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