scummvm/engines/myst3/transition.h
Bastien Bouclet 056912f4b2 MYST3: Improve the node transition performance
On 4K displays, taking a screenshot and processing the pixels on the CPU
was taking a noticeable amount of time. Now the screenshot is copied
directly to a texture without going through the CPU.
2019-11-08 14:50:20 +01:00

57 lines
1.5 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.
*
*/
#ifndef TRANSITION_H_
#define TRANSITION_H_
#include "engines/myst3/myst3.h"
#include "engines/myst3/gfx.h"
namespace Myst3 {
class FrameLimiter;
class Transition {
public:
Transition(Myst3Engine *vm);
virtual ~Transition();
void draw(TransitionType type);
private:
void drawStep(Texture *targetTexture, Texture *sourceTexture, uint completion);
int computeDuration();
void playSound();
Myst3Engine *_vm;
FrameLimiter *_frameLimiter;
TransitionType _type;
Texture *_sourceScreenshot;
};
} // End of namespace Myst3
#endif // TRANSITION_H_