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https://github.com/libretro/scummvm.git
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196 lines
4.9 KiB
C++
196 lines
4.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/base/base_fader.h"
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/gfx/base_renderer.h"
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#include "common/util.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////
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// Construction/Destruction
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//////////////////////////////////////////////////////////////////////
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IMPLEMENT_PERSISTENT(BaseFader, false)
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//////////////////////////////////////////////////////////////////////////
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BaseFader::BaseFader(BaseGame *inGame) : BaseObject(inGame) {
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_active = false;
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_red = _green = _blue = 0;
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_currentAlpha = 0x00;
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_sourceAlpha = 0;
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_targetAlpha = 0;
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_duration = 1000;
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_startTime = 0;
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_system = false;
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}
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//////////////////////////////////////////////////////////////////////////
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BaseFader::~BaseFader() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseFader::update() {
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if (!_active) {
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return STATUS_OK;
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}
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int alphaDelta = _targetAlpha - _sourceAlpha;
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uint32 time;
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if (_system) {
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time = g_system->getMillis() - _startTime;
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} else {
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time = _gameRef->_timer - _startTime;
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}
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if (time >= _duration) {
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_currentAlpha = _targetAlpha;
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} else {
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_currentAlpha = (byte)(_sourceAlpha + (float)time / (float)_duration * alphaDelta);
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}
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_currentAlpha = MIN((unsigned char)255, MAX(_currentAlpha, (byte)0)); // TODO: clean
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_ready = time >= _duration;
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if (_ready && _currentAlpha == 0x00) {
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_active = false;
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseFader::display() {
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if (!_active) {
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return STATUS_OK;
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}
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if (_currentAlpha > 0x00) {
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_gameRef->_renderer->fadeToColor(_red, _green, _blue, _currentAlpha);
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseFader::deactivate() {
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_active = false;
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_ready = true;
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseFader::fadeIn(uint32 sourceColor, uint32 duration, bool system) {
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_ready = false;
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_active = true;
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_red = RGBCOLGetR(sourceColor);
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_green = RGBCOLGetG(sourceColor);
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_blue = RGBCOLGetB(sourceColor);
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_sourceAlpha = RGBCOLGetA(sourceColor);
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_targetAlpha = 0;
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_duration = duration;
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_system = system;
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if (_system) {
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_startTime = g_system->getMillis();
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} else {
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_startTime = _gameRef->_timer;
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseFader::fadeOut(uint32 targetColor, uint32 duration, bool system) {
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_ready = false;
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_active = true;
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_red = RGBCOLGetR(targetColor);
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_green = RGBCOLGetG(targetColor);
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_blue = RGBCOLGetB(targetColor);
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//_sourceAlpha = 0;
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_sourceAlpha = _currentAlpha;
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_targetAlpha = RGBCOLGetA(targetColor);
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_duration = duration;
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_system = system;
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if (_system) {
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_startTime = g_system->getMillis();
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} else {
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_startTime = _gameRef->_timer;
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}
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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uint32 BaseFader::getCurrentColor() const {
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return BYTETORGBA(_red, _green, _blue, _currentAlpha);
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseFader::persist(BasePersistenceManager *persistMgr) {
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BaseObject::persist(persistMgr);
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persistMgr->transfer(TMEMBER(_active));
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persistMgr->transfer(TMEMBER(_blue));
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persistMgr->transfer(TMEMBER(_currentAlpha));
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persistMgr->transfer(TMEMBER(_duration));
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persistMgr->transfer(TMEMBER(_green));
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persistMgr->transfer(TMEMBER(_red));
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persistMgr->transfer(TMEMBER(_sourceAlpha));
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persistMgr->transfer(TMEMBER(_startTime));
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persistMgr->transfer(TMEMBER(_targetAlpha));
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persistMgr->transfer(TMEMBER(_system));
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if (_system && !persistMgr->getIsSaving()) {
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_startTime = 0;
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}
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return STATUS_OK;
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}
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} // end of namespace Wintermute
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