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engines/titanic/star_control/surface_fader.h
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79
engines/titanic/star_control/surface_fader.h
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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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#ifndef TITANIC_SURFACE_FADER_H
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#define TITANIC_SURFACE_FADER_H
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#include "common/scummsys.h"
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namespace Titanic {
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class CVideoSurface;
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class CScreenManager;
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class CSurfaceArea;
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class CSurfaceFader {
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private:
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byte *_dataP;
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bool _fadeIn;
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private:
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/**
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* Create a faded version of the source surface for the new step
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*/
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void step(CSurfaceArea &srcSurface, CSurfaceArea &destSurface);
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/**
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* Sets up an internal surface to match the size of the specified one
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*/
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bool setupSurface(CScreenManager *screenManager, CVideoSurface *srcSurface);
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public:
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int _index;
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int _count;
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CVideoSurface *_videoSurface;
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public:
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CSurfaceFader();
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~CSurfaceFader();
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/**
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* Reset fading back to the start
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*/
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void reset();
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/**
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* Creates a faded version of the passed source surface, based on a percentage
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* visibility specified by _index of _count
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*/
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CVideoSurface *draw(CScreenManager *screenManager, CVideoSurface *srcSurface);
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/**
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* Sets whether a fade in (versus a fade out) should be done
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*/
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void setFadeIn(bool fadeIn);
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/**
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* Returns true if a fade is in progress
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*/
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bool isActive() const { return _index >= 0 && _index < _count; }
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};
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} // End of namespace Titanic
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#endif /* TITANIC_SURFACE_SHADER_H */
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