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106
engines/crab/animation/AnimationFrame.cpp
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106
engines/crab/animation/AnimationFrame.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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*
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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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*
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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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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#include "crab/crab.h"
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#include "crab/animation/AnimationFrame.h"
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namespace Crab {
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using namespace pyrodactyl::image;
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using namespace pyrodactyl::anim;
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AnimationFrame::AnimationFrame(rapidxml::xml_node<char> *node) : AnimationFrame() {
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_eff = AnimationEffect(node);
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Vector2i::load(node);
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loadImgKey(_img, "img", node);
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loadNum(_start, "start", node);
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loadNum(_finish, "finish", node);
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loadColor(_col, node);
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if (nodeValid("text", node, false))
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_text.load(node->first_node("text"));
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reset();
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}
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void AnimationFrame::reset() {
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switch (_eff._type) {
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case FADE_IN:
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_col.a = 0;
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break;
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case FADE_OUT:
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_col.a = 255;
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break;
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default:
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_col.a = 255;
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break;
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}
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}
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void AnimationFrame::draw(const uint32 ×tamp) {
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warning("STUB: AnimationFrame::draw()");
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#if 0
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// Only draw the frame in the specified duration
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if (timestamp >= start && timestamp <= finish) {
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// Fill the screen with the color indicated
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SDL_SetRenderDrawBlendMode(gRenderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(gRenderer, col.r, col.g, col.b, col.a);
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SDL_RenderFillRect(gRenderer, NULL);
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g_engine->_imageManager->draw(x, y, img);
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text.draw();
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}
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#endif
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}
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DrawType AnimationFrame::internalEvents(const uint32 ×tamp) {
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// Vary alpha according to the effect values in the variation time frame
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if (timestamp >= _eff._start && timestamp <= _eff._finish) {
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// These equations courtesy of linear algebra
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switch (_eff._type) {
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case FADE_IN:
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_col.a = (255 * (timestamp - _eff._start)) / (_eff._finish - _eff._start);
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break;
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case FADE_OUT:
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_col.a = (255 * (_eff._finish - timestamp)) / (_eff._finish - _eff._start);
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break;
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default:
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break;
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}
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return _eff._drawGame;
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}
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return DRAW_SAME;
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}
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} // End of namespace Crab
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