/* 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 .
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#ifndef GAME_EFFECT_HANDLER_H
#define GAME_EFFECT_HANDLER_H
#include "hpl1/engine/engine.h"
using namespace hpl;
class cInit;
//-----------------------------------------
class cEffect_Underwater {
public:
cEffect_Underwater(cInit *apInit, cGraphicsDrawer *apDrawer);
~cEffect_Underwater();
void Update(float afTimeStep);
void OnDraw();
void Reset();
void SetActive(bool abX);
bool IsActive() { return mbActive; }
void SetColor(const cColor &aColor) { mColor = aColor; }
private:
cInit *mpInit;
cGraphicsDrawer *mpDrawer;
cGfxObject *mpWhiteGfx;
bool mbActive;
cColor mColor;
};
//-----------------------------------------
class cEffect_ShakeScreen_Shake {
public:
float mfMaxSize;
float mfSize;
float mfTime;
float mfFadeInTime;
float mfMaxFadeInTime;
float mfFadeOutTime;
float mfMaxFadeOutTime;
};
class cEffect_ShakeScreen {
public:
cEffect_ShakeScreen(cInit *apInit);
~cEffect_ShakeScreen();
void Start(float afAmount, float afTime, float afFadeInTime, float afFadeOutTime);
void Update(float afTimeStep);
void Reset();
cVector3f GetScreenAdd() { return mvAdd; }
private:
cInit *mpInit;
cVector3f mvAdd;
Common::List mlstShakes;
};
//-----------------------------------------
class cGameSaveArea;
class cEffect_SaveEffect {
public:
cEffect_SaveEffect(cInit *apInit, cGraphicsDrawer *apDrawer);
~cEffect_SaveEffect();
void NormalSave(const cVector3f &avPos, cGameSaveArea *apSaveArea);
void AutoSave();
void Update(float afTimeStep);
void OnDraw();
void Reset();
private:
void NormalSaveUpdate(float afTimeStep);
void AutoSaveUpdate(float afTimeStep);
cInit *mpInit;
cGraphicsDrawer *mpDrawer;
cGfxObject *mpFlashGfx;
cGameSaveArea *mpSaveArea;
tWString msMessage;
bool mbActive;
int mlState;
bool mbAutoSave;
cVector3f mvPosition;
float mfFlashAlpha;
cColor mFlashColor;
float mfTime;
float mfStartFov;
float mfFov;
};
//-----------------------------------------
class cEffect_DepthOfField {
public:
cEffect_DepthOfField(cInit *apInit);
~cEffect_DepthOfField();
void SetDisabled(bool abX);
bool IsDisabled() { return mbDisabled; }
void SetActive(bool abX, float afFadeTime);
bool IsActive() { return mbActive; }
void SetUp(float afNearPlane, float afFocalPlane, float afFarPlane);
void SetFocusBody(iPhysicsBody *apBody) { mpFocusBody = apBody; }
void FocusOnBody(iPhysicsBody *apBody);
void Update(float afTimeStep);
void Reset();
private:
cInit *mpInit;
cRendererPostEffects *mpPostEffects;
iPhysicsBody *mpFocusBody;
bool mbActive;
bool mbDisabled;
float mfFadeSpeed;
float mfMaxBlur;
};
//-----------------------------------------
class cEffect_Flash {
public:
cEffect_Flash(cInit *apInit, cGraphicsDrawer *apDrawer);
~cEffect_Flash();
void Start(float afFadeIn, float afWhite, float afFadeOut);
void Update(float afTimeStep);
void OnDraw();
void Reset();
private:
cInit *mpInit;
cGraphicsDrawer *mpDrawer;
cGfxObject *mpWhiteGfx;
bool mbActive;
float mfAlpha;
int mlStep;
float mfCount;
float mfFadeInSpeed;
float mfWhiteSpeed;
float mfFadeOutSpeed;
};
//-----------------------------------------
class cSubTitle {
public:
tWString msMessage;
float mfCount;
float mfAlpha;
bool mbActive;
};
typedef Common::List tSubTitleList;
typedef tSubTitleList::iterator tSubTitleListIt;
class cEffect_SubTitle {
public:
cEffect_SubTitle(cInit *apInit, cGraphicsDrawer *apDrawer);
~cEffect_SubTitle();
void Add(const tWString &asMessage, float afTime, bool abRemovePrevious);
void Update(float afTimeStep);
void OnDraw();
void Reset();
private:
cInit *mpInit;
cGraphicsDrawer *mpDrawer;
FontData *mpFont;
tSubTitleList mlstSubTitles;
};
//-----------------------------------------
class cEffect_WaveGravity {
public:
cEffect_WaveGravity(cInit *apInit);
~cEffect_WaveGravity();
void SetActive(bool abX);
// alDir: 0=Xaxis 1=Zaxis
void Setup(float afMaxAngle, float afSwingLength, float afGravitySize, int alDir);
void Update(float afTimeStep);
void Reset();
private:
cInit *mpInit;
bool mbActive;
float mfMaxAngle;
float mfSwingLength;
float mfSize;
int mlDir;
float mfTime;
};
//-----------------------------------------
class cEffectHandler : public iUpdateable {
public:
cEffectHandler(cInit *apInit);
~cEffectHandler();
void OnStart();
void Update(float afTimeStep);
void Reset();
void OnDraw();
cEffect_Flash *GetFlash() { return mpFlash; }
cEffect_WaveGravity *GetWaveGravity() { return mpWaveGravity; }
cEffect_SubTitle *GetSubTitle() { return mpSubTitle; }
cEffect_DepthOfField *GetDepthOfField() { return mpDepthOfField; }
cEffect_SaveEffect *GetSaveEffect() { return mpSaveEffect; }
cEffect_ShakeScreen *GetShakeScreen() { return mpShakeScreen; }
cEffect_Underwater *GetUnderwater() { return mpUnderwater; }
private:
cInit *mpInit;
cGraphicsDrawer *mpDrawer;
cEffect_Flash *mpFlash;
cEffect_WaveGravity *mpWaveGravity;
cEffect_SubTitle *mpSubTitle;
cEffect_DepthOfField *mpDepthOfField;
cEffect_SaveEffect *mpSaveEffect;
cEffect_ShakeScreen *mpShakeScreen;
cEffect_Underwater *mpUnderwater;
};
#endif // GAME_EFFECT_HANDLER_H