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