/********************************************************************************************** * * raylib - Advance Game template * * Logo Screen Functions Definitions (Init, Update, Draw, Unload) * * Copyright (c) 2014-2019 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; }