Files
commandergenius/alienblaster/project/jni/application/src/menuArcadeMode.h
pelya 99698187cf True HW acceleration for Alien Blaster - it now runs 45 FPS on ADP1,
and 30 FPS on HTC Evo (it could run faster but they limited max FPS in GL renderer).
See file SdlForwardCompat.h to have an idea how to make your SDL 1.2 app HW accelerated with SDL 1.3 -
it's a compilation of hacks but whatever.
2010-07-06 13:57:58 +03:00

73 lines
2.1 KiB
C++

/***************************************************************************
alienBlaster
Copyright (C) 2004
Paul Grathwohl, Arne Hormann, Daniel Kuehn, Soenke Schwardt
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
***************************************************************************/
#ifndef MENU_ARCADE_MODE_H
#define MENU_ARCADE_MODE_H
#include "SDL.h"
#include "game.h"
#include <string>
class Font;
class Options;
enum MENU_ARCADE_CHOICES { ARCADE_FIGHT, ARCADE_BACK_TO_MAIN_MENU };
const std::string STRINGS_MENU_ARCADE_CHOICES[] =
{ "FIGHT",
"Back to Main Menu" };
const int NR_MENU_ARCADE_CHOICES = 2;
class MenuArcadeMode {
private:
SdlCompat_AcceleratedSurface *screen;
SdlCompat_AcceleratedSurface *arcadeSprite;
SdlCompat_AcceleratedSurface *activeChoiceSprite;
SdlCompat_AcceleratedSurface *lightFighterIcon1;
SdlCompat_AcceleratedSurface *heavyFighterIcon1;
Font *font;
Font *fontHighlighted;
Options *op;
int activeChoice;
// sounds
int choose;
int confirm;
bool playerOneLightFighter;
public:
MenuArcadeMode( SdlCompat_AcceleratedSurface *scr );
~MenuArcadeMode();
void run( GameStates &gameState, int points=-1 );
bool getPlayerOneLightFighter();
private:
void updateHighScore( int points );
void readHighScoreName( int pos );
void drawReadName( string &newName );
bool handleEventsReadName( string &newName );
void handleEvents( GameStates &gameState );
void draw();
};
#endif