leveleditor level-settings menu is working now. introduced string_list_type.
[supertux.git] / src / title.c
1 /*
2   title.c
3   
4   Super Tux - Title Screen
5   
6   by Bill Kendrick
7   bill@newbreedsoftware.com
8   http://www.newbreedsoftware.com/supertux/
9   
10   April 11, 2000 - December 29, 2003
11 */
12
13 #include <stdio.h>
14 #include <stdlib.h>
15 #include <string.h>
16 #include <errno.h>
17 #include <unistd.h>
18 #include <SDL.h>
19 #include <SDL_image.h>
20
21 #ifdef LINUX
22 #include <pwd.h>
23 #include <sys/types.h>
24 #include <ctype.h>
25 #endif
26
27 #include "defines.h"
28 #include "globals.h"
29 #include "title.h"
30 #include "screen.h"
31 #include "high_scores.h"
32 #include "menu.h"
33 #include "texture.h"
34 #include "timer.h"
35 #include "setup.h"
36 #include "level.h"
37 #include "gameloop.h"
38 #include "leveleditor.h"
39
40 /* --- TITLE SCREEN --- */
41
42 int title(void)
43 {
44   texture_type title, img_choose_subset, anim1, anim2;
45   SDL_Event event;
46   SDLKey key;
47   int done, quit, frame, pict, i;
48   char str[80];
49   string_list_type level_subsets;
50   level_subsets = dsubdirs("/levels", "info");
51   st_subset subset;
52   subset_init(&subset);
53
54   /* Reset menu variables */
55   menu_reset();
56   menu_set_current(&main_menu);
57
58   clearscreen(0, 0, 0);
59   updatescreen();
60
61   /* Load images: */
62
63   texture_load(&title,DATA_PREFIX "/images/title/title.png", IGNORE_ALPHA);
64   texture_load(&anim1,DATA_PREFIX "/images/title/title-anim2.png", IGNORE_ALPHA);
65   texture_load(&anim2,DATA_PREFIX "/images/title/title-anim1.png", IGNORE_ALPHA);
66   texture_load(&img_choose_subset,DATA_PREFIX "/images/status/choose-level-subset.png", USE_ALPHA);
67   
68   /* --- Main title loop: --- */
69
70   done = 0;
71   quit = 0;
72   show_menu = 1;
73   frame = 0;
74
75   /* Draw the title background: */
76   texture_draw_bg(&title, NO_UPDATE);
77
78   load_hs();
79   
80   while (!done && !quit)
81     {
82       frame++;
83       /* Handle events: */
84
85       while (SDL_PollEvent(&event))
86         {
87           if (event.type == SDL_QUIT)
88             {
89               /* Quit event - quit: */
90               quit = 1;
91             }
92           else if (event.type == SDL_KEYDOWN)
93             {
94               /* Keypress... */
95
96               key = event.key.keysym.sym;
97
98               /* Check for menu events */
99               menu_event(&event.key.keysym);
100
101               if (key == SDLK_ESCAPE)
102                 {
103                   /* Escape: Quit: */
104
105                   quit = 1;
106                 }
107             }
108 #ifdef JOY_YES
109           else if (event.type == SDL_JOYAXISMOTION && event.jaxis.axis == JOY_Y)
110             {
111               if (event.jaxis.value > 1024)
112                 menuaction = MN_DOWN;
113               else if (event.jaxis.value < -1024)
114                 menuaction = MN_UP;
115             }
116           else if (event.type == SDL_JOYBUTTONDOWN)
117             {
118               /* Joystick button: Continue: */
119
120               menuaction = MN_HIT;
121             }
122 #endif
123
124         }
125
126       /* Draw the title background: */
127
128       texture_draw_bg(&title, NO_UPDATE);
129
130       /* Draw the high score: */
131       sprintf(str, "High score: %d", hs_score);
132       text_drawf(&gold_text, str, 0, -40, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
133       sprintf(str, "by %s", hs_name);
134       text_drawf(&gold_text, str, 0, -20, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
135
136       /* Animate title screen: */
137
138       pict = (frame / 5) % 3;
139
140       if (pict == 0)
141         texture_draw_part(&title, 560, 270, 560, 270, 80, 75, NO_UPDATE);
142       else if (pict == 1)
143         texture_draw(&anim1, 560, 270, NO_UPDATE);
144       else if (pict == 2)
145         texture_draw(&anim2, 560, 270, NO_UPDATE);
146         
147       /* Don't draw menu, if quit is true */
148       if(show_menu && !quit)
149         menu_process_current();
150
151       if(current_menu == &main_menu)
152         {
153           switch (menu_check(&main_menu))
154             {
155             case 2:
156               done = 0;
157               i = 0;
158               if(level_subsets.num_items != 0)
159                 {
