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https://github.com/libretro/scummvm.git
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137 lines
3.5 KiB
C++
137 lines
3.5 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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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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* 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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* 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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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#include "engines/wintermute/base/base_transition_manager.h"
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#include "engines/wintermute/base/base_game.h"
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namespace Wintermute {
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//////////////////////////////////////////////////////////////////////////
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BaseTransitionMgr::BaseTransitionMgr(BaseGame *inGame) : BaseClass(inGame) {
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_state = TRANS_MGR_READY;
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_type = TRANSITION_NONE;
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_origInteractive = false;
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_preserveInteractive = false;
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_lastTime = 0;
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_started = false;
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}
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//////////////////////////////////////////////////////////////////////////
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BaseTransitionMgr::~BaseTransitionMgr() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseTransitionMgr::isReady() {
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return (_state == TRANS_MGR_READY);
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}
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//////////////////////////////////////////////////////////////////////////
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bool BaseTransitionMgr::start(TTransitionType type, bool nonInteractive) {
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if (_state != TRANS_MGR_READY) {
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return STATUS_OK;
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}
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if (type == TRANSITION_NONE || type >= NUM_TRANSITION_TYPES) {
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_state = TRANS_MGR_READY;
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return STATUS_OK;
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}
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if (nonInteractive) {
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_preserveInteractive = true;
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_origInteractive = _gameRef->_interactive;
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_gameRef->_interactive = false;
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} /*else _preserveInteractive */;
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_type = type;
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_state = TRANS_MGR_RUNNING;
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_started = false;
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return STATUS_OK;
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}
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#define FADE_DURATION 200
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//////////////////////////////////////////////////////////////////////////
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bool BaseTransitionMgr::update() {
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if (isReady()) {
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return STATUS_OK;
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}
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if (!_started) {
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_started = true;
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_lastTime = g_system->getMillis();
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}
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switch (_type) {
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case TRANSITION_NONE:
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_state = TRANS_MGR_READY;
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break;
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case TRANSITION_FADE_OUT: {
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uint32 time = g_system->getMillis() - _lastTime;
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int alpha = (int)(255 - (float)time / (float)FADE_DURATION * 255);
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alpha = MIN(255, MAX(alpha, 0));
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_gameRef->_renderer->fade((uint16)alpha);
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if (time > FADE_DURATION) {
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_state = TRANS_MGR_READY;
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}
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}
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break;
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case TRANSITION_FADE_IN: {
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uint32 time = g_system->getMillis() - _lastTime;
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int alpha = (int)((float)time / (float)FADE_DURATION * 255);
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alpha = MIN(255, MAX(alpha, 0));
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_gameRef->_renderer->fade((uint16)alpha);
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if (time > FADE_DURATION) {
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_state = TRANS_MGR_READY;
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}
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}
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break;
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default:
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error("BaseTransitionMgr::Update - unhandled enum NUM_TRANSITION_TYPES");
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}
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if (isReady()) {
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if (_preserveInteractive) {
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_gameRef->_interactive = _origInteractive;
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}
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}
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return STATUS_OK;
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}
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} // end of namespace Wintermute
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