Пример #1
0
void
GameSession::process_menu()
{
  Menu* menu = Menu::current();
  if(menu)
    {
      menu->action();

      if(menu == game_menu)
        {
          switch (game_menu->check())
            {
            case MNID_CONTINUE:
              st_pause_ticks_stop();
              break;
            case MNID_ABORTLEVEL:
              st_pause_ticks_stop();
              exit_status = ES_LEVEL_ABORT;
              break;
            }
        }
      else if(menu == options_menu)
        {
          process_options_menu();
        }
      else if(menu == load_game_menu )
        {
          process_load_game_menu();
        }
    }
}
Пример #2
0
/* --- TITLE SCREEN --- */
void title(void)
{
  random_timer.init(true);

  walking = true;

  st_pause_ticks_init();

  GameSession session(datadir + "/levels/misc/menu.stl", 0, ST_GL_DEMO_GAME);

  clearscreen(0, 0, 0);
  updatescreen();

  /* Load images: */
  bkg_title = new Surface(datadir + "/images/title/background.jpg", IGNORE_ALPHA);
  logo = new Surface(datadir + "/images/title/logo.png", USE_ALPHA);
  img_choose_subset = new Surface(datadir + "/images/status/choose-level-subset.png", USE_ALPHA);

  /* Generating contrib maps by only using a string_list */
  // Since there isn't any world dir or anything, add a hardcoded entry for Bonus Island
  string_list_init(&worldmap_list);

  string_list_type files = dfiles("levels/worldmaps/", ".stwm", "couldn't list worldmaps");
  for(int i = 0; i < files.num_items; ++i) {
    if(strcmp(files.item[i], "world1.stwm") == 0)
      continue;
    string_list_add_item(&worldmap_list, files.item[i]);
  }
  string_list_free(&files);

  /* --- Main title loop: --- */
  frame = 0;

  /* Draw the title background: */
  bkg_title->draw_bg();

  update_time = st_get_ticks();
  random_timer.start(rand() % 2000 + 2000);

  Menu::set_current(main_menu);
  while (Menu::current())
    {
      // if we spent to much time on a menu entry
      if( (update_time - last_update_time) > 1000)
        update_time = last_update_time = st_get_ticks();

      // Calculate the movement-factor
      double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
      if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
        frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
      /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
      frame_ratio /= 2;

      SDL_Event event;
      while (SDL_PollEvent(&event))
        {
          if (Menu::current())
            {
              Menu::current()->event(event);
            }
         // FIXME: QUIT signal should be handled more generic, not locally
          if (event.type == SDL_QUIT)
            Menu::set_current(0);
        }

      /* Draw the background: */
      draw_demo(&session, frame_ratio);
      
      if (Menu::current() == main_menu)
        logo->draw( 160, 30);

      white_small_text->draw(" SuperTux " VERSION "\n"
                             "Copyright (c) 2003 SuperTux Devel Team\n"
                             "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
                             "are welcome to redistribute it under certain conditions; see the file COPYING\n"
                             "for details.\n",
                             0, 420, 0);

      /* Don't draw menu, if quit is true */
      Menu* menu = Menu::current();
      if(menu)
        {
          menu->draw();
          menu->action();
        
          if(menu == main_menu)
            {
              MusicManager* music_manager;
	      MusicRef menu_song;
              switch (main_menu->check())
                {
                case MNID_STARTGAME:
                  // Start Game, ie. goto the slots menu
                  update_load_save_game_menu(load_game_menu);
                  break;
                case MNID_CONTRIB:
                  // Contrib Menu
                  puts("Entering contrib menu");
                  generate_contrib_menu();
                  break;
                case MNID_LEVELEDITOR:
                  leveleditor();
                  Menu::set_current(main_menu);
                  break;
                case MNID_CREDITS:
                  music_manager = new MusicManager();
                  menu_song  = music_manager->load_music(datadir + "/music/credits.ogg");
                  music_manager->halt_music();
                  music_manager->play_music(menu_song,0);
                  display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
                  music_manager->halt_music();
                  menu_song = music_manager->load_music(datadir + "/music/theme.mod");
                  music_manager->play_music(menu_song);
                  Menu::set_current(main_menu);
                  break;
                case MNID_QUITMAINMENU:
                  Menu::set_current(0);
                  break;
                }
            }
          else if(menu == options_menu)
            {
              process_options_menu();
            }
          else if(menu == load_game_menu)
            {
              if(event.key.keysym.sym == SDLK_DELETE)
                {
                int slot = menu->get_active_item_id();
                char str[1024];
                sprintf(str,"Are you sure you want to delete slot %d?", slot);
                
                draw_background();

                if(confirm_dialog(str))
                  {
                  sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
                  printf("Removing: %s\n",str);
                  remove(str);
                  }

                update_load_save_game_menu(load_game_menu);
                update_time = st_get_ticks();
                Menu::set_current(main_menu);
                }
              else if (process_load_game_menu())
                {
                  // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
                  // reset tux
                  scroll_x = 0;
                  //titletux.level_begin();
                  update_time = st_get_ticks();
                }
            }
          else if(menu == contrib_menu)
            {
              check_contrib_menu();
            }
          else if (menu == contrib_subset_menu)
            {
              check_contrib_subset_menu();
            }
        }

      mouse_cursor->draw();
      
      flipscreen();

