// pointer to reference tile bitmap (without level-specific colors)
static Bitmap *gd_tile_bitmap_reference = NULL;
-// optional title screen bitmap
-static Bitmap *gd_title_screen_bitmap = NULL;
+// optional title screen bitmaps (foreground and background)
+static Bitmap *gd_title_screen_bitmaps[2] = { NULL, NULL };
// screen area
Bitmap *gd_screen_bitmap = NULL;
return surface;
}
-static SDL_Surface *get_title_screen_surface(void)
+static SDL_Surface *get_title_screen_background_surface(SDL_Surface *tile)
{
- if (gd_caveset_data == NULL || gd_caveset_data->title_screen == NULL)
+ if (tile == NULL)
return NULL;
- SDL_Surface *surface = get_surface_from_base64(gd_caveset_data->title_screen);
+ SDL_Surface *foreground_surface = gd_title_screen_bitmaps[0]->surface_masked;
- if (surface == NULL)
+ // if foreground image has no transparency, no background image needed
+ if (foreground_surface->format->Amask == 0)
return NULL;
- // create target surface
- SDL_Surface *target = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0);
+ // use foreground image size for background image size
+ int w = foreground_surface->w;
+ int h = foreground_surface->h + tile->h; // background is one scrolling tile higher
- // check for transparency and background tile
- if (surface->format->Amask != 0 && gd_caveset_data->title_screen_scroll != NULL)
- {
- SDL_Surface *tile = get_surface_from_base64(gd_caveset_data->title_screen_scroll);
+ // create background surface
+ SDL_Surface *back = SDL_CreateRGBSurface(0, w, h, 32, 0, 0, 0, 0);
+ int x, y;
- if (tile != NULL)
- {
- int x, y;
+ // fill background surface with tile
+ for (y = 0; y < h; y += tile->h)
+ for (x = 0; x < w; x += tile->w)
+ SDLBlitSurface(tile, back, 0, 0, tile->w, tile->h, x, y);
- // create background surface
- SDL_Surface *back = SDL_CreateRGBSurface(0, surface->w, surface->h, 32, 0, 0, 0, 0);
+ // background tile surface not needed anymore
+ SDL_FreeSurface(tile);
- // fill background surface with tile
- for (y = 0; y < surface->h; y += tile->h)
- for (x = 0; x < surface->w; x += tile->w)
- SDLBlitSurface(tile, back, 0, 0, tile->w, tile->h, x, y);
+ return back;
+}
- // copy masked screen over background surface
- SDLBlitSurface(back, target, 0, 0, surface->w, surface->h, 0, 0);
+static SDL_Surface *get_title_screen_surface(int nr)
+{
+ if (gd_caveset_data == NULL)
+ return NULL;
- // free temporary surfaces
- SDL_FreeSurface(tile);
- SDL_FreeSurface(back);
- }
- }
+ // do not use title screen background without foreground image
+ if (nr == 1 && gd_title_screen_bitmaps[0] == NULL)
+ return NULL;
- SDLBlitSurface(surface, target, 0, 0, surface->w, surface->h, 0, 0);
+ char *data = (nr == 0 ? gd_caveset_data->title_screen : gd_caveset_data->title_screen_scroll);
- SDL_FreeSurface(surface);
+ if (data == NULL)
+ return NULL;
+
+ SDL_Surface *surface = get_surface_from_base64(data);
+
+ if (surface == NULL)
+ return NULL;
- return target;
+ return (nr == 0 ? surface : get_title_screen_background_surface(surface));
}
-static void set_title_screen_bitmap(void)
+static void set_title_screen_bitmap(int nr)
{
- if (gd_title_screen_bitmap != NULL)
- FreeBitmap(gd_title_screen_bitmap);
+ if (gd_title_screen_bitmaps[nr] != NULL)
+ FreeBitmap(gd_title_screen_bitmaps[nr]);
- gd_title_screen_bitmap = NULL;
+ gd_title_screen_bitmaps[nr] = NULL;
- SDL_Surface *surface = get_title_screen_surface();
+ SDL_Surface *surface = get_title_screen_surface(nr);
if (surface == NULL)
return;
int height_scaled = surface->h * 2;
SDL_Surface *surface_scaled = SDLZoomSurface(surface, width_scaled, height_scaled);
- gd_title_screen_bitmap = SDLGetBitmapFromSurface(surface_scaled);
+ gd_title_screen_bitmaps[nr] = SDLGetBitmapFromSurface(surface_scaled);
