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-rw-r--r--engines/wintermute/Base/BFader.cpp176
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diff --git a/engines/wintermute/Base/BFader.cpp b/engines/wintermute/Base/BFader.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.
+ *
+ * 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/BFader.h"
+#include "engines/wintermute/Base/BGame.h"
+#include "engines/wintermute/PlatformSDL.h"
+#include "common/util.h"
+
+namespace WinterMute {
+
+//////////////////////////////////////////////////////////////////////
+// Construction/Destruction
+//////////////////////////////////////////////////////////////////////
+
+IMPLEMENT_PERSISTENT(CBFader, false)
+
+//////////////////////////////////////////////////////////////////////////
+CBFader::CBFader(CBGame *inGame): CBObject(inGame) {
+ _active = false;
+ _red = _green = _blue = 0;
+ _currentAlpha = 0x00;
+ _sourceAlpha = 0;
+ _targetAlpha = 0;
+ _duration = 1000;
+ _startTime = 0;
+ _system = false;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+CBFader::~CBFader() {
+
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBFader::Update() {
+ if (!_active) return S_OK;
+
+ int AlphaDelta = _targetAlpha - _sourceAlpha;
+
+ uint32 time;
+
+ if (_system) time = CBPlatform::GetTime() - _startTime;
+ else time = Game->_timer - _startTime;
+
+ if (time >= _duration) _currentAlpha = _targetAlpha;
+ else {
+ _currentAlpha = _sourceAlpha + (float)time / (float)_duration * AlphaDelta;
+ }
+ _currentAlpha = MIN((unsigned char)255, MAX(_currentAlpha, (byte)0)); // TODO: clean
+
+ _ready = time >= _duration;
+ if (_ready && _currentAlpha == 0x00) _active = false;
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBFader::Display() {
+ if (!_active) return S_OK;
+
+ if (_currentAlpha > 0x00) return Game->_renderer->FadeToColor(DRGBA(_red, _green, _blue, _currentAlpha));
+ else return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBFader::Deactivate() {
+ _active = false;
+ _ready = true;
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBFader::FadeIn(uint32 SourceColor, uint32 Duration, bool System) {
+ _ready = false;
+ _active = true;
+
+ _red = D3DCOLGetR(SourceColor);
+ _green = D3DCOLGetG(SourceColor);
+ _blue = D3DCOLGetB(SourceColor);
+
+ _sourceAlpha = D3DCOLGetA(SourceColor);
+ _targetAlpha = 0;
+
+ _duration = Duration;
+ _system = System;
+
+ if (_system) _startTime = CBPlatform::GetTime();
+ else _startTime = Game->_timer;
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBFader::FadeOut(uint32 TargetColor, uint32 Duration, bool System) {
+ _ready = false;
+ _active = true;
+
+ _red = D3DCOLGetR(TargetColor);
+ _green = D3DCOLGetG(TargetColor);
+ _blue = D3DCOLGetB(TargetColor);
+
+ //_sourceAlpha = 0;
+ _sourceAlpha = _currentAlpha;
+ _targetAlpha = D3DCOLGetA(TargetColor);
+
+ _duration = Duration;
+ _system = System;
+
+ if (_system) _startTime = CBPlatform::GetTime();
+ else _startTime = Game->_timer;
+
+
+ return S_OK;
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+uint32 CBFader::GetCurrentColor() {
+ return DRGBA(_red, _green, _blue, _currentAlpha);
+}
+
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBFader::Persist(CBPersistMgr *PersistMgr) {
+ CBObject::Persist(PersistMgr);
+
+ PersistMgr->Transfer(TMEMBER(_active));
+ PersistMgr->Transfer(TMEMBER(_blue));
+ PersistMgr->Transfer(TMEMBER(_currentAlpha));
+ PersistMgr->Transfer(TMEMBER(_duration));
+ PersistMgr->Transfer(TMEMBER(_green));
+ PersistMgr->Transfer(TMEMBER(_red));
+ PersistMgr->Transfer(TMEMBER(_sourceAlpha));
+ PersistMgr->Transfer(TMEMBER(_startTime));
+ PersistMgr->Transfer(TMEMBER(_targetAlpha));
+ PersistMgr->Transfer(TMEMBER(_system));
+
+ if (_system && !PersistMgr->_saving) _startTime = 0;
+
+ return S_OK;
+}
+
+} // end of namespace WinterMute