Logo coordinates on title screen are now relative to center of the logo.
This way localized logos of different widths can be accomodated.
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4df33e3799
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2 changed files with 12 additions and 9 deletions
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@ -37,8 +37,8 @@
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buttons_x=760
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buttons_y=330
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buttons_padding=4
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logo_x=160
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logo_y=40
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logo_x=270
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logo_y=90
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tip_x=100
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tip_width=495
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tip_padding=4
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@ -47,8 +47,8 @@
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buttons_x=760
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buttons_y=210
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buttons_padding=20
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logo_x=85
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logo_y=20
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logo_x=205
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logo_y=120
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tip_x=30
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tip_width=620
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tip_padding=20
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@ -56,8 +56,8 @@
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buttons_x=760
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buttons_y=330
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buttons_padding=20
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logo_x=292
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logo_y=120
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logo_x=512
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logo_y=220
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tip_x=100
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tip_width=495
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tip_padding=20
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@ -67,14 +67,14 @@ static lg::log_domain log_config("config");
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* Used only once, after the game is started.
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*
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* @param screen surface to operate on
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* @param xpos x-position of logo
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* @param ypos y-position of logo
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* @param xcpos x-position of center of the logo
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* @param ycpos y-position of center of the logo
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*
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* @return Result of running the routine
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* @retval true operation finished (successful or not)
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* @retval false operation failed (because modeChanged), need to retry
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*/
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static bool fade_logo(game_display& screen, int xpos, int ypos)
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static bool fade_logo(game_display& screen, int xcpos, int ycpos)
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{
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const surface logo(image::get_image(game_config::game_logo));
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if(logo == NULL) {
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@ -82,6 +82,9 @@ static bool fade_logo(game_display& screen, int xpos, int ypos)
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return true;
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}
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int xpos = xcpos - logo->w / 2;
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int ypos = ycpos - logo->h / 2;
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surface const fb = screen.video().getSurface();
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if(fb == NULL || xpos < 0 || ypos < 0 || xpos + logo->w > fb->w || ypos + logo->h > fb->h) {
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