TOON: Fix some palette issues

- In fade out when leaving certain rooms
- When loading a game in a cutaway/closeup state

svn-id: r55625
This commit is contained in:
Sylvain Dupont 2011-01-29 20:59:46 +00:00
parent 96f4cc4b8a
commit 7765c24558
3 changed files with 38 additions and 16 deletions

View File

@ -87,7 +87,7 @@ void Movie::play(Common::String video, int32 flags) {
_vm->getAudioManager()->setMusicVolume(0);
_decoder->loadFile(video.c_str(), flags);
playVideo();
_vm->flushPalette();
_vm->flushPalette(false);
if (flags & 1)
_vm->getAudioManager()->setMusicVolume(_vm->getAudioManager()->isMusicMuted() ? 0 : 255);
_decoder->close();

View File

@ -402,6 +402,11 @@ void ToonEngine::render() {
}
#endif
if (_needPaletteFlush) {
flushPalette(false);
_needPaletteFlush = false;
}
if (_firstFrame) {
copyToVirtualScreen(false);
fadeIn(5);
@ -544,6 +549,7 @@ bool ToonEngine::showMainmenu(bool &loadedGame) {
Picture *mainmenuPicture = new Picture(this);
mainmenuPicture->loadPicture("TITLESCR.CPS", true);
mainmenuPicture->setupPalette();
flushPalette(false);
MainMenuEntry entries[MAINMENU_ENTRYCOUNT];
@ -894,8 +900,13 @@ ToonEngine::~ToonEngine() {
delete _console;
}
void ToonEngine::flushPalette() {
void ToonEngine::flushPalette(bool deferFlushToNextRender) {
if (deferFlushToNextRender) {
_needPaletteFlush = true;
return;
}
_needPaletteFlush = false;
uint8 vmpalette[1024];
for (int32 i = 0; i < 256; i++) {
vmpalette[i*4+0] = _finalPalette[i*3+0];
@ -907,14 +918,7 @@ void ToonEngine::flushPalette() {
}
void ToonEngine::setPaletteEntries(uint8 *palette, int32 offset, int32 num) {
memcpy(_finalPalette + offset * 3, palette, num * 3);
uint8 vmpalette[1024];
for (int32 i = 0; i < num; i++) {
vmpalette[i*4+0] = palette[i*3+0];
vmpalette[i*4+1] = palette[i*3+1];
vmpalette[i*4+2] = palette[i*3+2];
vmpalette[i*4+3] = 0;
}
_system->setPalette(vmpalette, offset, num);
flushPalette();
}
void ToonEngine::simpleUpdate(bool waitCharacterToTalk) {
@ -1753,14 +1757,17 @@ void ToonEngine::fadeIn(int32 numFrames) {
}
void ToonEngine::fadeOut(int32 numFrames) {
for (int32 f = 0; f < numFrames; f++) {
uint8 oldpalette[1024];
_system->grabPalette(oldpalette, 0, 256);
for (int32 f = 0; f < numFrames; f++) {
uint8 vmpalette[1024];
for (int32 i = 0; i < 256; i++) {
vmpalette[i*4+0] = (numFrames - f - 1) * _finalPalette[i*3+0] / (numFrames - 1);
vmpalette[i*4+1] = (numFrames - f - 1) * _finalPalette[i*3+1] / (numFrames - 1);
vmpalette[i*4+2] = (numFrames - f - 1) * _finalPalette[i*3+2] / (numFrames - 1);
vmpalette[i*4+3] = (numFrames - f - 1);
vmpalette[i*4+0] = (numFrames - f - 1) * oldpalette[i*4+0] / (numFrames - 1);
vmpalette[i*4+1] = (numFrames - f - 1) * oldpalette[i*4+1] / (numFrames - 1);
vmpalette[i*4+2] = (numFrames - f - 1) * oldpalette[i*4+2] / (numFrames - 1);
vmpalette[i*4+3] = 255;
}
_system->setPalette(vmpalette, 0, 256);
_system->updateScreen();
@ -3204,6 +3211,20 @@ bool ToonEngine::loadGame(int32 slot) {
delete[] buf;
}
delete loadFile;
// setup correct palette if we are in a closeup/cutaway or not.
if (_gameState->_inCloseUp) {
_gameState->_inCloseUp = false;
flipScreens();
} else if (_gameState->_inCutaway) {
_currentCutaway->setupPalette();
setupGeneralPalette();
} else {
_currentPicture->setupPalette();
setupGeneralPalette();
}
flushPalette();
return true;
}

View File

@ -115,7 +115,7 @@ public:
void unloadToonDat();
void setPaletteEntries(uint8 *palette, int32 offset, int32 num);
void fixPaletteEntries(uint8 *palette, int num);
void flushPalette();
void flushPalette(bool deferFlushToNextRender = true);
void parseInput();
void initChapter();
void initFonts();
@ -425,6 +425,7 @@ protected:
bool _firstFrame;
bool _isDemo;
bool _showConversationText;
bool _needPaletteFlush;
private:
ToonConsole *_console;
};