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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 "dcgf.h"
#include "BTransitionMgr.h"
#include "BGame.h"
#include "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((WORD)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((WORD)Alpha);
if (time > FADE_DURATION) _state = TRANS_MGR_READY;
}
break;
}
if (IsReady()) {
if (_preserveInteractive) Game->_interactive = _origInteractive;
}
return S_OK;
}
} // end of namespace WinterMute
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