scummvm/engines/myst3/transition.cpp
2021-12-05 20:28:23 +01:00

179 lines
5.8 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/events.h"
#include "common/config-manager.h"
#include "engines/myst3/transition.h"
#include "engines/myst3/sound.h"
#include "engines/myst3/state.h"
#include "graphics/surface.h"
#include "graphics/framelimiter.h"
namespace Myst3 {
Transition::Transition(Myst3Engine *vm) :
_vm(vm),
_type(kTransitionNone),
_sourceScreenshot(nullptr),
_frameLimiter(new Graphics::FrameLimiter(g_system, ConfMan.getInt("engine_speed"))) {
// Capture a screenshot of the source node
int durationTicks = computeDuration();
if (durationTicks) {
_sourceScreenshot = _vm->_gfx->copyScreenshotToTexture();
}
}
Transition::~Transition() {
delete _sourceScreenshot;
delete _frameLimiter;
}
int Transition::computeDuration() {
int durationTicks = 30 * (100 - ConfMan.getInt("transition_speed")) / 100;
if (_type == kTransitionZip) {
durationTicks >>= 1;
}
return durationTicks;
}
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 durationTicks = computeDuration();
// Got any transition to draw?
if (!_sourceScreenshot || type == kTransitionNone || durationTicks == 0) {
return;
}
// Capture a screenshot of the destination node
_vm->drawFrame(true);
Texture *targetScreenshot = _vm->_gfx->copyScreenshotToTexture();
// Compute the start and end frames for the animation
int startTick = _vm->_state->getTickCount();
uint endTick = startTick + durationTicks;
// Draw on the full screen
_vm->_gfx->selectTargetWindow(nullptr, false, false);
// Draw each step until completion
int completion = 0;
while ((_vm->_state->getTickCount() <= endTick || completion < 100) && !_vm->shouldQuit()) {
_frameLimiter->startFrame();
completion = CLIP<int>(100 * (_vm->_state->getTickCount() - startTick) / durationTicks, 0, 100);
_vm->_gfx->clear();
drawStep(targetScreenshot, _sourceScreenshot, completion);
_vm->_gfx->flipBuffer();
_frameLimiter->delayBeforeSwap();
g_system->updateScreen();
_vm->_state->updateFrameCounters();
Common::Event event;
while (_vm->getEventManager()->pollEvent(event)) {
// Ignore all the events happening during transitions, so that the view does not move
// between the initial transition screen shoot and the first frame drawn after the transition.
// However, keep updating the keyboard state so we don't end up in
// an unbalanced state where the engine believes keys are still
// pressed while they are not.
_vm->processEventForKeyboardState(event);
if (_vm->_state->hasVarGamePadUpPressed()) {
_vm->processEventForGamepad(event);
}
}
}
delete targetScreenshot;
delete _sourceScreenshot;
_sourceScreenshot = nullptr;
}
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