Mercurial > molko
view libadventure/adventure/state/splashscreen.c @ 162:629f55f3961e
core: rework states
author | David Demelier <markand@malikania.fr> |
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date | Sun, 18 Oct 2020 12:01:59 +0200 |
parents | libadventure/adventure/splashscreen_state.c@c577c15df07f |
children | 6992085d47fd |
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/* * splashscreen.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 <assert.h> #include <stdlib.h> #include <string.h> #include <core/font.h> #include <core/game.h> #include <core/image.h> #include <core/painter.h> #include <core/panic.h> #include <core/state.h> #include <core/sys.h> #include <core/texture.h> #include <core/util.h> #include <core/window.h> #include <ui/align.h> #include <adventure/assets/fonts/cubic.h> #include "splashscreen.h" #include "mainmenu.h" #define DELAY 3000 struct splashscreen { struct texture tex; int x; int y; struct state *next; unsigned int elapsed; }; static struct splashscreen * init(struct state *next) { struct splashscreen *splash; struct font font; splash = ecalloc(1, sizeof (*splash)); splash->next = next; if (!font_openmem(&font, fonts_cubic, sizeof (fonts_cubic), 80)) panic(); font.color = 0x19332dff; font.style = FONT_STYLE_ANTIALIASED; if (!font_render(&font, &splash->tex, "malikania")) panic(); align(ALIGN_CENTER, &splash->x, &splash->y, splash->tex.w, splash->tex.h, 0, 0, window.w, window.h); font_finish(&font); return splash; } static void update(struct state *state, unsigned int ticks) { struct splashscreen *splash = state->data; splash->elapsed += ticks; if (splash->elapsed >= DELAY) game_switch(splash->next, false); } static void draw(struct state *state) { struct splashscreen *splash = state->data; painter_set_color(0xffffffff); painter_clear(); texture_draw(&splash->tex, splash->x, splash->y); } static void finish(struct state *state) { struct splashscreen *splash = state->data; if (!splash) return; texture_finish(&splash->tex); free(splash); memset(state, 0, sizeof (*state)); } void splashscreen_state(struct state *state, struct state *next) { assert(state); assert(next); memset(state, 0, sizeof (*state)); state->data = init(next); state->update = update; state->draw = draw; state->finish = finish; }