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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 "engines/wintermute/base/base_transition_manager.h"
#include "engines/wintermute/base/base_game.h"
namespace WinterMute {
//////////////////////////////////////////////////////////////////////////
BaseTransitionMgr::BaseTransitionMgr(BaseGame *inGame): BaseClass(inGame) {
_state = TRANS_MGR_READY;
_type = TRANSITION_NONE;
_origInteractive = false;
_preserveInteractive = false;
_lastTime = 0;
_started = false;
}
//////////////////////////////////////////////////////////////////////////
BaseTransitionMgr::~BaseTransitionMgr() {
}
//////////////////////////////////////////////////////////////////////////
bool BaseTransitionMgr::isReady() {
return (_state == TRANS_MGR_READY);
}
//////////////////////////////////////////////////////////////////////////
bool BaseTransitionMgr::start(TTransitionType type, bool nonInteractive) {
if (_state != TRANS_MGR_READY) return STATUS_OK;
if (type == TRANSITION_NONE || type >= NUM_TRANSITION_TYPES) {
_state = TRANS_MGR_READY;
return STATUS_OK;
}
if (nonInteractive) {
_preserveInteractive = true;
_origInteractive = _gameRef->_interactive;
_gameRef->_interactive = false;
} /*else _preserveInteractive */;
_type = type;
_state = TRANS_MGR_RUNNING;
_started = false;
return STATUS_OK;
}
#define FADE_DURATION 200
//////////////////////////////////////////////////////////////////////////
bool BaseTransitionMgr::update() {
if (isReady()) return STATUS_OK;
if (!_started) {
_started = true;
_lastTime = g_system->getMillis();
}
switch (_type) {
case TRANSITION_NONE:
_state = TRANS_MGR_READY;
break;
case TRANSITION_FADE_OUT: {
uint32 time = g_system->getMillis() - _lastTime;
int alpha = (int)(255 - (float)time / (float)FADE_DURATION * 255);
alpha = MIN(255, MAX(alpha, 0));
_gameRef->_renderer->fade((uint16)alpha);
if (time > FADE_DURATION)
_state = TRANS_MGR_READY;
}
break;
case TRANSITION_FADE_IN: {
uint32 time = g_system->getMillis() - _lastTime;
int alpha = (int)((float)time / (float)FADE_DURATION * 255);
alpha = MIN(255, MAX(alpha, 0));
_gameRef->_renderer->fade((uint16)alpha);
if (time > FADE_DURATION)
_state = TRANS_MGR_READY;
}
break;
default:
error("BaseTransitionMgr::Update - unhandled enum NUM_TRANSITION_TYPES");
}
if (isReady()) {
if (_preserveInteractive)
_gameRef->_interactive = _origInteractive;
}
return STATUS_OK;
}
} // end of namespace WinterMute
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