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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/BTransitionMgr.h"
+#include "engines/wintermute/Base/BGame.h"
+#include "engines/wintermute/PlatformSDL.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);
+}
+
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBTransitionMgr::Start(TTransitionType Type, bool NonInteractive) {
+ if (_state != TRANS_MGR_READY) return S_OK;
+
+ if (Type == TRANSITION_NONE || Type >= NUM_TRANSITION_TYPES) {
+ _state = TRANS_MGR_READY;
+ return S_OK;
+ }
+
+ if (NonInteractive) {
+ _preserveInteractive = true;
+ _origInteractive = Game->_interactive;
+ Game->_interactive = false;
+ } else _preserveInteractive;
+
+ _type = Type;
+ _state = TRANS_MGR_RUNNING;
+ _started = false;
+
+ return S_OK;
+}
+
+#define FADE_DURATION 200
+
+//////////////////////////////////////////////////////////////////////////
+HRESULT CBTransitionMgr::Update() {
+ if (IsReady()) return S_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 = 255 - (float)time / (float)FADE_DURATION * 255;
+ Alpha = MIN(255, MAX(Alpha, 0));
+ Game->_renderer->Fade((uint16)Alpha);
+
+ if (time > FADE_DURATION) _state = TRANS_MGR_READY;
+ }
+ break;
+
+ case TRANSITION_FADE_IN: {
+ uint32 time = CBPlatform::GetTime() - _lastTime;
+ int Alpha = (float)time / (float)FADE_DURATION * 255;
+ Alpha = MIN(255, MAX(Alpha, 0));
+ Game->_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) Game->_interactive = _origInteractive;
+ }
+ return S_OK;
+}
+
+} // end of namespace WinterMute