scummvm/engines/wintermute/base/base_fader.cpp
2012-12-03 10:42:58 +01:00

196 lines
4.9 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/*
* This file is based on WME Lite.
* http://dead-code.org/redir.php?target=wmelite
* Copyright (c) 2011 Jan Nedoma
*/
#include "engines/wintermute/base/base_fader.h"
#include "engines/wintermute/base/base_game.h"
#include "engines/wintermute/base/gfx/base_renderer.h"
#include "common/util.h"
namespace Wintermute {
//////////////////////////////////////////////////////////////////////
// Construction/Destruction
//////////////////////////////////////////////////////////////////////
IMPLEMENT_PERSISTENT(BaseFader, false)
//////////////////////////////////////////////////////////////////////////
BaseFader::BaseFader(BaseGame *inGame) : BaseObject(inGame) {
_active = false;
_red = _green = _blue = 0;
_currentAlpha = 0x00;
_sourceAlpha = 0;
_targetAlpha = 0;
_duration = 1000;
_startTime = 0;
_system = false;
}
//////////////////////////////////////////////////////////////////////////
BaseFader::~BaseFader() {
}
//////////////////////////////////////////////////////////////////////////
bool BaseFader::update() {
if (!_active) {
return STATUS_OK;
}
int alphaDelta = _targetAlpha - _sourceAlpha;
uint32 time;
if (_system) {
time = g_system->getMillis() - _startTime;
} else {
time = _gameRef->_timer - _startTime;
}
if (time >= _duration) {
_currentAlpha = _targetAlpha;
} else {
_currentAlpha = (byte)(_sourceAlpha + (float)time / (float)_duration * alphaDelta);
}
_currentAlpha = MIN((unsigned char)255, MAX(_currentAlpha, (byte)0)); // TODO: clean
_ready = time >= _duration;
if (_ready && _currentAlpha == 0x00) {
_active = false;
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseFader::display() {
if (!_active) {
return STATUS_OK;
}
if (_currentAlpha > 0x00) {
_gameRef->_renderer->fadeToColor(_red, _green, _blue, _currentAlpha);
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseFader::deactivate() {
_active = false;
_ready = true;
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseFader::fadeIn(uint32 sourceColor, uint32 duration, bool system) {
_ready = false;
_active = true;
_red = RGBCOLGetR(sourceColor);
_green = RGBCOLGetG(sourceColor);
_blue = RGBCOLGetB(sourceColor);
_sourceAlpha = RGBCOLGetA(sourceColor);
_targetAlpha = 0;
_duration = duration;
_system = system;
if (_system) {
_startTime = g_system->getMillis();
} else {
_startTime = _gameRef->_timer;
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
bool BaseFader::fadeOut(uint32 targetColor, uint32 duration, bool system) {
_ready = false;
_active = true;
_red = RGBCOLGetR(targetColor);
_green = RGBCOLGetG(targetColor);
_blue = RGBCOLGetB(targetColor);
//_sourceAlpha = 0;
_sourceAlpha = _currentAlpha;
_targetAlpha = RGBCOLGetA(targetColor);
_duration = duration;
_system = system;
if (_system) {
_startTime = g_system->getMillis();
} else {
_startTime = _gameRef->_timer;
}
return STATUS_OK;
}
//////////////////////////////////////////////////////////////////////////
uint32 BaseFader::getCurrentColor() const {
return BYTETORGBA(_red, _green, _blue, _currentAlpha);
}
//////////////////////////////////////////////////////////////////////////
bool BaseFader::persist(BasePersistenceManager *persistMgr) {
BaseObject::persist(persistMgr);
persistMgr->transfer(TMEMBER(_active));
persistMgr->transfer(TMEMBER(_blue));
persistMgr->transfer(TMEMBER(_currentAlpha));
persistMgr->transfer(TMEMBER(_duration));
persistMgr->transfer(TMEMBER(_green));
persistMgr->transfer(TMEMBER(_red));
persistMgr->transfer(TMEMBER(_sourceAlpha));
persistMgr->transfer(TMEMBER(_startTime));
persistMgr->transfer(TMEMBER(_targetAlpha));
persistMgr->transfer(TMEMBER(_system));
if (_system && !persistMgr->getIsSaving()) {
_startTime = 0;
}
return STATUS_OK;
}
} // end of namespace Wintermute