/* --- TITLE SCREEN --- */
-int title(void)
+bool title(void)
{
- int done;
string_list_type level_subsets;
st_subset subset;
level_subsets = dsubdirs("/levels", "info");
texture_load(&img_choose_subset,datadir + "/images/status/choose-level-subset.png", USE_ALPHA);
/* --- Main title loop: --- */
-
- done = 0;
- quit = 0;
+ bool done = 0;
show_menu = 1;
frame = 0;
update_time = st_get_ticks();
timer_start(&random_timer, rand() % 2000 + 2000);
- while (!done && !quit)
+ while (!done)
{
-
/* Calculate the movement-factor */
frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
menu_event(event);
if (event.type == SDL_QUIT)
{
- /* Quit event - quit: */
- quit = 1;
+ done = true;
}
else if (event.type == SDL_KEYDOWN)
{
/* Keypress... */
-
key = event.key.keysym.sym;
/* Check for menu events */
if (key == SDLK_ESCAPE)
{
/* Escape: Quit: */
-
- quit = 1;
+ done = true;
}
}
}
*/
/* Don't draw menu, if quit is true */
- if(show_menu && !quit)
+ if(show_menu && !done)
menu_process_current();
if(current_menu == main_menu)
switch(event.type)
{
case SDL_QUIT:
- done = 1;
- quit = 1;
+ done = true;
break;
case SDL_KEYDOWN: // key pressed
// Keypress...
break;
case 3:
done = 1;
- quit = leveleditor(1);
+ done = leveleditor(1);
break;
case 4:
display_credits();
break;
case 5:
- quit = 1;
+ done = true;
break;
}
}
string_list_free(&level_subsets);
/* Return to main! */
-
- return(quit);
+ return done;
}
#define MAX_VEL 10