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