      /* Set the time of the last update and the time of the current update */
      last_update_time = update_time;
      update_time = st_get_ticks();

      /* Pause: */
      frame++;
      SDL_Delay(25);
    }
  /* Free surfaces: */

  free_contrib_menu();
  string_list_free(&worldmap_list);
  delete bkg_title;
  delete logo;
  delete img_choose_subset;
}
Пример #3
0
void title_loop()
{
  // if we spent to much time on a menu entry
  if( (update_time - last_update_time) > 1000)
    update_time = last_update_time = st_get_ticks();

  // Calculate the movement-factor
  double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
  if(frame_ratio > 1.5) /* Quick hack to correct the unprecise CPU clocks a little bit. */
    frame_ratio = 1.5 + (frame_ratio - 1.5) * 0.85;
  /* Lower the frame_ratio that Tux doesn't jump to hectically throught the demo. */
  frame_ratio /= 2;

//printf("pxx: frame ratio: %f\n", frame_ratio);

  SDL_Event event;
  while (SDL_PollEvent(&event))
    {
      if (Menu::current())
	{
	  Menu::current()->event(event);
	}
      // FIXME: QUIT signal should be handled more generic, not locally
      if (event.type == SDL_QUIT)
	Menu::set_current(0);
    }

  /* Draw the background: */
  draw_demo(title_session, frame_ratio);

  if (Menu::current() == main_menu)
    logo->draw( 160, 30);

  white_small_text->draw(" SuperTux " VERSION "\n"
			 "Copyright (c) 2003 SuperTux Devel Team\n"
			 "This game comes with ABSOLUTELY NO WARRANTY. This is free software, and you\n"
			 "are welcome to redistribute it under certain conditions; see the file COPYING\n"
			 "for details.\n",
			 0, 420, 0);

  /* Don't draw menu, if quit is true */
  Menu* menu = Menu::current();
  if(menu)
    {
      menu->draw();
      menu->action();

      if(menu == main_menu)
	{
	  MusicManager* music_manager;
	  MusicRef menu_song;
	  switch (main_menu->check())
	    {
	    case MNID_STARTGAME:
	      // Start Game, ie. goto the slots menu
	      update_load_save_game_menu(load_game_menu);
	      break;
	    case MNID_CONTRIB:
	      // Contrib Menu
	      puts("Entering contrib menu");
	      generate_contrib_menu();
	      break;
	    case MNID_LEVELEDITOR:
	      leveleditor();
	      Menu::set_current(main_menu);
	      break;
	    case MNID_CREDITS:
	      music_manager = new MusicManager();
	      menu_song  = music_manager->load_music(datadir + "/music/credits.ogg");
	      //music_manager->halt_music();
	      music_manager->play_music(menu_song,0);
	      display_text_file("CREDITS", bkg_title, SCROLL_SPEED_CREDITS);
//	      music_manager->halt_music();
//	      menu_song = music_manager->load_music(datadir + "/music/theme.ogg");
//	      music_manager->play_music(menu_song);
//	      Menu::set_current(main_menu);
	      break;
	    case MNID_QUITMAINMENU:
	      Menu::set_current(0);
	      break;
	    }
	}
      else if(menu == options_menu)
	{
	  process_options_menu();
	}
      else if(menu == load_game_menu)
	{
	  if(event.key.keysym.sym == SDLK_DELETE)
	    {
	      int slot = menu->get_active_item_id();
	      char str[1024];
	      sprintf(str,"Are you sure you want to delete slot %d?", slot);

	      draw_background();

	      if(confirm_dialog(str))
		{
		  sprintf(str,"%s/slot%d.stsg", st_save_dir, slot);
		  printf("Removing: %s\n",str);
		  remove(str);
		}

	      update_load_save_game_menu(load_game_menu);
	      update_time = st_get_ticks();
	      Menu::set_current(main_menu);
	    }
	  else if (process_load_game_menu())
	    {
//	      // FIXME: shouldn't be needed if GameSession doesn't relay on global variables
//	      // reset tux
//	      scroll_x = 0;
//	      //titletux.level_begin();
//	      update_time = st_get_ticks();
	    }
	}
      else if(menu == contrib_menu)
	{
	  check_contrib_menu();
	}
      else if (menu == contrib_subset_menu)
	{
	  check_contrib_subset_menu();
	}
    }

  mouse_cursor->draw();

  flipscreen();

  /* Set the time of the last update and the time of the current update */
  last_update_time = update_time;
  update_time = st_get_ticks();

  /* Pause: */
  frame++;
  //SDL_Delay(25);
//printf("pxx: title loop finish\n");
}