Scene.c (raw)
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#include <stdio.h> #include "config.h" #include <SDL/SDL.h> #include <SDL/SDL_image.h> #include <SDL/SDL_ttf.h> #include <SDL/SDL_mixer.h> #include "Scene.h" #include "Timer.h" #include "Engine.h" typedef struct kaos Kaos; typedef struct textBox TextBox; typedef struct room Room; typedef struct player Player; typedef struct hyperKaos HyperKaos; #include "extern.h" SLayer* newSLayer(SDL_Surface* img, int x, int y, int h, int v, int alpha) { SLayer* self = malloc(sizeof(SLayer)); self->sprite = img; self->x = x; self->y = y; self->h = h; self->v = v; self->oX = x; self->oY = y; if (alpha != 255) SDL_SetAlpha(self->sprite, SDL_SRCALPHA|SDL_RLEACCEL, alpha); return self; } void deleteSLayer(SLayer* target) { SDL_FreeSurface(target->sprite); free(target); } Scene* newScene(int in, int out, int time, SDL_Color incolor, SDL_Color outcolor) { Scene* self = malloc(sizeof(Scene)); self->sprites = NULL; self->time = time; self->nSprites = 0; self->fade = (Transition){in, incolor, out, outcolor}; return self; } void buildScene(Scene* self, SLayer* sprite) { int i; SLayer** temp; if (self->nSprites) temp = self->sprites; self->sprites = malloc((self->nSprites+1)*sizeof(SLayer*)); if (self->nSprites) { for (i = 0; i < self->nSprites; i++) self->sprites[i] = temp[i]; } self->sprites[self->nSprites] = sprite; self->nSprites++; } void sceneInput(Scene* self, int* counter) { while (SDL_PollEvent(&event)) { switch (event.type) { case SDL_KEYDOWN: switch (event.key.keysym.sym) { case A_BUTTON: *counter = self->time - 1; break; case FS_BUTTON: toggleFullscreen(); break; default: break; } break; case SDL_QUIT: if (playing) { playing = 0; quit = 1; } else { *counter = self->time - 1; playing = 0; quit = 1; } break; } } } void playScene(Scene* self) { int i, j; int alphamod; Uint32 icolor, ocolor; SDL_Surface* fadeIn, *fadeOut; fadeIn = loadImage("assets/img/backgrounds/blueroom.png"); fadeOut = fadeIn; icolor = SDL_MapRGB(fadeIn->format, self->fade.incolor.r, self->fade.incolor.g, self->fade.incolor.b); ocolor = SDL_MapRGB(fadeIn->format, self->fade.outcolor.r, self->fade.outcolor.g, self->fade.outcolor.b); SDL_FillRect(fadeIn, NULL, icolor); SDL_FillRect(fadeOut, NULL, ocolor); for (i = 0; i < self->time; i++) { if (quit) return; timeStart(&fps); sceneInput(self, &i); for (j = 0; j < self->nSprites; j++) { applySurface(self->sprites[j]->x, self->sprites[j]->y, self->sprites[j]->sprite, screen, NULL); self->sprites[j]->x += self->sprites[j]->h; self->sprites[j]->y += self->sprites[j]->v; } if (i < self->fade.in) { alphamod = 255 - (int)(255*((float)i/self->fade.in)); SDL_SetAlpha(fadeIn, SDL_SRCALPHA|SDL_RLEACCEL, alphamod); applySurface(0,0, fadeIn, screen, NULL); } if (self->time - i < self->fade.out) { alphamod = 255 - (int)(255*((float)(self->time - i)/self->fade.out)); SDL_SetAlpha(fadeOut, SDL_SRCALPHA|SDL_RLEACCEL, alphamod); applySurface(0,0, fadeOut, screen, NULL); } frameAdvance(); } for (j = 0; j < self->nSprites; j++) { self->sprites[j]->x = self->sprites[j]->oX; self->sprites[j]->y = self->sprites[j]->oY; } } void deleteScene(Scene* target) { int i; for (i = 0; i < target->nSprites; i++) { SDL_FreeSurface(target->sprites[i]->sprite); free(target->sprites[i]); } free(target->sprites); free(target); } |