mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-22 01:39:57 +00:00
afee4aeacc
The StringUtils aren't complete or tested, and the SysClasses are a hack, and there are a few "FORBIDDEN_SYMBOL_EXCEPTIONS". Expect this commit to need a bunch of cleanup going forwards.
127 lines
3.4 KiB
C++
127 lines
3.4 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 "dcgf.h"
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#include "BTransitionMgr.h"
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#include "BGame.h"
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#include "PlatformSDL.h"
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namespace WinterMute {
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//////////////////////////////////////////////////////////////////////////
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CBTransitionMgr::CBTransitionMgr(CBGame *inGame): CBBase(inGame) {
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m_State = TRANS_MGR_READY;
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m_Type = TRANSITION_NONE;
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m_OrigInteractive = false;
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m_PreserveInteractive = false;
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m_LastTime = 0;
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m_Started = false;
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}
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//////////////////////////////////////////////////////////////////////////
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CBTransitionMgr::~CBTransitionMgr() {
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}
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//////////////////////////////////////////////////////////////////////////
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bool CBTransitionMgr::IsReady() {
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return (m_State == TRANS_MGR_READY);
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}
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBTransitionMgr::Start(TTransitionType Type, bool NonInteractive) {
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if (m_State != TRANS_MGR_READY) return S_OK;
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if (Type == TRANSITION_NONE || Type >= NUM_TRANSITION_TYPES) {
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m_State = TRANS_MGR_READY;
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return S_OK;
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}
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if (NonInteractive) {
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m_PreserveInteractive = true;
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m_OrigInteractive = Game->m_Interactive;
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Game->m_Interactive = false;
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} else m_PreserveInteractive;
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m_Type = Type;
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m_State = TRANS_MGR_RUNNING;
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m_Started = false;
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return S_OK;
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}
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#define FADE_DURATION 200
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBTransitionMgr::Update() {
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if (IsReady()) return S_OK;
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if (!m_Started) {
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m_Started = true;
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m_LastTime = CBPlatform::GetTime();
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}
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switch (m_Type) {
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case TRANSITION_NONE:
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m_State = TRANS_MGR_READY;
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break;
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case TRANSITION_FADE_OUT: {
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uint32 time = CBPlatform::GetTime() - m_LastTime;
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int Alpha = 255 - (float)time / (float)FADE_DURATION * 255;
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Alpha = MIN(255, MAX(Alpha, 0));
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Game->m_Renderer->Fade((WORD)Alpha);
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if (time > FADE_DURATION) m_State = TRANS_MGR_READY;
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}
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break;
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case TRANSITION_FADE_IN: {
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uint32 time = CBPlatform::GetTime() - m_LastTime;
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int Alpha = (float)time / (float)FADE_DURATION * 255;
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Alpha = MIN(255, MAX(Alpha, 0));
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Game->m_Renderer->Fade((WORD)Alpha);
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if (time > FADE_DURATION) m_State = TRANS_MGR_READY;
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}
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break;
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}
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if (IsReady()) {
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if (m_PreserveInteractive) Game->m_Interactive = m_OrigInteractive;
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}
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return S_OK;
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}
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} // end of namespace WinterMute
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