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