raylib/games/transmission/screens/screen_logo.c

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/**********************************************************************************************
*
* raylib - Advance Game template
*
* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
#include "screens.h"
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
// Logo screen global variables
static int framesCounter;
static int finishScreen;
static Texture2D logoCW;
static float fadeValue;
static int showLogoFrames;
static bool fadeOut;
//----------------------------------------------------------------------------------
// Logo Screen Functions Definition
//----------------------------------------------------------------------------------
// Logo Screen Initialization logic
void InitLogoScreen(void)
{
framesCounter = 0;
finishScreen = 0;
logoCW = LoadTexture("resources/textures/cw_logo.png");
showLogoFrames = 60;
fadeValue = 0;
fadeOut = false;
}
// Logo Screen Update logic
void UpdateLogoScreen(void)
{
if(!fadeOut)
{
fadeValue += 0.02f;
if(fadeValue > 1.01f)
{
fadeValue = 1.0f;
framesCounter++;
if(framesCounter % showLogoFrames == 0)
{
fadeOut = true;
finishScreen = true;
}
}
}
if(IsKeyPressed(KEY_ENTER))
{
finishScreen = true;
}
}
// Logo Screen Draw logic
void DrawLogoScreen(void)
{
DrawTexture(logoCW, GetScreenWidth()/2 - logoCW.width/2, GetScreenHeight()/2 - logoCW.height/2, Fade(WHITE, fadeValue));
}
// Logo Screen Unload logic
void UnloadLogoScreen(void)
{
UnloadTexture(logoCW);
}
// Logo Screen should finish?
int FinishLogoScreen(void)
{
return finishScreen;
}