/* 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