/* 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. * */ #ifndef TITANIC_SURFACE_FADER_H #define TITANIC_SURFACE_FADER_H #include "common/scummsys.h" // typedef for byte namespace Titanic { class CVideoSurface; class CScreenManager; class CSurfaceArea; class CSurfaceFader { private: byte *_dataP; bool _fadeIn; private: /** * Create a faded version of the source surface for the new step */ void step(CSurfaceArea &srcSurface, CSurfaceArea &destSurface); /** * Sets up an internal surface to match the size of the specified one */ bool setupSurface(CScreenManager *screenManager, CVideoSurface *srcSurface); public: int _index; int _count; CVideoSurface *_videoSurface; public: CSurfaceFader(); ~CSurfaceFader(); /** * Reset fading back to the start */ void reset(); /** * Creates a faded version of the passed source surface, based on a percentage * visibility specified by _index of _count */ CVideoSurface *draw(CScreenManager *screenManager, CVideoSurface *srcSurface); /** * Sets whether a fade in (versus a fade out) should be done */ void setFadeIn(bool fadeIn); /** * Returns true if a fade is in progress */ bool isActive() const { return _index >= 0 && _index < _count; } }; } // End of namespace Titanic #endif /* TITANIC_SURFACE_SHADER_H */