diff options
Diffstat (limited to 'engines/wintermute/BTransitionMgr.cpp')
| -rw-r--r-- | engines/wintermute/BTransitionMgr.cpp | 126 |
1 files changed, 126 insertions, 0 deletions
diff --git a/engines/wintermute/BTransitionMgr.cpp b/engines/wintermute/BTransitionMgr.cpp new file mode 100644 index 0000000000..56703b3336 --- /dev/null +++ b/engines/wintermute/BTransitionMgr.cpp @@ -0,0 +1,126 @@ +/* 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 "dcgf.h"
+#include "BTransitionMgr.h"
+#include "BGame.h"
+#include "PlatformSDL.h"
+
+namespace WinterMute {
+
+//////////////////////////////////////////////////////////////////////////
+CBTransitionMgr::CBTransitionMgr(CBGame *inGame): CBBase(inGame) {
+ m_State = TRANS_MGR_READY;
+ m_Type = TRANSITION_NONE;
+ m_OrigInteractive = false;
+ m_PreserveInteractive = false;
+ m_LastTime = 0;
+ m_Started = false;
+}
+
+
+
+//////////////////////////////////////////////////////////////////////////
+CBTransitionMgr::~CBTransitionMgr() {
+
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+bool CBTransitionMgr::IsReady() {
+ return (m_State == TRANS_MGR_READY);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBTransitionMgr::Start(TTransitionType Type, bool NonInteractive) {
+ if (m_State != TRANS_MGR_READY) return S_OK;
+
+ if (Type == TRANSITION_NONE || Type >= NUM_TRANSITION_TYPES) {
+ m_State = TRANS_MGR_READY;
+ return S_OK;
+ }
+
+ if (NonInteractive) {
+ m_PreserveInteractive = true;
+ m_OrigInteractive = Game->m_Interactive;
+ Game->m_Interactive = false;
+ } else m_PreserveInteractive;
+
+ m_Type = Type;
+ m_State = TRANS_MGR_RUNNING;
+ m_Started = false;
+
+ return S_OK;
+}
+
+#define FADE_DURATION 200
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBTransitionMgr::Update() {
+ if (IsReady()) return S_OK;
+
+ if (!m_Started) {
+ m_Started = true;
+ m_LastTime = CBPlatform::GetTime();
+ }
+
+ switch (m_Type) {
+ case TRANSITION_NONE:
+ m_State = TRANS_MGR_READY;
+ break;
+
+ case TRANSITION_FADE_OUT: {
+ uint32 time = CBPlatform::GetTime() - m_LastTime;
+ int Alpha = 255 - (float)time / (float)FADE_DURATION * 255;
+ Alpha = std::min(255, std::max(Alpha, 0));
+ Game->m_Renderer->Fade((WORD)Alpha);
+
+ if (time > FADE_DURATION) m_State = TRANS_MGR_READY;
+ }
+ break;
+
+ case TRANSITION_FADE_IN: {
+ uint32 time = CBPlatform::GetTime() - m_LastTime;
+ int Alpha = (float)time / (float)FADE_DURATION * 255;
+ Alpha = std::min(255, std::max(Alpha, 0));
+ Game->m_Renderer->Fade((WORD)Alpha);
+
+ if (time > FADE_DURATION) m_State = TRANS_MGR_READY;
+ }
+ break;
+
+ }
+
+ if (IsReady()) {
+ if (m_PreserveInteractive) Game->m_Interactive = m_OrigInteractive;
+ }
+ return S_OK;
+}
+
+} // end of namespace WinterMute
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