/* 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 3 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, see . * */ #include "asylum/views/scenetitle.h" #include "asylum/resources/worldstats.h" #include "asylum/system/graphics.h" #include "asylum/system/screen.h" #include "asylum/system/text.h" #include "asylum/views/scene.h" #include "asylum/asylum.h" #include "asylum/respack.h" namespace Asylum { SceneTitle::SceneTitle(AsylumEngine *engine): _vm(engine), _start(0), _done(false), _spinnerFrameIndex(0), _spinnerProgress(0), _spinnerFrameCount(0) { switch (_vm->getLanguage()) { default: case Common::EN_ANY: _chapterTitlesOffset = 1811; break; case Common::DE_DEU: _chapterTitlesOffset = 1734; break; case Common::FR_FRA: _chapterTitlesOffset = 1715; break; } } void SceneTitle::load() { _start = _vm->getTick(); getScreen()->clear(); getScreen()->setPalette(getWorld()->sceneTitlePaletteResourceId); getScreen()->paletteFade(0, 1, 1); getScreen()->setGammaLevel(getWorld()->sceneTitlePaletteResourceId); getText()->loadFont(MAKE_RESOURCE(kResourcePackSound, 18)); _spinnerProgress = 0; _spinnerFrameIndex = 0; _spinnerFrameCount = GraphicResource::getFrameCount(_vm, MAKE_RESOURCE(kResourcePackSound, 17)); _done = false; update(_start); getScreen()->stopPaletteFadeAndSet(getWorld()->sceneTitlePaletteResourceId, 5, 50); } void SceneTitle::update(int32 tick) { if (_done) return; getScreen()->draw(getWorld()->sceneTitleGraphicResourceId); getScreen()->draw(MAKE_RESOURCE(kResourcePackSound, 17), _spinnerFrameIndex, Common::Point((int16)(((_spinnerProgress / 590.0) * 580.0) - 290), 0), kDrawFlagNone, false); getText()->drawCentered(Common::Point(320, 30), 24, MAKE_RESOURCE(kResourcePackText, getWorld()->chapter + _chapterTitlesOffset)); getScreen()->copyBackBufferToScreen(); // This is not from the original. It's just some arbitrary math to throttle the progress indicator. // // In the game, the scene loading progress indicated how far the engine had progressed in terms // of buffering the various scene resource. Since we don't actually buffer content like the original, // but load on demand from offset/length within a ResourcePack, the progress indicator is effectively // useless. It's just in here as "eye candy" :P if ((tick - _start) % 500 > 100) _spinnerProgress += 10; _spinnerFrameIndex++; if (_spinnerFrameIndex > _spinnerFrameCount - 1) _spinnerFrameIndex = 0; if (_spinnerProgress > 590) { _done = true; getScreen()->paletteFade(0, 5, 80); } } } // End of namespace Asylum