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https://github.com/libretro/scummvm.git
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d534299d38
For better performance.
199 lines
6.0 KiB
C++
199 lines
6.0 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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* Additional copyright for this file:
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* Copyright (C) 1995-1997 Presto Studios, Inc.
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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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*
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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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*
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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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#include "common/system.h"
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#include "graphics/surface.h"
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#include "pegasus/transition.h"
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namespace Pegasus {
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ScreenFader::ScreenFader() {
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_isBlack = true;
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// Initially, assume screens are on at full brightness.
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Fader::setFaderValue(100);
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}
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ScreenFader::~ScreenFader() {
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_screen.free();
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}
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void ScreenFader::doFadeOutSync(const TimeValue duration, const TimeValue scale, bool isBlack) {
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_isBlack = isBlack;
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_screen.copyFrom(*g_system->lockScreen());
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g_system->unlockScreen();
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FaderMoveSpec spec;
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spec.makeTwoKnotFaderSpec(scale, 0, getFaderValue(), duration, 0);
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startFaderSync(spec);
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_screen.free();
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}
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void ScreenFader::doFadeInSync(const TimeValue duration, const TimeValue scale, bool isBlack) {
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_isBlack = isBlack;
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_screen.copyFrom(*g_system->lockScreen());
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g_system->unlockScreen();
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FaderMoveSpec spec;
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spec.makeTwoKnotFaderSpec(scale, 0, getFaderValue(), duration, 100);
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startFaderSync(spec);
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_screen.free();
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}
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void ScreenFader::setFaderValue(const int32 value) {
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if (value != getFaderValue()) {
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Fader::setFaderValue(value);
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if (_screen.getPixels()) {
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// The original game does a gamma fade here using the Mac API. In order to do
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// that, it would require an immense amount of CPU processing. This does a
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// linear fade instead, which looks fairly well, IMO.
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Graphics::Surface *screen = g_system->lockScreen();
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for (uint y = 0; y < _screen.h; y++) {
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for (uint x = 0; x < _screen.w; x++) {
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if (_screen.format.bytesPerPixel == 2)
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WRITE_UINT16(screen->getBasePtr(x, y), fadePixel(READ_UINT16(_screen.getBasePtr(x, y)), value));
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else
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WRITE_UINT32(screen->getBasePtr(x, y), fadePixel(READ_UINT32(_screen.getBasePtr(x, y)), value));
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}
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}
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g_system->unlockScreen();
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g_system->updateScreen();
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}
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}
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}
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static inline byte fadeComponent(byte comp, int32 percent) {
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return comp * percent / 100;
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}
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uint32 ScreenFader::fadePixel(uint32 color, int32 percent) const {
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byte r, g, b;
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_screen.format.colorToRGB(color, r, g, b);
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if (_isBlack) {
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r = fadeComponent(r, percent);
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g = fadeComponent(g, percent);
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b = fadeComponent(b, percent);
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} else {
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r = 0xFF - fadeComponent(0xFF - r, percent);
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g = 0xFF - fadeComponent(0xFF - g, percent);
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b = 0xFF - fadeComponent(0xFF - b, percent);
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}
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return _screen.format.RGBToColor(r, g, b);
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}
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Transition::Transition(const DisplayElementID id) : FaderAnimation(id) {
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_outPicture = 0;
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_inPicture = 0;
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}
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void Transition::setBounds(const Common::Rect &r) {
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FaderAnimation::setBounds(r);
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_boundsWidth = _bounds.width();
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_boundsHeight = _bounds.height();
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}
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void Transition::setInAndOutElements(DisplayElement *inElement, DisplayElement *outElement) {
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_inPicture = inElement;
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_outPicture = outElement;
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Common::Rect r;
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if (_outPicture)
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_outPicture->getBounds(r);
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else if (_inPicture)
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_inPicture->getBounds(r);
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setBounds(r);
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}
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void Slide::draw(const Common::Rect &r) {
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Common::Rect oldBounds, newBounds;
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adjustSlideRects(oldBounds, newBounds);
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drawElements(r, oldBounds, newBounds);
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}
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void Slide::adjustSlideRects(Common::Rect &oldBounds, Common::Rect &newBounds) {
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oldBounds = _bounds;
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newBounds = _bounds;
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}
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void Slide::drawElements(const Common::Rect &drawRect, const Common::Rect &oldBounds, const Common::Rect &newBounds) {
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drawSlideElement(drawRect, oldBounds, _outPicture);
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drawSlideElement(drawRect, newBounds, _inPicture);
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}
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void Slide::drawSlideElement(const Common::Rect &drawRect, const Common::Rect &oldBounds, DisplayElement *picture) {
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if (picture && drawRect.intersects(oldBounds)) {
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picture->moveElementTo(oldBounds.left, oldBounds.top);
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picture->draw(drawRect.findIntersectingRect(oldBounds));
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}
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}
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void Push::adjustSlideRects(Common::Rect &oldBounds, Common::Rect &newBounds) {
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switch (_direction & kSlideHorizMask) {
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case kSlideLeftMask:
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newBounds.left = oldBounds.right = _bounds.right - pegasusRound(getFaderValue() * _boundsWidth, kTransitionRange);
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newBounds.right = newBounds.left + _boundsWidth;
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oldBounds.left = oldBounds.right - _boundsWidth;
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break;
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case kSlideRightMask:
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oldBounds.left = newBounds.right = _bounds.left + pegasusRound(getFaderValue() * _boundsWidth, kTransitionRange);
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oldBounds.right = oldBounds.left + _boundsWidth;
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newBounds.left = newBounds.right - _boundsWidth;
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break;
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default:
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newBounds.left = oldBounds.left = _bounds.left;
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newBounds.right = oldBounds.right = _bounds.right;
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break;
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}
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switch (_direction & kSlideVertMask) {
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case kSlideDownMask:
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oldBounds.top = newBounds.bottom = _bounds.top + pegasusRound(getFaderValue() * _boundsHeight, kTransitionRange);
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oldBounds.bottom = oldBounds.top + _boundsHeight;
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newBounds.top = newBounds.bottom - _boundsHeight;
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break;
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case kSlideUpMask:
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newBounds.top = oldBounds.bottom = _bounds.bottom - pegasusRound(getFaderValue() * _boundsHeight, kTransitionRange);
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newBounds.bottom = newBounds.top + _boundsHeight;
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oldBounds.top = oldBounds.bottom - _boundsHeight;
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break;
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default:
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newBounds.top = oldBounds.top = _bounds.top;
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newBounds.bottom = oldBounds.bottom = _bounds.bottom;
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break;
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}
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}
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} // End of namespace Pegasus
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