1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176
|
/* 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 "common/events.h"
#include "common/config-manager.h"
#include "engines/myst3/transition.h"
#include "engines/myst3/sound.h"
#include "engines/myst3/state.h"
#include "graphics/surface.h"
#include "graphics/framelimiter.h"
namespace Myst3 {
Transition::Transition(Myst3Engine *vm) :
_vm(vm),
_type(kTransitionNone),
_sourceScreenshot(nullptr),
_frameLimiter(new Graphics::FrameLimiter(g_system, ConfMan.getInt("engine_speed"))) {
// Capture a screenshot of the source node
int durationTicks = computeDuration();
if (durationTicks) {
_sourceScreenshot = _vm->_gfx->copyScreenshotToTexture();
}
}
Transition::~Transition() {
delete _sourceScreenshot;
delete _frameLimiter;
}
int Transition::computeDuration() {
int durationTicks = 30 * (100 - ConfMan.getInt("transition_speed")) / 100;
if (_type == kTransitionZip) {
durationTicks >>= 1;
}
return durationTicks;
}
void Transition::playSound() {
if (_vm->_state->getTransitionSound()) {
_vm->_sound->playEffect(_vm->_state->getTransitionSound(), _vm->_state->getTransitionSoundVolume());
}
_vm->_state->setTransitionSound(0);
}
void Transition::draw(TransitionType type) {
_type = type;
// Play the transition sound
playSound();
int durationTicks = computeDuration();
// Got any transition to draw?
if (!_sourceScreenshot || type == kTransitionNone || durationTicks == 0) {
return;
}
// Capture a screenshot of the destination node
_vm->drawFrame(true);
Texture *targetScreenshot = _vm->_gfx->copyScreenshotToTexture();
// Compute the start and end frames for the animation
int startTick = _vm->_state->getTickCount();
uint endTick = startTick + durationTicks;
// Draw on the full screen
_vm->_gfx->selectTargetWindow(nullptr, false, false);
// Draw each step until completion
int completion = 0;
while ((_vm->_state->getTickCount() <= endTick || completion < 100) && !_vm->shouldQuit()) {
_frameLimiter->startFrame();
completion = CLIP<int>(100 * (_vm->_state->getTickCount() - startTick) / durationTicks, 0, 100);
_vm->_gfx->clear();
drawStep(targetScreenshot, _sourceScreenshot, completion);
_vm->_gfx->flipBuffer();
_frameLimiter->delayBeforeSwap();
g_system->updateScreen();
_vm->_state->updateFrameCounters();
Common::Event event;
while (_vm->getEventManager()->pollEvent(event)) {
// Ignore all the events happening during transitions, so that the view does not move
// between the initial transition screen shoot and the first frame drawn after the transition.
// However, keep updating the keyboard state so we don't end up in
// an unbalanced state where the engine believes keys are still
// pressed while they are not.
_vm->processEventForKeyboardState(event);
if (_vm->_state->hasVarGamePadUpPressed()) {
_vm->processEventForGamepad(event);
}
}
}
delete targetScreenshot;
delete _sourceScreenshot;
_sourceScreenshot = nullptr;
}
void Transition::drawStep(Texture *targetTexture, Texture *sourceTexture, uint completion) {
Common::Rect viewport = _vm->_gfx->viewport();
switch (_type) {
case kTransitionNone:
break;
case kTransitionFade:
case kTransitionZip: {
Common::Rect textureRect = Common::Rect(sourceTexture->width, sourceTexture->height);
_vm->_gfx->drawTexturedRect2D(viewport, textureRect, sourceTexture);
_vm->_gfx->drawTexturedRect2D(viewport, textureRect, targetTexture, completion / 100.0);
}
break;
case kTransitionLeftToRight: {
int16 transitionX = (viewport.width() * (100 - completion)) / 100;
Common::Rect sourceTextureRect(0, 0, transitionX, sourceTexture->height);
Common::Rect sourceScreenRect(sourceTextureRect.width(), sourceTextureRect.height());
sourceScreenRect.translate(viewport.left, viewport.top);
Common::Rect targetTextureRect(transitionX, 0, targetTexture->width, targetTexture->height);
Common::Rect targetScreenRect(targetTextureRect.width(), targetTextureRect.height());
targetScreenRect.translate(viewport.left + transitionX, viewport.top);
_vm->_gfx->drawTexturedRect2D(sourceScreenRect, sourceTextureRect, sourceTexture);
_vm->_gfx->drawTexturedRect2D(targetScreenRect, targetTextureRect, targetTexture);
}
break;
case kTransitionRightToLeft: {
int16 transitionX = viewport.width() * completion / 100;
Common::Rect sourceTextureRect(transitionX, 0, sourceTexture->width, sourceTexture->height);
Common::Rect sourceScreenRect(sourceTextureRect.width(), sourceTextureRect.height());
sourceScreenRect.translate(viewport.left + transitionX, viewport.top);
Common::Rect targetTextureRect(0, 0, transitionX, targetTexture->height);
Common::Rect targetScreenRect(targetTextureRect.width(), targetTextureRect.height());
targetScreenRect.translate(viewport.left, viewport.top);
_vm->_gfx->drawTexturedRect2D(sourceScreenRect, sourceTextureRect, sourceTexture);
_vm->_gfx->drawTexturedRect2D(targetScreenRect, targetTextureRect, targetTexture);
}
break;
}
}
} // End of namespace Myst3
|