1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
|
/* 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"
#include "engines/wintermute/base/base_engine.h"
#include "engines/wintermute/base/gfx/base_renderer.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() const {
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));
BaseEngine::getRenderer()->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));
BaseEngine::getRenderer()->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
|