Moved client scenes to a sub directory, reworked build process
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/* Copyright: (c) Kayne Ruse 2013
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* 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,
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* including commercial applications, and to alter it and redistribute it
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* 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
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* 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
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* misrepresented 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
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* distribution.
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*/
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#include "splash_screen.hpp"
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//-------------------------
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//Public access members
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//-------------------------
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SplashScreen::SplashScreen(ConfigUtility* const arg1):
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config(*arg1)
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{
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logo.LoadSurface(config["dir.logos"] + "krstudios.bmp");
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startTick = std::chrono::steady_clock::now();
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}
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SplashScreen::~SplashScreen() {
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//
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void SplashScreen::Update(double delta) {
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if (std::chrono::steady_clock::now() - startTick > std::chrono::duration<int>(1)) {
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SetNextScene(SceneList::MAINMENU);
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}
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}
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void SplashScreen::Render(SDL_Surface* const screen) {
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logo.DrawTo(screen, (screen->w - logo.GetClipW()) / 2, (screen->h - logo.GetClipH()) / 2);
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}
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