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added support for separate busy animation for initial loading screen
[rocksndiamonds.git]
/
src
/
init.c
diff --git
a/src/init.c
b/src/init.c
index 42adf59f2238484634e1a346caed100ddc30d83c..8b0d8ef39600de69f49b8916bea19047334d759c 100644
(file)
--- a/
src/init.c
+++ b/
src/init.c
@@
-34,15
+34,17
@@
#define CONFIG_TOKEN_FONT_INITIAL "font.initial"
#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_BACKGROUND_LOADING_INITIAL "background.LOADING_INITIAL"
#define CONFIG_TOKEN_BACKGROUND_LOADING "background.LOADING"
#define CONFIG_TOKEN_GLOBAL_BUSY "global.busy"
#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_BACKGROUND_LOADING_INITIAL 2
+#define INITIAL_IMG_BACKGROUND_LOADING 3
-#define NUM_INITIAL_IMAGES
3
+#define NUM_INITIAL_IMAGES
4
static struct FontBitmapInfo font_initial[NUM_INITIAL_FONTS];
static struct FontBitmapInfo font_initial[NUM_INITIAL_FONTS];
@@
-121,35
+123,41
@@
static void SetLoadingBackgroundImage(void)
static void DrawInitAnim(void)
{
struct GraphicInfo *graphic_info_last = graphic_info;
static void DrawInitAnim(void)
{
struct GraphicInfo *graphic_info_last = graphic_info;
- int graphic = 0;
+ int graphic = (game_status_last_screen == -1 ?
+ INITIAL_IMG_GLOBAL_BUSY_INITIAL :
+ INITIAL_IMG_GLOBAL_BUSY);
+ struct MenuPosInfo *busy = (game_status_last_screen == -1 ?
+ &init_last.busy_initial :
+ &init_last.busy);
static unsigned int action_delay = 0;
unsigned int action_delay_value = GameFrameDelay;
int sync_frame = FrameCounter;
int x, y;
static unsigned int action_delay = 0;
unsigned int action_delay_value = GameFrameDelay;
int sync_frame = FrameCounter;
int x, y;
+
// prevent OS (Windows) from complaining about program not responding
CheckQuitEvent();
if (game_status != GAME_MODE_LOADING)
return;
// prevent OS (Windows) from complaining about program not responding
CheckQuitEvent();
if (game_status != GAME_MODE_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;
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 = WIN_XSIZE / 2;
+ if (
busy->
y == -1)
+
busy->
y = WIN_YSIZE / 2;
- x = ALIGNED_TEXT_XPOS(
&init_last.
busy);
- y = ALIGNED_TEXT_YPOS(
&init_last.
busy);
+ x = ALIGNED_TEXT_XPOS(busy);
+ y = 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;
{
Bitmap *src_bitmap;
int src_x, src_y;
@@
-5574,6
+5582,7
@@
static void InitGfx(void)
char *filename_image_initial[NUM_INITIAL_IMAGES] = { NULL };
char *image_token[NUM_INITIAL_IMAGES] =
{
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_BACKGROUND_LOADING_INITIAL,
CONFIG_TOKEN_BACKGROUND_LOADING
CONFIG_TOKEN_GLOBAL_BUSY,
CONFIG_TOKEN_BACKGROUND_LOADING_INITIAL,
CONFIG_TOKEN_BACKGROUND_LOADING