/* 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 . * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #include "engines/wintermute/base/base_transition_manager.h" #include "engines/wintermute/base/base_game.h" #include "engines/wintermute/base/base_engine.h" #include "engines/wintermute/base/gfx/base_renderer.h" #include "engines/wintermute/platform_osystem.h" namespace Wintermute { ////////////////////////////////////////////////////////////////////////// BaseTransitionMgr::BaseTransitionMgr(BaseGame *inGame) : BaseClass(inGame) { _state = TRANS_MGR_READY; _type = TRANSITION_NONE; _origInteractive = false; _preserveInteractive = false; _lastTime = 0; _started = false; } ////////////////////////////////////////////////////////////////////////// BaseTransitionMgr::~BaseTransitionMgr() { } ////////////////////////////////////////////////////////////////////////// bool BaseTransitionMgr::isReady() { return (_state == TRANS_MGR_READY); } ////////////////////////////////////////////////////////////////////////// bool BaseTransitionMgr::start(TTransitionType type, bool nonInteractive) { if (_state != TRANS_MGR_READY) { return STATUS_OK; } if (type == TRANSITION_NONE || type >= NUM_TRANSITION_TYPES) { _state = TRANS_MGR_READY; return STATUS_OK; } if (nonInteractive) { _preserveInteractive = true; _origInteractive = _game->_interactive; _game->_interactive = false; } else { _preserveInteractive = false; } _type = type; _state = TRANS_MGR_RUNNING; _started = false; return STATUS_OK; } #define FADE_DURATION 200 ////////////////////////////////////////////////////////////////////////// bool BaseTransitionMgr::update() { if (isReady()) { return STATUS_OK; } if (!_started) { _started = true; _lastTime = BasePlatform::getTime(); } switch (_type) { case TRANSITION_NONE: _state = TRANS_MGR_READY; break; case TRANSITION_FADE_OUT: { uint32 time = BasePlatform::getTime() - _lastTime; int alpha = (int)(255 - (float)time / (float)FADE_DURATION * 255); alpha = MIN(255, MAX(alpha, 0)); _game->_renderer->fade((uint16)alpha); if (time > FADE_DURATION) { _state = TRANS_MGR_READY; } } break; case TRANSITION_FADE_IN: { uint32 time = BasePlatform::getTime() - _lastTime; int alpha = (int)((float)time / (float)FADE_DURATION * 255); alpha = MIN(255, MAX(alpha, 0)); _game->_renderer->fade((uint16)alpha); if (time > FADE_DURATION) { _state = TRANS_MGR_READY; } } break; default: break; } if (isReady()) { if (_preserveInteractive) { _game->_interactive = _origInteractive; } } return STATUS_OK; } } // End of namespace Wintermute