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106
engines/asylum/views/scenetitle.cpp
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106
engines/asylum/views/scenetitle.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "asylum/views/scenetitle.h"
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#include "asylum/resources/worldstats.h"
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#include "asylum/system/graphics.h"
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#include "asylum/system/screen.h"
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#include "asylum/system/text.h"
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#include "asylum/views/scene.h"
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#include "asylum/asylum.h"
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#include "asylum/respack.h"
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namespace Asylum {
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SceneTitle::SceneTitle(AsylumEngine *engine): _vm(engine),
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_start(0), _done(false), _spinnerFrameIndex(0), _spinnerProgress(0), _spinnerFrameCount(0) {
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switch (_vm->getLanguage()) {
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default:
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case Common::EN_ANY:
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_chapterTitlesOffset = 1811;
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break;
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case Common::DE_DEU:
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_chapterTitlesOffset = 1734;
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break;
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case Common::FR_FRA:
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_chapterTitlesOffset = 1715;
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break;
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}
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}
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void SceneTitle::load() {
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_start = _vm->getTick();
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getScreen()->clear();
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getScreen()->setPalette(getWorld()->sceneTitlePaletteResourceId);
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getScreen()->paletteFade(0, 1, 1);
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getScreen()->setGammaLevel(getWorld()->sceneTitlePaletteResourceId);
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getText()->loadFont(MAKE_RESOURCE(kResourcePackSound, 18));
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_spinnerProgress = 0;
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_spinnerFrameIndex = 0;
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_spinnerFrameCount = GraphicResource::getFrameCount(_vm, MAKE_RESOURCE(kResourcePackSound, 17));
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_done = false;
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update(_start);
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getScreen()->stopPaletteFadeAndSet(getWorld()->sceneTitlePaletteResourceId, 5, 50);
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}
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void SceneTitle::update(int32 tick) {
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if (_done)
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return;
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getScreen()->draw(getWorld()->sceneTitleGraphicResourceId);
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getScreen()->draw(MAKE_RESOURCE(kResourcePackSound, 17), _spinnerFrameIndex, Common::Point((int16)(((_spinnerProgress / 590.0) * 580.0) - 290), 0), kDrawFlagNone, false);
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getText()->drawCentered(Common::Point(320, 30), 24, MAKE_RESOURCE(kResourcePackText, getWorld()->chapter + _chapterTitlesOffset));
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getScreen()->copyBackBufferToScreen();
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// This is not from the original. It's just some arbitrary math to throttle the progress indicator.
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//
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// In the game, the scene loading progress indicated how far the engine had progressed in terms
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// of buffering the various scene resource. Since we don't actually buffer content like the original,
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// but load on demand from offset/length within a ResourcePack, the progress indicator is effectively
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// useless. It's just in here as "eye candy" :P
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if ((tick - _start) % 500 > 100)
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_spinnerProgress += 10;
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_spinnerFrameIndex++;
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if (_spinnerFrameIndex > _spinnerFrameCount - 1)
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_spinnerFrameIndex = 0;
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if (_spinnerProgress > 590) {
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_done = true;
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getScreen()->paletteFade(0, 5, 80);
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}
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}
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} // End of namespace Asylum
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