/* 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 = MIN(255, 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 = MIN(255, 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