4 Super Tux - Title Screen
7 bill@newbreedsoftware.com
8 http://www.newbreedsoftware.com/supertux/
10 April 11, 2000 - December 29, 2003
19 #include <SDL_image.h>
23 #include <sys/types.h>
31 #include "high_scores.h"
38 #include "leveleditor.h"
40 /* --- TITLE SCREEN --- */
44 texture_type title, img_choose_subset, anim1, anim2;
47 int done, quit, frame, pict, i;
49 string_list_type level_subsets;
50 level_subsets = dsubdirs("/levels", "info");
54 /* Reset menu variables */
56 menu_set_current(&main_menu);
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);
68 /* --- Main title loop: --- */
75 /* Draw the title background: */
76 texture_draw_bg(&title, NO_UPDATE);
80 while (!done && !quit)
85 while (SDL_PollEvent(&event))
87 if (event.type == SDL_QUIT)
89 /* Quit event - quit: */
92 else if (event.type == SDL_KEYDOWN)
96 key = event.key.keysym.sym;
98 /* Check for menu events */
99 menu_event(&event.key.keysym);
101 if (key == SDLK_ESCAPE)
109 else if (event.type == SDL_JOYAXISMOTION && event.jaxis.axis == JOY_Y)
111 if (event.jaxis.value > 1024)
112 menuaction = MN_DOWN;
113 else if (event.jaxis.value < -1024)
116 else if (event.type == SDL_JOYBUTTONDOWN)
118 /* Joystick button: Continue: */
126 /* Draw the title background: */
128 texture_draw_bg(&title, NO_UPDATE);
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);
136 /* Animate title screen: */
138 pict = (frame / 5) % 3;
141 texture_draw_part(&title, 560, 270, 560, 270, 80, 75, NO_UPDATE);
143 texture_draw(&anim1, 560, 270, NO_UPDATE);
145 texture_draw(&anim2, 560, 270, NO_UPDATE);
147 /* Don't draw menu, if quit is true */
148 if(show_menu && !quit)
149 menu_process_current();
151 if(current_menu == &main_menu)
153 switch (menu_check(&main_menu))
158 if(level_subsets.num_items != 0)
160 subset_load(&subset,level_subsets.item[0]);
163 texture_draw(&img_choose_subset,(screen->w - img_choose_subset.w) / 2, 0, NO_UPDATE);
164 if(level_subsets.num_items != 0)
166 texture_draw(&subset.image,(screen->w - subset.image.w) / 2 + 25,78,NO_UPDATE);
167 if(level_subsets.num_items > 1)
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);
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);
179 while(SDL_PollEvent(&event) && !done)
186 case SDL_KEYDOWN: // key pressed
189 key = event.key.keysym.sym;
196 subset_free(&subset);
197 subset_load(&subset,level_subsets.item[i]);
200 else if(key == SDLK_RIGHT)
202 if(i < level_subsets.num_items -1)
205 subset_free(&subset);
206 subset_load(&subset,level_subsets.item[i]);
209 else if(key == SDLK_SPACE || key == SDLK_RETURN)
212 quit = gameloop(subset.name,1,ST_GL_PLAY);
213 subset_free(&subset);
215 else if(key == SDLK_ESCAPE)
228 update_load_save_game_menu(&load_game_menu, YES);
232 quit = leveleditor(1);
239 else if(current_menu == &options_menu)
241 process_options_menu();
243 else if(current_menu == &load_game_menu)
245 process_save_load_game_menu(NO);
257 texture_free(&title);
258 texture_free(&anim1);
259 texture_free(&anim2);
260 string_list_free(&level_subsets);
262 /* Return to main! */