void CBackgroundManager::Init (void) { m_background [0] = NULL; m_background [1] = NULL; m_filename [0] = BackgroundName (BG_MENU); m_filename [1] = BackgroundName (BG_SCORES); m_nDepth = -1; m_bShadow = true; m_bValid = false; }
bool CAutomap::InitBackground (void) { //m_background.Init (); if (m_background.Buffer ()) return true; int nPCXError = PCXReadBitmap (BackgroundName (BG_MAP), &m_background, BM_LINEAR, 0); if (nPCXError != PCX_ERROR_NONE) { Error ("File %s - PCX error: %s", BackgroundName (BG_MAP), pcx_errormsg (nPCXError)); return false; } m_background.Remap (NULL, -1, -1); return (m_background.Buffer () != NULL); }
std::string Base::Name(Phase const& phase) const { INFO0; auto name = Base::Name(phase.Stage()); switch (phase.Tag()) { case Tag::signal : return SignalName(name); case Tag::background : return BackgroundName(name); DEFAULT(boca::Name(phase.Tag()), ""); } }
std::string Base::BackgroundFileName(Stage stage) const { INFO0; // auto name = BackgroundName(); auto name = Name(); switch (stage) { case Stage::trainer : name = TrainerName(name); break; case Stage::reader : name = ReaderName(name); break; } return PathName(BackgroundName(name)); }
//------------------------------------------------------------------------------ //returns number of item chosen int MainMenu (void) { CMenu m; int i, nChoice = 0, nOptions = 0; IpxClose (); //paletteManager.Load (MENU_PALETTE, NULL, 0, 1, 0); //get correct palette if (!LOCALPLAYER.callsign [0]) { SelectPlayer (); return 0; } if (gameData.multiplayer.autoNG.bValid) { ExecMultiMenuOption (mainOpts.nMulti); return 0; } PrintLog ("launching main menu\n"); do { nOptions = SetupMainMenu (m); // may have to change, eg, maybe selected pilot and no save games. gameStates.input.keys.xLastPressTime = TimerGetFixedSeconds (); // .. 20 seconds from now! if (nChoice < 0) nChoice = 0; gameStates.menus.bDrawCopyright = 1; i = m.Menu ("", NULL, AutoDemoMenuCheck, &nChoice, BackgroundName (BG_MENU)); if (gameStates.app.bNostalgia) gameOpts->app.nVersionFilter = 3; if (i > -1) { ExecMainMenuOption (nChoice); SavePlayerProfile (); } } while (gameStates.app.nFunctionMode == FMODE_MENU); if (gameStates.app.nFunctionMode == FMODE_GAME) paletteManager.DisableEffect (); FlushInput (); return mainOpts.nChoice; }
std::string Base::BackgroundName() const { INFO0; return BackgroundName(Name()); }
void CBackgroundManager::LoadStars (bool bTop) { Setup (BackgroundName (BG_STARS), 0, 0, CCanvas::Current ()->Width (), CCanvas::Current ()->Height (), bTop); }
void CBackgroundManager::Rebuild (void) { Destroy (); Setup (BackgroundName (BG_MENU), 0, 0, screen.Width (), screen.Height ()); GrUpdate (0); }