#include "intro.h"
#include "text.h"
+#include "screen.h"
+
void draw_intro()
{
+fade("/images/background/arctis2.jpg", 30, false);
display_text_file("intro.txt", "/images/background/arctis2.jpg", SCROLL_SPEED_MESSAGE);
}
#endif
}
+/* --- FADE IN --- */
+
+/** Fades the given surface into a black one. If fade_out is true, it will fade out, else
+it will fade in */
+
+void fade(Surface *surface, int seconds, bool fade_out);
+
+void fade(const std::string& surface, int seconds, bool fade_out)
+{
+Surface* sur = new Surface(datadir + surface, IGNORE_ALPHA);
+black_fade(sur, seconds, fade_out);
+delete sur;
+}
+
+void fade(Surface *surface, int seconds, bool fade_out)
+{
+float alpha;
+if (fade_out)
+ alpha = 0;
+else
+ alpha = 255;
+
+ int cur_time, old_time;
+ cur_time = SDL_GetTicks();
+
+ while(alpha >= 0 && alpha < 256)
+ {
+ old_time = cur_time;
+ cur_time = SDL_GetTicks();
+
+ surface->draw(0,0,(int)alpha, true);
+
+ /* Calculate the next alpha value */
+ float calc = (float) ((cur_time - old_time) / seconds);
+ if(fade_out)
+ alpha += 255 * calc;
+ else
+ alpha -= 255 * calc;
+ }
+}
+
/* 'Stolen' from the SDL documentation.
* Set the pixel at (x, y) to the given value
* NOTE: The surface must be locked before calling this!
void clearscreen(int r, int g, int b);
void drawgradient(Color top_clr, Color bot_clr);
void fillrect(float x, float y, float w, float h, int r, int g, int b, int a);
+//void black_fade(Surface* surface, int seconds, bool fade_out);
+void fade(const std::string& surface, int seconds, bool fade_out);
void updatescreen(void);
void flipscreen(void);
void update_rect(SDL_Surface *scr, Sint32 x, Sint32 y, Sint32 w, Sint32 h);