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author | Willem Jan Palenstijn | 2012-09-04 22:17:23 +0200 |
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committer | Willem Jan Palenstijn | 2012-09-04 22:17:23 +0200 |
commit | b4090ead4d4334e08725323ff72fd355c93b63d5 (patch) | |
tree | 4eb58e5698b1cfd1a89d2b038f929071264ffeb9 /engines/wintermute/base/base_transition_manager.cpp | |
parent | df80820184c90a87511f0cabdca4addb9fa13a66 (diff) | |
download | scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.tar.gz scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.tar.bz2 scummvm-rg350-b4090ead4d4334e08725323ff72fd355c93b63d5.zip |
WINTERMUTE: Convert CRLF to LF
Diffstat (limited to 'engines/wintermute/base/base_transition_manager.cpp')
-rw-r--r-- | engines/wintermute/base/base_transition_manager.cpp | 272 |
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 |