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intro.c
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intro.c
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/*
* See Licensing and Copyright notice in naev.h
*/
/**
* @file intro.c
*
* @brief Handles the introduction sequence.
*
* @todo Allow handling of images and other fancy things once we get them.
*/
#include "intro.h"
#include "naev.h"
#include <string.h>
#include "SDL.h"
#include "log.h"
#include "ndata.h"
#include "font.h"
#include "music.h"
#include "nstd.h"
#include "toolkit.h"
#define INTRO_FONT_SIZE 18. /**< Intro text font size. */
#define INTRO_SPEED 30. /**< Sped of text in characters / second. */
/*
* Introduction text lines.
*/
static char **intro_lines = NULL; /**< Introduction text lines. */
static int intro_nlines = 0; /**< Number of introduction text lines. */
static int intro_length = 0; /**< Length of the text. */
static glFont intro_font; /**< Introduction font. */
/*
* Prototypes.
*/
static int intro_load( const char *text );
static void intro_cleanup (void);
/**
* @brief Loads the intro stuff.
*/
static int intro_load( const char *text )
{
uint32_t intro_size;
char *intro_buf;
int i, p, n;
int mem;
/* Load text. */
intro_buf = ndata_read( text, &intro_size );
intro_length = intro_size; /* Length aproximation. */
/* Create intro font. */
gl_fontInit( &intro_font, NULL, INTRO_FONT_SIZE );
/* Load lines. */
p = 0;
n = 0;
mem = 0;
while ((uint32_t)p < intro_size) {
/* Get the length. */
i = gl_printWidthForText( &intro_font, &intro_buf[p], SCREEN_W - 200. );
/* Copy the line. */
if (n+1 > mem) {
mem += 128;
intro_lines = realloc( intro_lines, sizeof(char*) * mem );
}
intro_lines[n] = malloc( i + 1 );
strncpy( intro_lines[n], &intro_buf[p], i );
intro_lines[n][i] = '\0';
p += i + 1; /* Move pointer. */
n++; /* New line. */
}
/* Clean up. */
free(intro_buf);
intro_nlines = n;
return 0;
}
/**
* @brief Cleans up the intro stuff.
*/
static void intro_cleanup (void)
{
int i;
/* Free memory. */
for (i=0; i<intro_nlines; i++)
free(intro_lines[i]);
free(intro_lines);
gl_freeFont(&intro_font);
/* Set defaults. */
intro_lines = NULL;
intro_nlines = 0;
}
/**
* @brief Displays the introduction sequence.
*
* @brief text Path of text file to use.
* @brief mus Type of music to use (run through music.lua).
* @return 0 on success.
*/
int intro_display( const char *text, const char *mus )
{
int i, max;
unsigned int tcur, tlast;
double dt;
double x, y, vel;
double offset;
double density;
SDL_Event event;
/* Load the introduction. */
if (intro_load(text) < 0)
return -1;
/* Calculate velocity. */
density = ((double)intro_length / (double)intro_nlines); /* char / line */
density /= (double)intro_font.h; /* char / pixel */
vel = INTRO_SPEED / density; /* (char / s) * (pixel / char) = pixel / s */
/* Change music to intro music. */
if (mus != NULL)
music_choose(mus);
/* We need to clear key repeat to avoid infinite loops. */
toolkit_clearKey();
/* Prepare for intro loop. */
x = 100.;
y = 0.;
tlast = SDL_GetTicks();
offset = 0.;
max = intro_nlines + SCREEN_H / ((intro_font.h + 5.));
while (1) {
/* Get delta tick in seconds. */
tcur = SDL_GetTicks();
dt = (double)(tcur - tlast) / 1000.;
tlast = tcur;
/* Handle events. */
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_KEYDOWN:
/* Escape skips directly. */
if (event.key.keysym.sym == SDLK_ESCAPE)
offset = max * (intro_font.h + 5.);
/* Only Handle space from here down. */
else if (!nstd_isspace(event.key.keysym.sym))
break;
/* Purpose fallthrough. */
case SDL_JOYBUTTONDOWN:
offset += 250.;
default:
break;
}
}
/* Increment position. */
offset += vel * dt;
/* Clear stuff. */
glClear(GL_COLOR_BUFFER_BIT);
/* Draw the text. */
i = (int)(offset / (intro_font.h + 5.));
if (i > max) /* Out of lines. */
break;
y = offset - (i+1) * (intro_font.h + 5.);
while (i >= 0) {
/* Skip in line isn't valid. */
if (i >= intro_nlines) {
i--;
y += intro_font.h + 5.;
continue;
}
gl_print( &intro_font, x, y, &cConsole, intro_lines[i] );
/* Increment line and position. */
i--;
y += intro_font.h + 5.;
}
/* Only thing we actually care about updating is music. */
music_update();
/* Display stuff. */
SDL_GL_SwapBuffers();
SDL_Delay(10); /* No need to burn CPU. */
}
/* Stop music, normal music will start shortly after. */
music_stop();
/* Clean up after the introduction. */
intro_cleanup();
return 0;
}