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;
52 level_subsets = dsubdirs("/levels", "info", &subsets_num);
56 /* Reset menu variables */
58 menu_set_current(&main_menu);
65 texture_load(&title,DATA_PREFIX "/images/title/title.png", IGNORE_ALPHA);
66 texture_load(&anim1,DATA_PREFIX "/images/title/title-anim2.png", IGNORE_ALPHA);
67 texture_load(&anim2,DATA_PREFIX "/images/title/title-anim1.png", IGNORE_ALPHA);
68 texture_load(&img_choose_subset,DATA_PREFIX "/images/status/choose-level-subset.png", USE_ALPHA);
70 /* --- Main title loop: --- */
77 /* Draw the title background: */
78 texture_draw_bg(&title, NO_UPDATE);
82 while (!done && !quit)
87 while (SDL_PollEvent(&event))
89 if (event.type == SDL_QUIT)
91 /* Quit event - quit: */
94 else if (event.type == SDL_KEYDOWN)
98 key = event.key.keysym.sym;
100 /* Check for menu events */
101 menu_event(&event.key.keysym);
103 if (key == SDLK_ESCAPE)
111 else if (event.type == SDL_JOYAXISMOTION && event.jaxis.axis == JOY_Y)
113 if (event.jaxis.value > 1024)
114 menuaction = MN_DOWN;
115 else if (event.jaxis.value < -1024)
118 else if (event.type == SDL_JOYBUTTONDOWN)
120 /* Joystick button: Continue: */
128 /* Draw the title background: */
130 texture_draw_bg(&title, NO_UPDATE);
132 /* Draw the high score: */
133 sprintf(str, "High score: %d", hs_score);
134 text_drawf(&gold_text, str, 0, -40, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
135 sprintf(str, "by %s", hs_name);
136 text_drawf(&gold_text, str, 0, -20, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
138 /* Animate title screen: */
140 pict = (frame / 5) % 3;
143 texture_draw_part(&title, 560, 270, 560, 270, 80, 75, NO_UPDATE);
145 texture_draw(&anim1, 560, 270, NO_UPDATE);
147 texture_draw(&anim2, 560, 270, NO_UPDATE);
149 /* Don't draw menu, if quit is true */
150 if(show_menu && !quit)
151 menu_process_current();
153 if(current_menu == &main_menu)
155 switch (menu_check(&main_menu))
160 if(level_subsets != NULL)
162 subset_load(&subset,level_subsets[0]);
165 texture_draw(&img_choose_subset,(screen->w - img_choose_subset.w) / 2, 0, NO_UPDATE);
168 texture_draw(&subset.image,(screen->w - subset.image.w) / 2 + 25,78,NO_UPDATE);
172 texture_draw(&arrow_left,(screen->w / 2) - ((strlen(subset.title)+2)*16)/2,20,NO_UPDATE);
173 if(i < subsets_num-1)
174 texture_draw(&arrow_right,(screen->w / 2) + ((strlen(subset.title))*16)/2,20,NO_UPDATE);
176 text_drawf(&gold_text, subset.title, 0, 20, A_HMIDDLE, A_TOP, 1, NO_UPDATE);
177 text_drawf(&gold_text, subset.description, 20, -20, A_HMIDDLE, A_BOTTOM, 1, NO_UPDATE);
181 while(SDL_PollEvent(&event) && !done)
188 case SDL_KEYDOWN: // key pressed
191 key = event.key.keysym.sym;
198 subset_free(&subset);
199 subset_load(&subset,level_subsets[i]);
202 else if(key == SDLK_RIGHT)
204 if(i < subsets_num -1)
207 subset_free(&subset);
208 subset_load(&subset,level_subsets[i]);
211 else if(key == SDLK_SPACE || key == SDLK_RETURN)
214 quit = gameloop(subset.name,1,ST_GL_PLAY);
215 subset_free(&subset);
217 else if(key == SDLK_ESCAPE)
230 update_load_save_game_menu(&load_game_menu, YES);
234 quit = leveleditor(1);
241 else if(current_menu == &options_menu)
243 process_options_menu();
245 else if(current_menu == &load_game_menu)
247 process_save_load_game_menu(NO);
259 texture_free(&title);
260 texture_free(&anim1);
261 texture_free(&anim2);
262 free_strings(level_subsets,subsets_num);
264 /* Return to main! */