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authorD G Turner2012-10-12 17:03:32 +0100
committerD G Turner2012-10-12 17:03:32 +0100
commit151b7beb47ec4b964862d6779bd48e3a33482bbd (patch)
tree867717c5266d0908d95edd82560599be20a4ede9 /engines/pegasus/transition.cpp
parent80af0e239473f85c49cc2da3c848dfcde41d4a37 (diff)
parent2b55837650c4229dc3d75b660cecfc7a3292e5e0 (diff)
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Merge branch 'master' into teenagentRefactor
Conflicts: engines/teenagent/callbacks.cpp
Diffstat (limited to 'engines/pegasus/transition.cpp')
-rw-r--r--engines/pegasus/transition.cpp200
1 files changed, 200 insertions, 0 deletions
diff --git a/engines/pegasus/transition.cpp b/engines/pegasus/transition.cpp
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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * Additional copyright for this file:
+ * Copyright (C) 1995-1997 Presto Studios, Inc.
+ *
+ * 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/system.h"
+#include "graphics/surface.h"
+
+#include "pegasus/transition.h"
+
+namespace Pegasus {
+
+ScreenFader::ScreenFader() {
+ _isBlack = true;
+ // Initially, assume screens are on at full brightness.
+ Fader::setFaderValue(100);
+ _screen = new Graphics::Surface();
+}
+
+ScreenFader::~ScreenFader() {
+ _screen->free();
+ delete _screen;
+}
+
+void ScreenFader::doFadeOutSync(const TimeValue duration, const TimeValue scale, bool isBlack) {
+ _isBlack = isBlack;
+ _screen->copyFrom(*g_system->lockScreen());
+ g_system->unlockScreen();
+
+ FaderMoveSpec spec;
+ spec.makeTwoKnotFaderSpec(scale, 0, getFaderValue(), duration, 0);
+ startFaderSync(spec);
+
+ _screen->free();
+}
+
+void ScreenFader::doFadeInSync(const TimeValue duration, const TimeValue scale, bool isBlack) {
+ _isBlack = isBlack;
+ _screen->copyFrom(*g_system->lockScreen());
+ g_system->unlockScreen();
+
+ FaderMoveSpec spec;
+ spec.makeTwoKnotFaderSpec(scale, 0, getFaderValue(), duration, 100);
+ startFaderSync(spec);
+
+ _screen->free();
+}
+
+void ScreenFader::setFaderValue(const int32 value) {
+ if (value != getFaderValue()) {
+ Fader::setFaderValue(value);
+
+ if (_screen->pixels) {
+ // The original game does a gamma fade here using the Mac API. In order to do
+ // that, it would require an immense amount of CPU processing. This does a
+ // linear fade instead, which looks fairly well, IMO.
+ Graphics::Surface *screen = g_system->lockScreen();
+
+ for (uint y = 0; y < _screen->h; y++) {
+ for (uint x = 0; x < _screen->w; x++) {
+ if (_screen->format.bytesPerPixel == 2)
+ WRITE_UINT16(screen->getBasePtr(x, y), fadePixel(READ_UINT16(_screen->getBasePtr(x, y)), value));
+ else
+ WRITE_UINT32(screen->getBasePtr(x, y), fadePixel(READ_UINT32(_screen->getBasePtr(x, y)), value));
+ }
+ }
+
+ g_system->unlockScreen();
+ g_system->updateScreen();
+ }
+ }
+}
+
+static inline byte fadeComponent(byte comp, int32 percent) {
+ return comp * percent / 100;
+}
+
+uint32 ScreenFader::fadePixel(uint32 color, int32 percent) const {
+ byte r, g, b;
+ g_system->getScreenFormat().colorToRGB(color, r, g, b);
+
+ if (_isBlack) {
+ r = fadeComponent(r, percent);