SDL_FreeSurface(surface);
SDL_FreeSurface(surface_scaled);
}
-Bitmap *gd_get_title_screen_bitmap(void)
+static void set_title_screen_bitmaps(void)
+{
+ int i;
+
+ for (i = 0; i < 2; i++)
+ set_title_screen_bitmap(i);
+}
+
+Bitmap **gd_get_title_screen_bitmaps(void)
{
static char *levelset_subdir_last = NULL;
// check if stored cave set has changed
if (!strEqual(gd_caveset_data->levelset_subdir, levelset_subdir_last))
- set_title_screen_bitmap();
+ set_title_screen_bitmaps();
setString(&levelset_subdir_last, gd_caveset_data->levelset_subdir);
- return gd_title_screen_bitmap;
+ return gd_title_screen_bitmaps;
}
return compare_result;
}
+static boolean CheckTitleScreen_BD(int nr, boolean initial)
+{
+ // only show BD style title screen for native BD level sets
+ if (level.game_engine_type != GAME_ENGINE_TYPE_BD)
+ return FALSE;
+
+ // only show BD style title screen for first title screen of a level set
+ if (initial || nr != 0)
+ return FALSE;
+
+ int graphic = getTitleScreenGraphic(nr, initial);
+ Bitmap *bitmap = graphic_info[graphic].bitmap;
+
+ // only show BD style title screen if no other title screen defined
+ if (bitmap != NULL)
+ return FALSE;
+
+ // check if BD style title screen defined
+ return (GetTitleScreenBitmaps_BD() != NULL);
+}
+
static void InitializeTitleControlsExt_AddTitleInfo(boolean is_image,
boolean initial,
int nr, int sort_priority)
boolean has_title_screen = (bitmap != NULL);
// check for optional title screen of native BD style level set
- if (!has_title_screen && level.game_engine_type == GAME_ENGINE_TYPE_BD && !initial && i == 0)
- has_title_screen = (GetTitleScreen_BD() != NULL);
+ if (CheckTitleScreen_BD(i, initial))
+ has_title_screen = TRUE;
if (has_title_screen)
InitializeTitleControlsExt_AddTitleInfo(TRUE, initial, i, sort_priority);
static void DrawTitleScreenImage(int nr, boolean initial)
{
+ static int frame_counter = 0;
int graphic = getTitleScreenGraphic(nr, initial);
Bitmap *bitmap = graphic_info[graphic].bitmap;
+ Bitmap *bitmap_background = NULL;
int draw_masked = graphic_info[graphic].draw_masked;
int width = graphic_info[graphic].width;
int height = graphic_info[graphic].height;
int dst_x, dst_y;
// check for optional title screen of native BD style level set
- if (bitmap == NULL && level.game_engine_type == GAME_ENGINE_TYPE_BD && !initial && nr == 0)
+ if (CheckTitleScreen_BD(nr, initial))
{
- bitmap = GetTitleScreen_BD();
+ Bitmap **title_screen_bitmaps = GetTitleScreenBitmaps_BD();
+
+ bitmap = title_screen_bitmaps[0];
+ bitmap_background = title_screen_bitmaps[1];
if (bitmap != NULL)
{
ClearRectangleOnBackground(drawto, 0, 0, WIN_XSIZE, WIN_YSIZE);
- if (DrawingOnBackground(dst_x, dst_y) && draw_masked)
+ boolean draw_masked_final = (DrawingOnBackground(dst_x, dst_y) && draw_masked);
+
+ if (bitmap_background != NULL)
+ {
+ int size = bitmap_background->height - bitmap->height;
+ int offset = frame_counter++ % size;
+
+ BlitBitmap(bitmap_background, drawto, src_x, src_y + offset, width, height, dst_x, dst_y);
+
+ draw_masked_final = TRUE;
+ }
+
+ if (draw_masked_final)
BlitBitmapMasked(bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
else
BlitBitmap(bitmap, drawto, src_x, src_y, width, height, dst_x, dst_y);
return_to_main_menu = TRUE;
}
}
+ else
+ {
+ tci = &title_controls[title_screen_nr];
+
+ // check for optional title screen of native BD style level set
+ if (tci->is_image && CheckTitleScreen_BD(tci->local_nr, tci->initial))
+ {
+ Bitmap **title_screen_bitmaps = GetTitleScreenBitmaps_BD();
+
+ // if title screen is animated, draw title screen animation
+ if (title_screen_bitmaps[0] != NULL &&
+ title_screen_bitmaps[1] != NULL)
+ DrawTitleScreenImage(tci->local_nr, tci->initial);
+ }
+ }
if (return_to_main_menu)
{