extremetuxracer/src/splash_screen.cpp

90 lines
2.3 KiB
C++

/* --------------------------------------------------------------------
EXTREME TUXRACER
Copyright (C) 1999-2001 Jasmin F. Patry (Tuxracer)
Copyright (C) 2010 Extreme Tuxracer Team
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 2
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.
---------------------------------------------------------------------*/
#ifdef HAVE_CONFIG_H
#include <etr_config.h>
#endif
#include "splash_screen.h"
#include "ogl.h"
#include "textures.h"
#include "audio.h"
#include "gui.h"
#include "course.h"
#include "env.h"
#include "particles.h"
#include "font.h"
#include "game_ctrl.h"
#include "translation.h"
#include "score.h"
#include "regist.h"
#include "winsys.h"
CSplashScreen SplashScreen;
void CSplashScreen::Keyb(unsigned int key, bool special, bool release, int x, int y) {
if (release) return;
switch (key) {
case SDLK_ESCAPE:
State::manager.RequestQuit();
break;
case SDLK_RETURN:
State::manager.RequestEnterState(Regist);
break;
}
}
void CSplashScreen::Enter() {
Winsys.ShowCursor(!param.ice_cursor);
Music.Play(param.menu_music, -1);
}
void CSplashScreen::Loop(double timestep) {
Music.Update();
ClearRenderContext();
ScopedRenderMode rm(GUI);
SetupGuiDisplay();
Trans.LoadTranslations(param.language); // Before first texts are being displayed
Tex.Draw(TEXLOGO, CENTER, 60, Winsys.scale/2.0);
FT.SetColor(colDYell);
FT.AutoSizeN(6);
int top = AutoYPosN(60);
int dist = FT.AutoDistanceN(3);
FT.DrawString(CENTER, top, Trans.Text(67));
FT.DrawString(CENTER, top+dist, Trans.Text(68));
Winsys.SwapBuffers();
init_ui_snow();
Course.MakeStandardPolyhedrons();
Sound.LoadSoundList();
Char.LoadCharacterList();
Course.LoadObjectTypes();
Course.LoadTerrainTypes();
Env.LoadEnvironmentList();
Course.LoadCourseList();
Score.LoadHighScore(); // after LoadCourseList !!!
Events.LoadEventList();
Players.LoadAvatars(); // before LoadPlayers !!!
Players.LoadPlayers();
State::manager.RequestEnterState(Regist);
}