scummvm/engines/myst3/transition.cpp

162 lines
5.2 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* 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.
*
*/
#include "common/config-manager.h"
#include "engines/myst3/transition.h"
#include "engines/myst3/sound.h"
#include "engines/myst3/state.h"
#include "graphics/colormasks.h"
namespace Myst3 {
Transition::Transition(Myst3Engine *vm) :
_vm(vm),
_type(kTransitionNone),
_sourceScreenshot(nullptr) {
int transitionSpeed = ConfMan.getInt("transition_speed");
// Capture a screenshot of the source node
if (transitionSpeed != 100) {
_sourceScreenshot = _vm->_gfx->getScreenshot();
}
}
Transition::~Transition() {
if (_sourceScreenshot) {
_sourceScreenshot->free();
delete _sourceScreenshot;
}
}
int Transition::computeDuration() {
int durationFrames = 30 * (100 - ConfMan.getInt("transition_speed")) / 100;
if (_type == kTransitionZip) {
durationFrames >>= 1;
}
return durationFrames;
}
void Transition::playSound() {
if (_vm->_state->getTransitionSound()) {
_vm->_sound->playEffect(_vm->_state->getTransitionSound(),
_vm->_state->getTransitionSoundVolume());
}
_vm->_state->setTransitionSound(0);
}
void Transition::draw(TransitionType type) {
_type = type;
// Play the transition sound
playSound();
int durationFrames = computeDuration();
// Got any transition to draw?
if (!_sourceScreenshot || type == kTransitionNone || durationFrames == 0) {
return;
}
// Capture a screenshot of the destination node
_vm->drawFrame(true);
Graphics::Surface *target = _vm->_gfx->getScreenshot();
Texture *sourceTexture = _vm->_gfx->createTexture(_sourceScreenshot);
Texture *targetTexture = _vm->_gfx->createTexture(target);
target->free();
delete target;
// Compute the start and end frames for the animation
int startFrame = _vm->_state->getFrameCount();
uint endFrame = startFrame + durationFrames;
// Draw each step until completion
int completion = 0;
while (_vm->_state->getFrameCount() <= endFrame || completion < 100) {
completion = CLIP<int>(100 * (_vm->_state->getFrameCount() - startFrame) / durationFrames, 0, 100);
drawStep(targetTexture, sourceTexture, completion);
_vm->_gfx->flipBuffer();
g_system->updateScreen();
g_system->delayMillis(10);
_vm->_state->updateFrameCounters();
}
_vm->_gfx->freeTexture(sourceTexture);
_vm->_gfx->freeTexture(targetTexture);
}
void Transition::drawStep(Texture *targetTexture, Texture *sourceTexture, uint completion) {
Common::Rect viewport = _vm->_gfx->viewport();
switch (_type) {
case kTransitionNone:
break;
case kTransitionFade:
case kTransitionZip: {
Common::Rect textureRect = Common::Rect(sourceTexture->width, sourceTexture->height);
_vm->_gfx->drawTexturedRect2D(viewport, textureRect, sourceTexture);
_vm->_gfx->drawTexturedRect2D(viewport, textureRect, targetTexture, completion / 100.0);
}
break;
case kTransitionLeftToRight: {
int16 transitionX = (viewport.width() * (100 - completion)) / 100;
Common::Rect sourceTextureRect(0, 0, transitionX, sourceTexture->height);
Common::Rect sourceScreenRect(sourceTextureRect.width(), sourceTextureRect.height());
sourceScreenRect.translate(viewport.left, viewport.top);
Common::Rect targetTextureRect(transitionX, 0, targetTexture->width, targetTexture->height);
Common::Rect targetScreenRect(targetTextureRect.width(), targetTextureRect.height());
targetScreenRect.translate(viewport.left + transitionX, viewport.top);
_vm->_gfx->drawTexturedRect2D(sourceScreenRect, sourceTextureRect, sourceTexture);
_vm->_gfx->drawTexturedRect2D(targetScreenRect, targetTextureRect, targetTexture);
}
break;
case kTransitionRightToLeft: {
int16 transitionX = viewport.width() * completion / 100;
Common::Rect sourceTextureRect(transitionX, 0, sourceTexture->width, sourceTexture->height);
Common::Rect sourceScreenRect(sourceTextureRect.width(), sourceTextureRect.height());
sourceScreenRect.translate(viewport.left + transitionX, viewport.top);
Common::Rect targetTextureRect(0, 0, transitionX, targetTexture->height);
Common::Rect targetScreenRect(targetTextureRect.width(), targetTextureRect.height());
targetScreenRect.translate(viewport.left, viewport.top);
_vm->_gfx->drawTexturedRect2D(sourceScreenRect, sourceTextureRect, sourceTexture);
_vm->_gfx->drawTexturedRect2D(targetScreenRect, targetTextureRect, targetTexture);
}
break;
}
}
} // End of namespace Myst3