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/**********************************************************************************************
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*
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* raylib - Advance Game template
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*
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* Logo Screen Functions Definitions (Init, Update, Draw, Unload)
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*
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* Copyright (c) 2014-2022 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include "screens.h"
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//----------------------------------------------------------------------------------
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// Module Variables Definition (local)
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//----------------------------------------------------------------------------------
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static int framesCounter = 0;
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static int finishScreen = 0;
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static int logoPositionX = 0;
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static int logoPositionY = 0;
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static int lettersCount = 0;
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static int topSideRecWidth = 0;
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static int leftSideRecHeight = 0;
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static int bottomSideRecWidth = 0;
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static int rightSideRecHeight = 0;
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static int state = 0; // Logo animation states
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static float alpha = 1.0f; // Useful for fading
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//----------------------------------------------------------------------------------
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// Logo Screen Functions Definition
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//----------------------------------------------------------------------------------
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// Logo Screen Initialization logic
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void InitLogoScreen(void)
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{
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finishScreen = 0;
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framesCounter = 0;
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lettersCount = 0;
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logoPositionX = GetScreenWidth()/2 - 128;
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logoPositionY = GetScreenHeight()/2 - 128;
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topSideRecWidth = 16;
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leftSideRecHeight = 16;
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bottomSideRecWidth = 16;
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rightSideRecHeight = 16;
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state = 0;
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alpha = 1.0f;
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}
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// Logo Screen Update logic
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void UpdateLogoScreen(void)
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{
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if (state == 0) // State 0: Top-left square corner blink logic
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{
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framesCounter++;
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if (framesCounter == 80)
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{
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state = 1;
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framesCounter = 0; // Reset counter... will be used later...
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}
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}
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else if (state == 1) // State 1: Bars animation logic: top and left
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{
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topSideRecWidth += 8;
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leftSideRecHeight += 8;
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if (topSideRecWidth == 256) state = 2;
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}
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else if (state == 2) // State 2: Bars animation logic: bottom and right
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{
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bottomSideRecWidth += 8;
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rightSideRecHeight += 8;
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if (bottomSideRecWidth == 256) state = 3;
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}
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else if (state == 3) // State 3: "raylib" text-write animation logic
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{
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framesCounter++;
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if (lettersCount < 10)
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{
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if (framesCounter/12) // Every 12 frames, one more letter!
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{
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lettersCount++;
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framesCounter = 0;
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}
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}
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else // When all letters have appeared, just fade out everything
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{
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if (framesCounter > 200)
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{
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alpha -= 0.02f;
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if (alpha <= 0.0f)
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{
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alpha = 0.0f;
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finishScreen = 1; // Jump to next screen
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}
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}
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}
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}
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}
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// Logo Screen Draw logic
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void DrawLogoScreen(void)
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{
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if (state == 0) // Draw blinking top-left square corner
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{
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if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK);
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}
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else if (state == 1) // Draw bars animation: top and left
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
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DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
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}
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else if (state == 2) // Draw bars animation: bottom and right
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK);
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DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK);
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DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK);
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DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK);
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}
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else if (state == 3) // Draw "raylib" text-write animation + "powered by"
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{
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DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha));
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DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha));
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DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha));
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DrawText(TextSubtext("raylib", 0, lettersCount), GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha));
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if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha));
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}
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}
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// Logo Screen Unload logic
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void UnloadLogoScreen(void)
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{
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// Unload LOGO screen variables here!
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}
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// Logo Screen should finish?
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int FinishLogoScreen(void)
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{
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return finishScreen;
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}
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