+ g = fadeComponent(g, percent);
+ b = fadeComponent(b, percent);
+ } else {
+ r = 0xFF - fadeComponent(0xFF - r, percent);
+ g = 0xFF - fadeComponent(0xFF - g, percent);
+ b = 0xFF - fadeComponent(0xFF - b, percent);
+ }
+
+ return g_system->getScreenFormat().RGBToColor(r, g, b);
+}
+
+Transition::Transition(const DisplayElementID id) : FaderAnimation(id) {
+ _outPicture = 0;
+ _inPicture = 0;
+}
+
+void Transition::setBounds(const Common::Rect &r) {
+ FaderAnimation::setBounds(r);
+ _boundsWidth = _bounds.width();
+ _boundsHeight = _bounds.height();
+}
+
+void Transition::setInAndOutElements(DisplayElement *inElement, DisplayElement *outElement) {
+ _inPicture = inElement;
+ _outPicture = outElement;
+
+ Common::Rect r;
+
+ if (_outPicture)
+ _outPicture->getBounds(r);
+ else if (_inPicture)
+ _inPicture->getBounds(r);
+
+ setBounds(r);
+}
+
+void Slide::draw(const Common::Rect &r) {
+ Common::Rect oldBounds, newBounds;
+
+ adjustSlideRects(oldBounds, newBounds);
+ drawElements(r, oldBounds, newBounds);
+}
+
+void Slide::adjustSlideRects(Common::Rect &oldBounds, Common::Rect &newBounds) {
+ oldBounds = _bounds;
+ newBounds = _bounds;
+}
+
+void Slide::drawElements(const Common::Rect &drawRect, const Common::Rect &oldBounds, const Common::Rect &newBounds) {
+ drawSlideElement(drawRect, oldBounds, _outPicture);
+ drawSlideElement(drawRect, newBounds, _inPicture);
+}
+
+void Slide::drawSlideElement(const Common::Rect &drawRect, const Common::Rect &oldBounds, DisplayElement *picture) {
+ if (picture && drawRect.intersects(oldBounds)) {
+ picture->moveElementTo(oldBounds.left, oldBounds.top);
+ picture->draw(drawRect.findIntersectingRect(oldBounds));
+ }
+}
+
+void Push::adjustSlideRects(Common::Rect &oldBounds, Common::Rect &newBounds) {
+ switch (_direction & kSlideHorizMask) {
+ case kSlideLeftMask:
+ newBounds.left = oldBounds.right = _bounds.right - pegasusRound(getFaderValue() * _boundsWidth, kTransitionRange);
+ newBounds.right = newBounds.left + _boundsWidth;
+ oldBounds.left = oldBounds.right - _boundsWidth;
+ break;
+ case kSlideRightMask:
+ oldBounds.left = newBounds.right = _bounds.left + pegasusRound(getFaderValue() * _boundsWidth, kTransitionRange);
+ oldBounds.right = oldBounds.left + _boundsWidth;
+ newBounds.left = newBounds.right - _boundsWidth;
+ break;
+ default:
+ newBounds.left = oldBounds.left = _bounds.left;
+ newBounds.right = oldBounds.right = _bounds.right;
+ break;
+ }
+
+ switch (_direction & kSlideVertMask) {
+ case kSlideDownMask:
+ oldBounds.top = newBounds.bottom = _bounds.top + pegasusRound(getFaderValue() * _boundsHeight, kTransitionRange);
+ oldBounds.bottom = oldBounds.top + _boundsHeight;
+ newBounds.top = newBounds.bottom - _boundsHeight;
+ break;
+ case kSlideUpMask:
+ newBounds.top = oldBounds.bottom = _bounds.bottom - pegasusRound(getFaderValue() * _boundsHeight, kTransitionRange);
+ newBounds.bottom = newBounds.top + _boundsHeight;
+ oldBounds.top = oldBounds.bottom - _boundsHeight;
+ break;
+ default:
+ newBounds.top = oldBounds.top = _bounds.top;
+ newBounds.bottom = oldBounds.bottom = _bounds.bottom;
+ break;
+ }
+}
+
+} // End of namespace Pegasus