#define CONFIG_TOKEN_FONT_INITIAL "font.initial"
+#define CONFIG_TOKEN_GLOBAL_BUSY_INITIAL "global.busy_initial"
#define CONFIG_TOKEN_GLOBAL_BUSY "global.busy"
+#define CONFIG_TOKEN_GLOBAL_BUSY_PLAYFIELD "global.busy_playfield"
#define CONFIG_TOKEN_BACKGROUND_LOADING_INITIAL "background.LOADING_INITIAL"
#define CONFIG_TOKEN_BACKGROUND_LOADING "background.LOADING"
-#define INITIAL_IMG_GLOBAL_BUSY 0
-#define INITIAL_IMG_BACKGROUND_LOADING_INITIAL 1
-#define INITIAL_IMG_BACKGROUND_LOADING 2
+#define INITIAL_IMG_GLOBAL_BUSY_INITIAL 0
+#define INITIAL_IMG_GLOBAL_BUSY 1
+#define INITIAL_IMG_GLOBAL_BUSY_PLAYFIELD 2
-#define NUM_INITIAL_IMAGES 3
+#define NUM_INITIAL_IMAGES_BUSY 3
+
+#define INITIAL_IMG_BACKGROUND_LOADING_INITIAL 3
+#define INITIAL_IMG_BACKGROUND_LOADING 4
+
+#define NUM_INITIAL_IMAGES 5
static struct FontBitmapInfo font_initial[NUM_INITIAL_FONTS];
graphic_info = graphic_info_last;
}
-static void DrawInitAnim(void)
+static void DrawInitAnim(boolean only_when_loading)
{
struct GraphicInfo *graphic_info_last = graphic_info;
- int graphic = 0;
+ int graphic = (game_status_last_screen == -1 ?
+ INITIAL_IMG_GLOBAL_BUSY_INITIAL :
+ game_status == GAME_MODE_LOADING ?
+ INITIAL_IMG_GLOBAL_BUSY :
+ INITIAL_IMG_GLOBAL_BUSY_PLAYFIELD);
+ struct MenuPosInfo *busy = (game_status_last_screen == -1 ?
+ &init_last.busy_initial :
+ game_status == GAME_MODE_LOADING ?
+ &init_last.busy :
+ &init_last.busy_playfield);
static unsigned int action_delay = 0;
unsigned int action_delay_value = GameFrameDelay;
int sync_frame = FrameCounter;
// prevent OS (Windows) from complaining about program not responding
CheckQuitEvent();
- if (game_status != GAME_MODE_LOADING)
+ if (game_status != GAME_MODE_LOADING && only_when_loading)
return;
- if (image_initial[INITIAL_IMG_GLOBAL_BUSY].bitmap == NULL || window == NULL)
+ if (image_initial[graphic].bitmap == NULL || window == NULL)
return;
if (!DelayReached(&action_delay, action_delay_value))
return;
- if (init_last.busy.x == -1)
- init_last.busy.x = WIN_XSIZE / 2;
- if (init_last.busy.y == -1)
- init_last.busy.y = WIN_YSIZE / 2;
+ if (busy->x == -1)
+ busy->x = (game_status == GAME_MODE_LOADING ? WIN_XSIZE / 2 : SXSIZE / 2);
+ if (busy->y == -1)
+ busy->y = (game_status == GAME_MODE_LOADING ? WIN_YSIZE / 2 : SYSIZE / 2);
- x = ALIGNED_TEXT_XPOS(&init_last.busy);
- y = ALIGNED_TEXT_YPOS(&init_last.busy);
+ x = (game_status == GAME_MODE_LOADING ? 0 : SX) + ALIGNED_TEXT_XPOS(busy);
+ y = (game_status == GAME_MODE_LOADING ? 0 : SY) + ALIGNED_TEXT_YPOS(busy);
- graphic_info = image_initial; // graphic == 0 => image_initial
+ graphic_info = image_initial;
- if (sync_frame % image_initial[INITIAL_IMG_GLOBAL_BUSY].anim_delay == 0)
+ if (sync_frame % image_initial[graphic].anim_delay == 0)
{
Bitmap *src_bitmap;
int src_x, src_y;
char *filename_image_initial[NUM_INITIAL_IMAGES] = { NULL };
char *image_token[NUM_INITIAL_IMAGES] =
{
+ CONFIG_TOKEN_GLOBAL_BUSY_INITIAL,
CONFIG_TOKEN_GLOBAL_BUSY,
+ CONFIG_TOKEN_GLOBAL_BUSY_PLAYFIELD,
CONFIG_TOKEN_BACKGROUND_LOADING_INITIAL,
CONFIG_TOKEN_BACKGROUND_LOADING
};
+ struct MenuPosInfo *init_busy[NUM_INITIAL_IMAGES_BUSY] =
+ {
+ &init.busy_initial,
+ &init.busy,
+ &init.busy_playfield
+ };
Bitmap *bitmap_font_initial = NULL;
int parameter[NUM_INITIAL_IMAGES][NUM_GFX_ARGS];
int i, j, k;
graphic_info = graphic_info_last;
+ for (i = 0; i < NUM_INITIAL_IMAGES_BUSY; i++)
+ {
+ // set image size for busy animations
+ init_busy[i]->width = image_initial[i].width;
+ init_busy[i]->height = image_initial[i].height;
+ }
+
SetLoadingBackgroundImage();
ClearRectangleOnBackground(window, 0, 0, WIN_XSIZE, WIN_YSIZE);