scummvm/engines/tetraedge/te/te_visual_fade.cpp

138 lines
4.7 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 "common/textconsole.h"
#include "tetraedge/tetraedge.h"
#include "tetraedge/game/application.h"
#include "tetraedge/te/te_visual_fade.h"
#include "tetraedge/te/te_renderer.h"
namespace Tetraedge {
TeVisualFade::TeVisualFade() {
}
void TeVisualFade::animateBlackFade() {
_fadeCaptureSprite.setVisible(false);
_fadeCurveAnim.stop();
_fadeCurveAnim._startVal = TeColor(255, 255, 255, 0);
_fadeCurveAnim._endVal = TeColor(255, 255, 255, 255);
Common::Array<float> curve;
curve.push_back(0.0);
curve.push_back(0.0);
curve.push_back(1.0);
curve.push_back(1.0);
curve.push_back(1.0);
_fadeCurveAnim.setCurve(curve);
_fadeCurveAnim._duration = 2000.0;
_fadeCurveAnim._callbackObj = &_fadeCaptureSprite;
_fadeCurveAnim._callbackMethod = &TeSpriteLayout::setColor;
_fadeCurveAnim.play();
_blackFadeSprite.setVisible(true);
_blackFadeCurveAnim.stop();
_blackFadeCurveAnim._startVal = TeColor(255, 255, 255, 255);
_blackFadeCurveAnim._endVal = TeColor(255, 255, 255, 0);
_blackFadeCurveAnim.setCurve(curve);
_blackFadeCurveAnim._duration = 2000.0;
_blackFadeCurveAnim._callbackObj = &_blackFadeSprite;
_blackFadeCurveAnim._callbackMethod = &TeSpriteLayout::setColor;
_blackFadeCurveAnim.play();
}
void TeVisualFade::animateFade() {
double duration = g_engine->gameIsAmerzone() ? 1000 : 400;
_fadeCurveAnim.stop();
_fadeCurveAnim._runTimer.pausable(false);
_fadeCaptureSprite.setVisible(true);
_fadeCurveAnim._startVal = TeColor(255, 255, 255, 255);
_fadeCurveAnim._endVal = TeColor(255, 255, 255, 0);
Common::Array<float> curve;
curve.push_back(0.0);
curve.push_back(1.0);
_fadeCurveAnim.setCurve(curve);
_fadeCurveAnim._duration = duration;
_fadeCurveAnim._callbackObj = &_fadeCaptureSprite;
_fadeCurveAnim._callbackMethod = &TeSpriteLayout::setColor;
_fadeCurveAnim.play();
}
void TeVisualFade::animateFadeWithZoom() {
animateFade();
_fadeZoomAnim.stop();
_fadeZoomAnim._runTimer.pausable(false);
_fadeZoomAnim._startVal = TeVector3f32(1, 1, 1);
_fadeZoomAnim._endVal = TeVector3f32(3, 3, 3);
Common::Array<float> curve;
curve.push_back(0.0);
curve.push_back(0.33f);
curve.push_back(1.0);
curve.push_back(1.0);
_fadeZoomAnim.setCurve(curve);
_fadeZoomAnim._duration = 1000;
_fadeZoomAnim._callbackObj = &_fadeCaptureSprite;
_fadeZoomAnim._callbackMethod = &TeSpriteLayout::setScale;
_fadeZoomAnim.play();
}
void TeVisualFade::captureFrame() {
//debug("visual fade %p capture", this);
TeRenderer *renderer = g_engine->getRenderer();
renderer->enableTexture();
_texturePtr->copyCurrentRender(0, 0, 0, 0);
_fadeCaptureSprite.load(_texturePtr);
renderer->disableTexture();
}
void TeVisualFade::init() {
//debug("visual fade %p init", this);
_fadeCaptureSprite.setName("fadeCaptureSprite");
_fadeCaptureSprite.setSizeType(TeLayout::CoordinatesType::RELATIVE_TO_PARENT);
_fadeCaptureSprite.setSize(TeVector3f32(1.0, 1.0, 0.0));
_fadeCaptureSprite.setColor(TeColor(255, 255, 255, 0));
_fadeCaptureSprite.setVisible(false);
_fadeCaptureSprite.unload();
_blackFadeSprite.setName("blackFadeSprite");
_blackFadeSprite.setSizeType(TeLayout::CoordinatesType::RELATIVE_TO_PARENT);
_blackFadeSprite.setSize(TeVector3f32(2.0, 2.0, 0.0));
_blackFadeSprite.load("pictures/black64x64.png");
_blackFadeSprite.setColor(TeColor(255, 255, 255, 0));
_blackFadeSprite.setVisible(false);
if (_texturePtr) {
_texturePtr->destroy();
} else {
_texturePtr = Te3DTexture::makeInstance();
}
_texturePtr->create();
// create an image the size of the window, no palette, format 6.
Common::SharedPtr<TePalette> nullpal;
_image.destroy();
const TeVector3f32 winSize = g_engine->getApplication()->getMainWindow().size();
_image.createImg((int)winSize.x(), (int)winSize.y(), nullpal, TeImage::RGBA8);
_texturePtr->load(_image);
g_engine->getRenderer()->enableTexture();
_texturePtr->load(_image);
}
} // end namespace Tetraedge