160                   subset_load(&subset,level_subsets.item[0]);
161                   while(!done)
162                     {
163                       texture_draw(&img_choose_subset,(screen->w - img_choose_subset.w) / 2, 0, NO_UPDATE);
164                       if(level_subsets.num_items != 0)
165                         {
166                           texture_draw(&subset.image,(screen->w - subset.image.w) / 2 + 25,78,NO_UPDATE);
167                           if(level_subsets.num_items > 1)
168                           {
169                           if(i > 0)
170                           texture_draw(&arrow_left,(screen->w / 2) - ((strlen(subset.title)+2)*16)/2,20,NO_UPDATE);
171                           if(i < level_subsets.num_items-1)
172                           texture_draw(&arrow_right,(screen->w / 2) + ((strlen(subset.title))*16)/2,20,NO_UPDATE);
173                           }
174                           text_drawf(&gold_text, subset.title, 0, 20, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
175                           text_drawf(&gold_text, subset.description, 20, -20, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
176                         }
177                       updatescreen();
178                       SDL_Delay(50);
179                       while(SDL_PollEvent(&event) && !done)
180                         {
181                           switch(event.type)
182                             {
183                             case SDL_QUIT:
184                               done = 1;
185                               quit = 1;
186                             case SDL_KEYDOWN:           // key pressed
187                               /* Keypress... */
188
189                               key = event.key.keysym.sym;
190
191                               if(key == SDLK_LEFT)
192                                 {
193                                   if(i > 0)
194                                     {
195                                       --i;
196                                       subset_free(&subset);
197                                       subset_load(&subset,level_subsets.item[i]);
198                                     }
199                                 }
200                               else if(key == SDLK_RIGHT)
201                                 {
202                                   if(i < level_subsets.num_items -1)
203                                     {
204                                       ++i;
205                                       subset_free(&subset);
206                                       subset_load(&subset,level_subsets.item[i]);
207                                     }
208                                 }
209                               else if(key == SDLK_SPACE || key == SDLK_RETURN)
210                                 {
211                                   done = YES;
212                                   quit = gameloop(subset.name,1,ST_GL_PLAY);
213                                   subset_free(&subset);
214                                 }
215                               else if(key == SDLK_ESCAPE)
216                                 {
217                                   done = YES;
218                                 }
219                               break;
220                             default:
221                               break;
222                             }
223                         }
224                     }
225                 }
226               break;
227             case 3:
228               update_load_save_game_menu(&load_game_menu, YES);
229               break;
230             case 5:
231               done = 1;
232               quit = leveleditor(1);
233               break;
234             case 7:
235               quit = 1;
236               break;
237             }
238         }
239       else if(current_menu == &options_menu)
240         {
241           process_options_menu();
242         }
243       else if(current_menu == &load_game_menu)
244         {
245           process_save_load_game_menu(NO);
246         }
247
248       flipscreen();
249
250       /* Pause: */
251
252       SDL_Delay(50);
253
254     }
255   /* Free surfaces: */
256
257   texture_free(&title);
258   texture_free(&anim1);
259   texture_free(&anim2);
260   string_list_free(&level_subsets);
261
262   /* Return to main! */
263
264   return(quit);
265 }