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
 * WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
 * ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF
 * OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
 */

#include "error.h"
#include "font.h"
#include "game.h"
#include "image.h"
#include "map.h"
#include "map_state.h"
#include "painter.h"
#include "state.h"
#include "sys.h"
#include "texture.h"
#include "window.h"

#include "splashscreen_state.h"
#include "mainmenu_state.h"

#define DELAY 2000

struct splashscreen_state_data splashscreen_state_data;

static void
enter(void)
{
	struct font *font;

	if (!(font = font_openf(sys_datapath("fonts/teutonic1.ttf"), 130)))
		error_fatal();
	if (!(splashscreen_state_data.text = font_render(font, "Molko's Adventure", 0x000000ff)))
		error_fatal();

	/* Compute position. */
	const unsigned int w = texture_width(splashscreen_state_data.text);
	const unsigned int h = texture_height(splashscreen_state_data.text);

	splashscreen_state_data.x = (window_width() / 2) - (w / 2);
	splashscreen_state_data.y = (window_height() / 2) - (h / 2);

	font_close(font);
}

static void
leave(void)
{
	/* We don't delete the texture because it is used by mainmenu_state. */
}

static void
handle(const union event *event)
{
	(void)event;
}

static void
update(unsigned int ticks)
{
	splashscreen_state_data.elapsed += ticks;

	if (splashscreen_state_data.elapsed >= DELAY)
		game_switch(&mainmenu_state, false);
}

static void
draw(void)
{
	painter_set_color(0xffffffff);
	painter_clear();
	texture_draw(splashscreen_state_data.text,
		splashscreen_state_data.x,
		splashscreen_state_data.y);
}

struct state splashscreen_state = {
	.enter = enter,
	.leave = leave,
	.handle = handle,
	.update = update,
	.draw = draw
};