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/* 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.
*
* Additional copyright for this file:
* Copyright (C) 1995-1997 Presto Studios, Inc.
*
* 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 2
* 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, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "common/system.h"
#include "graphics/surface.h"
#include "pegasus/transition.h"
namespace Pegasus {
ScreenFader::ScreenFader() {
_isBlack = true;
// Initially, assume screens are on at full brightness.
Fader::setFaderValue(100);
}
ScreenFader::~ScreenFader() {
_screen.free();
}
void ScreenFader::doFadeOutSync(const TimeValue duration, const TimeValue scale, bool isBlack) {
_isBlack = isBlack;
_screen.copyFrom(*g_system->lockScreen());
g_system->unlockScreen();
FaderMoveSpec spec;
spec.makeTwoKnotFaderSpec(scale, 0, getFaderValue(), duration, 0);
startFaderSync(spec);
_screen.free();
}
void ScreenFader::doFadeInSync(const TimeValue duration, const TimeValue scale, bool isBlack) {
_isBlack = isBlack;
_screen.copyFrom(*g_system->lockScreen());
g_system->unlockScreen();
FaderMoveSpec spec;
spec.makeTwoKnotFaderSpec(scale, 0, getFaderValue(), duration, 100);
startFaderSync(spec);
_screen.free();
}
void ScreenFader::setFaderValue(const int32 value) {
if (value != getFaderValue()) {
Fader::setFaderValue(value);
if (_screen.getPixels()) {
// The original game does a gamma fade here using the Mac API. In order to do
// that, it would require an immense amount of CPU processing. This does a
// linear fade instead, which looks fairly well, IMO.
Graphics::Surface *screen = g_system->lockScreen();
for (uint y = 0; y < _screen.h; y++) {
for (uint x = 0; x < _screen.w; x++) {
if (_screen.format.bytesPerPixel == 2)
WRITE_UINT16(screen->getBasePtr(x, y), fadePixel(READ_UINT16(_screen.getBasePtr(x, y)), value));
else
WRITE_UINT32(screen->getBasePtr(x, y), fadePixel(READ_UINT32(_screen.getBasePtr(x, y)), value));
}
}
g_system->unlockScreen();
g_system->updateScreen();
}
}
}
static inline byte fadeComponent(byte comp, int32 percent) {
return comp * percent / 100;
}
uint32 ScreenFader::fadePixel(uint32 color, int32 percent) const {
byte r, g, b;
_screen.format.colorToRGB(color, r, g, b);
if (_isBlack) {
r = fadeComponent(r, percent);
g = fadeComponent(g, percent);
b = fadeComponent(b, percent);
} else {
r = 0xFF - fadeComponent(0xFF - r, percent);
g = 0xFF - fadeComponent(0xFF - g, percent);
b = 0xFF - fadeComponent(0xFF - b, percent);
}
return _screen.format.RGBToColor(r, g, b);
}
Transition::Transition(const DisplayElementID id) : FaderAnimation(id) {
_outPicture = 0;
_inPicture = 0;
}
void Transition::setBounds(const Common::Rect &r) {
FaderAnimation::setBounds(r);
_boundsWidth = _bounds.width();
_boundsHeight = _bounds.height();
}
void Transition::setInAndOutElements(DisplayElement *inElement, DisplayElement *outElement) {
_inPicture = inElement;
_outPicture = outElement;
Common::Rect r;
if (_outPicture)
_outPicture->getBounds(r);
else if (_inPicture)
_inPicture->getBounds(r);
setBounds(r);
}
void Slide::draw(const Common::Rect &r) {
Common::Rect oldBounds, newBounds;
adjustSlideRects(oldBounds, newBounds);
drawElements(r, oldBounds, newBounds);
}
void Slide::adjustSlideRects(Common::Rect &oldBounds, Common::Rect &newBounds) {
oldBounds = _bounds;
newBounds = _bounds;
}
void Slide::drawElements(const Common::Rect &drawRect, const Common::Rect &oldBounds, const Common::Rect &newBounds) {
drawSlideElement(drawRect, oldBounds, _outPicture);
drawSlideElement(drawRect, newBounds, _inPicture);
}
void Slide::drawSlideElement(const Common::Rect &drawRect, const Common::Rect &oldBounds, DisplayElement *picture) {
if (picture && drawRect.intersects(oldBounds)) {
picture->moveElementTo(oldBounds.left, oldBounds.top);
picture->draw(drawRect.findIntersectingRect(oldBounds));
}
}
void Push::adjustSlideRects(Common::Rect &oldBounds, Common::Rect &newBounds) {
switch (_direction & kSlideHorizMask) {
case kSlideLeftMask:
newBounds.left = oldBounds.right = _bounds.right - pegasusRound(getFaderValue() * _boundsWidth, kTransitionRange);
newBounds.right = newBounds.left + _boundsWidth;
oldBounds.left = oldBounds.right - _boundsWidth;
break;
case kSlideRightMask:
oldBounds.left = newBounds.right = _bounds.left + pegasusRound(getFaderValue() * _boundsWidth, kTransitionRange);
oldBounds.right = oldBounds.left + _boundsWidth;
newBounds.left = newBounds.right - _boundsWidth;
break;
default:
newBounds.left = oldBounds.left = _bounds.left;
newBounds.right = oldBounds.right = _bounds.right;
break;
}
switch (_direction & kSlideVertMask) {
case kSlideDownMask:
oldBounds.top = newBounds.bottom = _bounds.top + pegasusRound(getFaderValue() * _boundsHeight, kTransitionRange);
oldBounds.bottom = oldBounds.top + _boundsHeight;
newBounds.top = newBounds.bottom - _boundsHeight;
break;
case kSlideUpMask:
newBounds.top = oldBounds.bottom = _bounds.bottom - pegasusRound(getFaderValue() * _boundsHeight, kTransitionRange);
newBounds.bottom = newBounds.top + _boundsHeight;
oldBounds.top = oldBounds.bottom - _boundsHeight;
break;
default:
newBounds.top = oldBounds.top = _bounds.top;
newBounds.bottom = oldBounds.bottom = _bounds.bottom;
break;
}
}
} // End of namespace Pegasus
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