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engines/myst3/transition.cpp
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176
engines/myst3/transition.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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#include "common/events.h"
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#include "common/config-manager.h"
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#include "engines/myst3/transition.h"
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#include "engines/myst3/sound.h"
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#include "engines/myst3/state.h"
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#include "graphics/surface.h"
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#include "graphics/framelimiter.h"
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namespace Myst3 {
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Transition::Transition(Myst3Engine *vm) :
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_vm(vm),
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_type(kTransitionNone),
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_sourceScreenshot(nullptr),
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_frameLimiter(new Graphics::FrameLimiter(g_system, ConfMan.getInt("engine_speed"))) {
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// Capture a screenshot of the source node
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int durationTicks = computeDuration();
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if (durationTicks) {
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_sourceScreenshot = _vm->_gfx->copyScreenshotToTexture();
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}
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}
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Transition::~Transition() {
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delete _sourceScreenshot;
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delete _frameLimiter;
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}
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int Transition::computeDuration() {
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int durationTicks = 30 * (100 - ConfMan.getInt("transition_speed")) / 100;
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if (_type == kTransitionZip) {
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durationTicks >>= 1;
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}
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return durationTicks;
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}
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void Transition::playSound() {
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if (_vm->_state->getTransitionSound()) {
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_vm->_sound->playEffect(_vm->_state->getTransitionSound(), _vm->_state->getTransitionSoundVolume());
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}
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_vm->_state->setTransitionSound(0);
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}
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void Transition::draw(TransitionType type) {
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_type = type;
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// Play the transition sound
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playSound();
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int durationTicks = computeDuration();
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// Got any transition to draw?
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if (!_sourceScreenshot || type == kTransitionNone || durationTicks == 0) {
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return;
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}
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// Capture a screenshot of the destination node
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_vm->drawFrame(true);
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Texture *targetScreenshot = _vm->_gfx->copyScreenshotToTexture();
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// Compute the start and end frames for the animation
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int startTick = _vm->_state->getTickCount();
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uint endTick = startTick + durationTicks;
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// Draw on the full screen
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_vm->_gfx->selectTargetWindow(nullptr, false, false);
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// Draw each step until completion
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int completion = 0;
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while ((_vm->_state->getTickCount() <= endTick || completion < 100) && !_vm->shouldQuit()) {
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_frameLimiter->startFrame();
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completion = CLIP<int>(100 * (_vm->_state->getTickCount() - startTick) / durationTicks, 0, 100);
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_vm->_gfx->clear();
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drawStep(targetScreenshot, _sourceScreenshot, completion);
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_vm->_gfx->flipBuffer();
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_frameLimiter->delayBeforeSwap();
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g_system->updateScreen();
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_vm->_state->updateFrameCounters();
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Common::Event event;
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while (_vm->getEventManager()->pollEvent(event)) {
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// Ignore all the events happening during transitions, so that the view does not move
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// between the initial transition screen shoot and the first frame drawn after the transition.
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// However, keep updating the keyboard state so we don't end up in
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// an unbalanced state where the engine believes keys are still
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// pressed while they are not.
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_vm->processEventForKeyboardState(event);
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if (_vm->_state->hasVarGamePadUpPressed()) {
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_vm->processEventForGamepad(event);
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}
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}
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}
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delete targetScreenshot;
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delete _sourceScreenshot;
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_sourceScreenshot = nullptr;
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}
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void Transition::drawStep(Texture *targetTexture, Texture *sourceTexture, uint completion) {
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Common::Rect viewport = _vm->_gfx->viewport();
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switch (_type) {
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case kTransitionNone:
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break;
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case kTransitionFade:
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case kTransitionZip: {
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Common::Rect textureRect = Common::Rect(sourceTexture->width, sourceTexture->height);
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_vm->_gfx->drawTexturedRect2D(viewport, textureRect, sourceTexture);
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_vm->_gfx->drawTexturedRect2D(viewport, textureRect, targetTexture, completion / 100.0);
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}
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break;
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case kTransitionLeftToRight: {
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int16 transitionX = (viewport.width() * (100 - completion)) / 100;
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Common::Rect sourceTextureRect(0, 0, transitionX, sourceTexture->height);
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Common::Rect sourceScreenRect(sourceTextureRect.width(), sourceTextureRect.height());
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sourceScreenRect.translate(viewport.left, viewport.top);
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Common::Rect targetTextureRect(transitionX, 0, targetTexture->width, targetTexture->height);
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Common::Rect targetScreenRect(targetTextureRect.width(), targetTextureRect.height());
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targetScreenRect.translate(viewport.left + transitionX, viewport.top);
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_vm->_gfx->drawTexturedRect2D(sourceScreenRect, sourceTextureRect, sourceTexture);
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_vm->_gfx->drawTexturedRect2D(targetScreenRect, targetTextureRect, targetTexture);
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}
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break;
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case kTransitionRightToLeft: {
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int16 transitionX = viewport.width() * completion / 100;
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Common::Rect sourceTextureRect(transitionX, 0, sourceTexture->width, sourceTexture->height);
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Common::Rect sourceScreenRect(sourceTextureRect.width(), sourceTextureRect.height());
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sourceScreenRect.translate(viewport.left + transitionX, viewport.top);
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Common::Rect targetTextureRect(0, 0, transitionX, targetTexture->height);
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Common::Rect targetScreenRect(targetTextureRect.width(), targetTextureRect.height());
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targetScreenRect.translate(viewport.left, viewport.top);
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_vm->_gfx->drawTexturedRect2D(sourceScreenRect, sourceTextureRect, sourceTexture);
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_vm->_gfx->drawTexturedRect2D(targetScreenRect, targetTextureRect, targetTexture);
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}
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break;
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}
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}
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} // End of namespace Myst3
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