/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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 3 of the License, 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, see . * */ #include "engines/grim/iris.h" #include "engines/grim/gfx_base.h" #include "engines/grim/savegame.h" #include "engines/grim/grim.h" namespace Grim { Iris::Iris() : _playing(false), _direction(Open), _x1(0), _y1(0), _x2(0), _y2(0), _targetX(0), _targetY(0), _length(0), _currTime(0) { } Iris::~Iris() { } void Iris::play(Iris::Direction dir, int x, int y, int length) { _playing = true; _direction = dir; _targetX = x; _targetY = y; _length = length; _currTime = 0; } void Iris::draw() { if (!_playing) { if (_direction == Close && g_grim->getMode() != GrimEngine::SmushMode) { g_driver->irisAroundRegion(320, 240, 320, 240); } return; } g_driver->irisAroundRegion(_x1, _y1, _x2, _y2); } void Iris::update(int frameTime) { if (!_playing) { return; } _currTime += frameTime; if (_currTime >= _length) { _playing = false; return; } float factor = (float)_currTime / (float)_length; if (_direction == Open) { factor = 1 - factor; } _y1 = (int)(_targetY * factor); _x1 = (int)(_targetX * factor); _y2 = (int)(480 - (480 - _targetY) * factor); _x2 = (int)(640 - (640 - _targetX) * factor); } void Iris::saveState(SaveGame *state) const { state->beginSection('IRIS'); state->writeBool(_playing); state->writeLEUint32((uint32)_direction); state->writeLESint32(_x1); state->writeLESint32(_y1); state->writeLESint32(_x2); state->writeLESint32(_y2); state->writeLESint32(_length); state->writeLESint32(_currTime); state->endSection(); } void Iris::restoreState(SaveGame *state) { state->beginSection('IRIS'); _playing = state->readBool(); _direction = (Direction)state->readLEUint32(); _x1 = state->readLESint32(); _y1 = state->readLESint32(); _x2 = state->readLESint32(); _y2 = state->readLESint32(); _length = state->readLESint32(); _currTime = state->readLESint32(); state->endSection(); } }