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authorWillem Jan Palenstijn2012-09-04 22:17:23 +0200
committerWillem Jan Palenstijn2012-09-04 22:17:23 +0200
commitb4090ead4d4334e08725323ff72fd355c93b63d5 (patch)
tree4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/base/base_transition_manager.cpp
parentdf80820184c90a87511f0cabdca4addb9fa13a66 (diff)
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WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/base/base_transition_manager.cpp')
-rw-r--r--engines/wintermute/base/base_transition_manager.cpp272
1 files changed, 136 insertions, 136 deletions
diff --git a/engines/wintermute/base/base_transition_manager.cpp b/engines/wintermute/base/base_transition_manager.cpp
index d71bce1084..5c28f36d30 100644
--- a/engines/wintermute/base/base_transition_manager.cpp
+++ b/engines/wintermute/base/base_transition_manager.cpp
@@ -1,136 +1,136 @@
-/* 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/base/base_transition_manager.h"
-#include "engines/wintermute/base/base_game.h"
-
-namespace Wintermute {
-
-//////////////////////////////////////////////////////////////////////////
-BaseTransitionMgr::BaseTransitionMgr(BaseGame *inGame) : BaseClass(inGame) {
- _state = TRANS_MGR_READY;
- _type = TRANSITION_NONE;
- _origInteractive = false;
- _preserveInteractive = false;
- _lastTime = 0;
- _started = false;
-}
-
-
-
-//////////////////////////////////////////////////////////////////////////
-BaseTransitionMgr::~BaseTransitionMgr() {
-
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseTransitionMgr::isReady() {
- return (_state == TRANS_MGR_READY);
-}
-
-
-//////////////////////////////////////////////////////////////////////////
-bool BaseTransitionMgr::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 BaseTransitionMgr::update() {
- if (isReady()) {
- return STATUS_OK;
- }
-
- if (!_started) {
- _started = true;
- _lastTime = g_system->getMillis();
- }
-
- switch (_type) {
- case TRANSITION_NONE:
- _state = TRANS_MGR_READY;
- break;
-
- case TRANSITION_FADE_OUT: {
- uint32 time = g_system->getMillis() - _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 = g_system->getMillis() - _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("BaseTransitionMgr::Update - unhandled enum NUM_TRANSITION_TYPES");
- }
-
- if (isReady()) {
- if (_preserveInteractive) {
- _gameRef->_interactive = _origInteractive;
- }
- }
- return STATUS_OK;
-}
-
-} // end of namespace Wintermute
+/* 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/base/base_transition_manager.h"
+#include "engines/wintermute/base/base_game.h"
+
+namespace Wintermute {
+
+//////////////////////////////////////////////////////////////////////////
+BaseTransitionMgr::BaseTransitionMgr(BaseGame *inGame) : BaseClass(inGame) {
+ _state = TRANS_MGR_READY;
+ _type = TRANSITION_NONE;
+ _origInteractive = false;
+ _preserveInteractive = false;
+ _lastTime = 0;
+ _started = false;
+}
+
+
+
+//////////////////////////////////////////////////////////////////////////
+BaseTransitionMgr::~BaseTransitionMgr() {
+
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseTransitionMgr::isReady() {
+ return (_state == TRANS_MGR_READY);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool BaseTransitionMgr::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 BaseTransitionMgr::update() {
+ if (isReady()) {
+ return STATUS_OK;
+ }
+
+ if (!_started) {
+ _started = true;
+ _lastTime = g_system->getMillis();
+ }
+
+ switch (_type) {
+ case TRANSITION_NONE:
+ _state = TRANS_MGR_READY;
+ break;
+
+ case TRANSITION_FADE_OUT: {
+ uint32 time = g_system->getMillis() - _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 = g_system->getMillis() - _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("BaseTransitionMgr::Update - unhandled enum NUM_TRANSITION_TYPES");
+ }
+
+ if (isReady()) {
+ if (_preserveInteractive) {
+ _gameRef->_interactive = _origInteractive;
+ }
+ }
+ return STATUS_OK;
+}
+
+} // end of namespace Wintermute