scummvm/engines/grim/iris.cpp
Paweł Kołodziejski 06902574b4
GRIM: Janitorial
2022-06-08 01:12:00 +02:00

109 lines
2.7 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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();
}
}