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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.
 *
 * Additional copyright for this file:
 * Copyright (C) 1995-1997 Presto Studios, Inc.
 *
 * 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.
 *
 */

#include "common/system.h"
#include "graphics/surface.h"

#include "pegasus/transition.h"

namespace Pegasus {

ScreenFader::ScreenFader() {
	_isBlack = true;
	// Initially, assume screens are on at full brightness.
	Fader::setFaderValue(100);
	_screen = new Graphics::Surface();
}

ScreenFader::~ScreenFader() {
	_screen->free();
	delete _screen;
}

void ScreenFader::doFadeOutSync(const TimeValue duration, const TimeValue scale, bool isBlack) {
	_isBlack = isBlack;
	_screen->copyFrom(*g_system->lockScreen());
	g_system->unlockScreen();

	FaderMoveSpec spec;
	spec.makeTwoKnotFaderSpec(scale, 0, getFaderValue(), duration, 0);
	startFaderSync(spec);

	_screen->free();
}

void ScreenFader::doFadeInSync(const TimeValue duration, const TimeValue scale, bool isBlack) {
	_isBlack = isBlack;
	_screen->copyFrom(*g_system->lockScreen());
	g_system->unlockScreen();

	FaderMoveSpec spec;
	spec.makeTwoKnotFaderSpec(scale, 0, getFaderValue(), duration, 100);
	startFaderSync(spec);

	_screen->free();
}

void ScreenFader::setFaderValue(const int32 value) {
	if (value != getFaderValue()) {
		Fader::setFaderValue(value);

		if (_screen->getPixels()) {
			// The original game does a gamma fade here using the Mac API. In order to do
			// that, it would require an immense amount of CPU processing. This does a
			// linear fade instead, which looks fairly well, IMO.
			Graphics::Surface *screen = g_system->lockScreen();

			for (uint y = 0; y < _screen->h; y++) {
				for (uint x = 0; x < _screen->w; x++) {
					if (_screen->format.bytesPerPixel == 2)
						WRITE_UINT16(screen->getBasePtr(x, y), fadePixel(READ_UINT16(_screen->getBasePtr(x, y)), value));
					else
						WRITE_UINT32(screen->getBasePtr(x, y), fadePixel(READ_UINT32(_screen->getBasePtr(x, y)), value));
				}
			}

			g_system->unlockScreen();
			g_system->updateScreen();
		}
	}
}

static inline byte fadeComponent(byte comp, int32 percent) {
	return comp * percent / 100;
}

uint32 ScreenFader::fadePixel(uint32 color, int32 percent) const {
	byte r, g, b;
	g_system->getScreenFormat().colorToRGB(color, r, g, b);

	if (_isBlack) {
		r = fadeComponent(r, percent);
		g = fadeComponent(g, percent);
		b = fadeComponent(b, percent);
	} else {
		r = 0xFF - fadeComponent(0xFF - r, percent);
		g = 0xFF - fadeComponent(0xFF - g, percent);
		b = 0xFF - fadeComponent(0xFF - b, percent);
	}

	return g_system->getScreenFormat().RGBToColor(r, g, b);
}

Transition::Transition(const DisplayElementID id) : FaderAnimation(id) {
	_outPicture = 0;
	_inPicture = 0;
}

void Transition::setBounds(const Common::Rect &r) {
	FaderAnimation::setBounds(r);
	_boundsWidth = _bounds.width();
	_boundsHeight = _bounds.height();
}

void Transition::setInAndOutElements(DisplayElement *inElement, DisplayElement *outElement) {
	_inPicture = inElement;
	_outPicture = outElement;

	Common::Rect r;

	if (_outPicture)
		_outPicture->getBounds(r);
	else if (_inPicture)
		_inPicture->getBounds(r);

	setBounds(r);
}

void Slide::draw(const Common::Rect &r) {
	Common::Rect oldBounds, newBounds;

	adjustSlideRects(oldBounds, newBounds);
	drawElements(r, oldBounds, newBounds);
}

void Slide::adjustSlideRects(Common::Rect &oldBounds, Common::Rect &newBounds) {
	oldBounds = _bounds;
	newBounds = _bounds;
}

void Slide::drawElements(const Common::Rect &drawRect, const Common::Rect &oldBounds, const Common::Rect &newBounds) {
	drawSlideElement(drawRect, oldBounds, _outPicture);
	drawSlideElement(drawRect, newBounds, _inPicture);
}

void Slide::drawSlideElement(const Common::Rect &drawRect, const Common::Rect &oldBounds, DisplayElement *picture) {
	if (picture && drawRect.intersects(oldBounds)) {
		picture->moveElementTo(oldBounds.left, oldBounds.top);
		picture->draw(drawRect.findIntersectingRect(oldBounds));
	}
}

void Push::adjustSlideRects(Common::Rect &oldBounds, Common::Rect &newBounds) {
	switch (_direction & kSlideHorizMask) {
	case kSlideLeftMask:
		newBounds.left = oldBounds.right = _bounds.right - pegasusRound(getFaderValue() * _boundsWidth, kTransitionRange);
		newBounds.right = newBounds.left + _boundsWidth;
		oldBounds.left = oldBounds.right - _boundsWidth;
		break;
	case kSlideRightMask:
		oldBounds.left = newBounds.right = _bounds.left + pegasusRound(getFaderValue() * _boundsWidth, kTransitionRange);
		oldBounds.right = oldBounds.left + _boundsWidth;
		newBounds.left = newBounds.right - _boundsWidth;
		break;
	default:
		newBounds.left = oldBounds.left = _bounds.left;
		newBounds.right = oldBounds.right = _bounds.right;
		break;
	}

	switch (_direction & kSlideVertMask) {
	case kSlideDownMask:
		oldBounds.top = newBounds.bottom = _bounds.top + pegasusRound(getFaderValue() * _boundsHeight, kTransitionRange);
		oldBounds.bottom = oldBounds.top + _boundsHeight;
		newBounds.top = newBounds.bottom - _boundsHeight;
		break;
	case kSlideUpMask:
		newBounds.top = oldBounds.bottom = _bounds.bottom - pegasusRound(getFaderValue() * _boundsHeight, kTransitionRange);
		newBounds.bottom = newBounds.top + _boundsHeight;
		oldBounds.top = oldBounds.bottom - _boundsHeight;
		break;
	default:
		newBounds.top = oldBounds.top = _bounds.top;
		newBounds.bottom = oldBounds.bottom = _bounds.bottom;
		break;
	}
}

} // End of namespace Pegasus