/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * This code is based on the CRAB engine * * Copyright (c) Arvind Raja Yadav * * Licensed under MIT * */ //============================================================================= // Author: Arvind // Purpose: Splash functions //============================================================================= #include "crab/ScreenSettings.h" #include "crab/splash.h" namespace Crab { //------------------------------------------------------------------------ // Purpose: Constructor //------------------------------------------------------------------------ Splash::Splash() { // Load the background _background.load("res/gfx/pyrodactyl.png"); setUI(); _loadComplete = false; _firstRun = true; } //------------------------------------------------------------------------ // Purpose: Destructor //------------------------------------------------------------------------ Splash::~Splash() { _background.deleteImage(); } //------------------------------------------------------------------------ // Purpose: Event/Input Independent InternalEvents //------------------------------------------------------------------------ void Splash::internalEvents(bool &shouldChangeState, GameStateID &newStateId) { if (_firstRun == false) { g_engine->_loadingScreen->load(); g_engine->_imageManager->init(); g_engine->_textManager->init(); _loadComplete = true; } // Have we loaded everything? If yes, time to exit if (_loadComplete) { shouldChangeState = true; newStateId = GAMESTATE_MAIN_MENU; return; } } //------------------------------------------------------------------------ // Purpose: Drawing function //------------------------------------------------------------------------ void Splash::draw() { _background.draw(_x, _y); _firstRun = false; } //------------------------------------------------------------------------ // Purpose: Reset UI position //------------------------------------------------------------------------ void Splash::setUI() { debugC(kDebugGraphics, "ScreenSettings cur w : %d h : %d", g_engine->_screenSettings->_cur.w, g_engine->_screenSettings->_cur.h); _x = (g_engine->_screenSettings->_cur.w - _background.w()) / 2; _y = (g_engine->_screenSettings->_cur.h - _background.h()) / 2; } }