107 lines
3.3 KiB
C++
107 lines
3.3 KiB
C++
/* 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 <http://www.gnu.org/licenses/>.
|
|
*
|
|
*/
|
|
|
|
#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
|