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authorEinar Johan Trøan Sømåen2012-07-21 18:19:07 +0200
committerEinar Johan Trøan Sømåen2012-07-21 19:15:33 +0200
commit5683f076331d2831eb4720b65bb53e8d01ca33ee (patch)
tree4357d989476643db887d5f5a95f6fd165afd0514 /engines/wintermute/base/base_transition_manager.cpp
parent0622b2c5b8260c0f0c01122d6fbc5e10013d1613 (diff)
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WINTERMUTE: Rename CamelCased filenames to prefixed_under_score-filenames
This is mostly a lead-up to namespacing the Ad/Base folders, and then possibly removing the prefixes from the files, it also has the added benefit of getting rid of the odd case-typos that makes for issues on platforms that don't ignore case.
Diffstat (limited to 'engines/wintermute/base/base_transition_manager.cpp')
-rw-r--r--engines/wintermute/base/base_transition_manager.cpp131
1 files changed, 131 insertions, 0 deletions
diff --git a/engines/wintermute/base/base_transition_manager.cpp b/engines/wintermute/base/base_transition_manager.cpp
new file mode 100644
index 0000000000..30a1a32e6a
--- /dev/null
+++ b/engines/wintermute/base/base_transition_manager.cpp
@@ -0,0 +1,131 @@
+/* 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.
+ *
+ * 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.
+ *
+ */
+
+/*
+ * This file is based on WME Lite.
+ * http://dead-code.org/redir.php?target=wmelite
+ * Copyright (c) 2011 Jan Nedoma
+ */
+
+#include "engines/wintermute/dcgf.h"
+#include "engines/wintermute/base/base_transition_manager.h"
+#include "engines/wintermute/base/base_game.h"
+#include "engines/wintermute/platform_osystem.h"
+
+namespace WinterMute {
+
+//////////////////////////////////////////////////////////////////////////
+CBTransitionMgr::CBTransitionMgr(CBGame *inGame): CBBase(inGame) {
+ _state = TRANS_MGR_READY;
+ _type = TRANSITION_NONE;
+ _origInteractive = false;
+ _preserveInteractive = false;
+ _lastTime = 0;
+ _started = false;
+}
+
+
+
+//////////////////////////////////////////////////////////////////////////
+CBTransitionMgr::~CBTransitionMgr() {
+
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBTransitionMgr::isReady() {
+ return (_state == TRANS_MGR_READY);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBTransitionMgr::start(TTransitionType type, bool nonInteractive) {
+ if (_state != TRANS_MGR_READY) return STATUS_OK;
+
+ if (type == TRANSITION_NONE || type >= NUM_TRANSITION_TYPES) {
+ _state = TRANS_MGR_READY;
+ return STATUS_OK;
+ }
+
+ if (nonInteractive) {
+ _preserveInteractive = true;
+ _origInteractive = _gameRef->_interactive;
+ _gameRef->_interactive = false;
+ } /*else _preserveInteractive */;
+
+
+ _type = type;
+ _state = TRANS_MGR_RUNNING;
+ _started = false;
+
+ return STATUS_OK;
+}
+
+#define FADE_DURATION 200
+
+//////////////////////////////////////////////////////////////////////////
+bool CBTransitionMgr::update() {
+ if (isReady()) return STATUS_OK;
+
+ if (!_started) {
+ _started = true;
+ _lastTime = CBPlatform::getTime();
+ }
+
+ switch (_type) {
+ case TRANSITION_NONE:
+ _state = TRANS_MGR_READY;
+ break;
+
+ case TRANSITION_FADE_OUT: {
+ uint32 time = CBPlatform::getTime() - _lastTime;
+ int alpha = (int)(255 - (float)time / (float)FADE_DURATION * 255);
+ alpha = MIN(255, MAX(alpha, 0));
+ _gameRef->_renderer->fade((uint16)alpha);
+
+ if (time > FADE_DURATION)
+ _state = TRANS_MGR_READY;
+ }
+ break;
+
+ case TRANSITION_FADE_IN: {
+ uint32 time = CBPlatform::getTime() - _lastTime;
+ int alpha = (int)((float)time / (float)FADE_DURATION * 255);
+ alpha = MIN(255, MAX(alpha, 0));
+ _gameRef->_renderer->fade((uint16)alpha);
+
+ if (time > FADE_DURATION)
+ _state = TRANS_MGR_READY;
+ }
+ break;
+ default:
+ error("CBTransitionMgr::Update - unhandled enum NUM_TRANSITION_TYPES");
+ }
+
+ if (isReady()) {
+ if (_preserveInteractive)
+ _gameRef->_interactive = _origInteractive;
+ }
+ return STATUS_OK;
+}
+
+} // end of namespace WinterMute