scummvm/engines/myst3/transition.cpp

177 lines
5.7 KiB
C++
Raw Normal View History

2021-12-26 21:19:38 +01:00
/* ScummVM - Graphic Adventure Engine
2014-07-01 17:43:28 +02:00
*
2021-12-26 21:19:38 +01:00
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
2014-07-01 17:43:28 +02:00
* 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.
2014-07-01 17:43:28 +02:00
*
* 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/>.
2014-07-01 17:43:28 +02:00
*
*/
#include "common/events.h"
2014-07-01 17:43:28 +02:00
#include "common/config-manager.h"
#include "engines/myst3/transition.h"
#include "engines/myst3/sound.h"
#include "engines/myst3/state.h"
2015-12-31 09:18:50 +01:00
#include "graphics/surface.h"
#include "graphics/framelimiter.h"
2014-07-01 17:43:28 +02:00
namespace Myst3 {
Transition::Transition(Myst3Engine *vm) :
2014-07-03 20:18:21 +02:00
_vm(vm),
_type(kTransitionNone),
_sourceScreenshot(nullptr),
_frameLimiter(new Graphics::FrameLimiter(g_system, ConfMan.getInt("engine_speed"))) {
2014-07-01 17:43:28 +02:00
// Capture a screenshot of the source node
int durationTicks = computeDuration();
if (durationTicks) {
_sourceScreenshot = _vm->_gfx->copyScreenshotToTexture();
2014-07-01 17:43:28 +02:00
}
}
Transition::~Transition() {
delete _sourceScreenshot;
delete _frameLimiter;
2014-07-01 17:43:28 +02:00
}
int Transition::computeDuration() {
int durationTicks = 30 * (100 - ConfMan.getInt("transition_speed")) / 100;
2014-07-01 17:43:28 +02:00
if (_type == kTransitionZip) {
durationTicks >>= 1;
2014-07-01 17:43:28 +02:00
}
2014-07-03 20:18:21 +02:00
return durationTicks;
2014-07-01 17:43:28 +02:00
}
void Transition::playSound() {
if (_vm->_state->getTransitionSound()) {
2022-06-13 00:44:39 +02:00
_vm->_sound->playEffect(_vm->_state->getTransitionSound(), _vm->_state->getTransitionSoundVolume());
2014-07-01 17:43:28 +02:00
}
_vm->_state->setTransitionSound(0);
}
void Transition::draw(TransitionType type) {
_type = type;
2014-07-01 17:43:28 +02:00
// Play the transition sound
playSound();
int durationTicks = computeDuration();
2014-07-01 17:43:28 +02:00
// Got any transition to draw?
if (!_sourceScreenshot || type == kTransitionNone || durationTicks == 0) {
2014-07-01 17:43:28 +02:00
return;
}
// Capture a screenshot of the destination node
_vm->drawFrame(true);
Texture *targetScreenshot = _vm->_gfx->copyScreenshotToTexture();
2014-07-01 17:43:28 +02:00
// Compute the start and end frames for the animation
int startTick = _vm->_state->getTickCount();
uint endTick = startTick + durationTicks;
2014-07-01 17:43:28 +02:00
// Draw on the full screen
_vm->_gfx->selectTargetWindow(nullptr, false, false);
2014-07-01 17:43:28 +02:00
// 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);
2014-07-01 17:43:28 +02:00
_vm->_gfx->clear();
drawStep(targetScreenshot, _sourceScreenshot, completion);
2014-07-01 17:43:28 +02:00
_vm->_gfx->flipBuffer();
_frameLimiter->delayBeforeSwap();
2014-07-01 17:43:28 +02:00
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);
}
}
2014-07-01 17:43:28 +02:00
}
delete targetScreenshot;
delete _sourceScreenshot;
_sourceScreenshot = nullptr;
2014-07-01 17:43:28 +02:00
}
void Transition::drawStep(Texture *targetTexture, Texture *sourceTexture, uint completion) {
Common::Rect viewport = _vm->_gfx->viewport();
2014-07-01 17:43:28 +02:00
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);
2014-07-01 17:43:28 +02:00
}
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);
2014-07-01 17:43:28 +02:00
}
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);
2014-07-01 17:43:28 +02:00
}
break;
}
}
2014-07-03 20:18:21 +02:00
} // End of namespace Myst3