scummvm/engines/hpl1/penumbra-overture/EffectHandler.cpp
2023-03-29 21:23:19 +02:00

824 lines
21 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/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#include "hpl1/penumbra-overture/EffectHandler.h"
#include "hpl1/penumbra-overture/GameMessageHandler.h"
#include "hpl1/penumbra-overture/GameSaveArea.h"
#include "hpl1/penumbra-overture/Init.h"
#include "hpl1/penumbra-overture/Inventory.h"
#include "hpl1/penumbra-overture/Player.h"
#include "hpl1/penumbra-overture/PlayerHelper.h"
#include "hpl1/penumbra-overture/RadioHandler.h"
#include "hpl1/penumbra-overture/SaveHandler.h"
//////////////////////////////////////////////////////////////////////////
// UNDERWATER
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cEffect_Underwater::cEffect_Underwater(cInit *apInit, cGraphicsDrawer *apDrawer) {
mpInit = apInit;
mpDrawer = apDrawer;
mpWhiteGfx = mpDrawer->CreateGfxObject("effect_white.jpg", "smoke2d");
Reset();
}
//-----------------------------------------------------------------------
cEffect_Underwater::~cEffect_Underwater() {
}
//-----------------------------------------------------------------------
void cEffect_Underwater::SetActive(bool abX) {
if (mbActive == abX)
return;
mbActive = abX;
}
//-----------------------------------------------------------------------
void cEffect_Underwater::Update(float afTimeStep) {
}
//-----------------------------------------------------------------------
void cEffect_Underwater::OnDraw() {
if (mbActive == false)
return;
cColor invColor(1 - mColor.r, 1 - mColor.g, 1 - mColor.b, 0);
mpDrawer->DrawGfxObject(mpWhiteGfx, 0, cVector2f(800, 600), invColor);
}
//-----------------------------------------------------------------------
void cEffect_Underwater::Reset() {
mbActive = false;
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// SHAKE SCREEN
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cEffect_ShakeScreen::cEffect_ShakeScreen(cInit *apInit) {
mpInit = apInit;
}
cEffect_ShakeScreen::~cEffect_ShakeScreen() {
}
void cEffect_ShakeScreen::Start(float afAmount, float afTime, float afFadeInTime, float afFadeOutTime) {
cEffect_ShakeScreen_Shake shake;
shake.mfSize = afAmount;
shake.mfMaxSize = afAmount;
shake.mfTime = afTime;
shake.mfFadeInTime = afFadeInTime;
shake.mfMaxFadeInTime = afFadeInTime;
shake.mfFadeOutTime = afFadeOutTime;
shake.mfMaxFadeOutTime = afFadeOutTime;
mlstShakes.push_back(shake);
}
void cEffect_ShakeScreen::Update(float afTimeStep) {
float fLargest = 0;
Common::List<cEffect_ShakeScreen_Shake>::iterator it = mlstShakes.begin();
for (; it != mlstShakes.end();) {
cEffect_ShakeScreen_Shake &shake = *it;
if (shake.mfFadeInTime > 0) {
shake.mfFadeInTime -= afTimeStep;
if (shake.mfFadeInTime < 0)
shake.mfFadeInTime = 0;
float fT = shake.mfFadeInTime / shake.mfMaxFadeInTime;
shake.mfSize = (1 - fT) * shake.mfMaxSize;
} else if (shake.mfTime > 0) {
shake.mfTime -= afTimeStep;
if (shake.mfTime < 0)
shake.mfTime = 0;
shake.mfSize = shake.mfMaxSize;
} else {
shake.mfFadeOutTime -= afTimeStep;
if (shake.mfFadeOutTime < 0)
shake.mfFadeOutTime = 0;
float fT = shake.mfFadeOutTime / shake.mfMaxFadeOutTime;
shake.mfSize = fT * shake.mfMaxSize;
}
// Log("%f, %f, %f size: %f\n",shake.mfFadeInTime,shake.mfTime,shake.mfFadeOutTime,shake.mfSize);
if (fLargest < shake.mfSize)
fLargest = shake.mfSize;
if (shake.mfTime <= 0 && shake.mfFadeOutTime <= 0 && shake.mfFadeInTime <= 0) {
it = mlstShakes.erase(it);
} else {
++it;
}
}
mvAdd.x = cMath::RandRectf(-fLargest, fLargest);
mvAdd.y = cMath::RandRectf(-fLargest, fLargest);
mvAdd.z = cMath::RandRectf(-fLargest, fLargest);
}
void cEffect_ShakeScreen::Reset() {
mlstShakes.clear();
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// SAVE EFFECT
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cEffect_SaveEffect::cEffect_SaveEffect(cInit *apInit, cGraphicsDrawer *apDrawer) {
mpInit = apInit;
mpDrawer = apDrawer;
mpFlashGfx = mpDrawer->CreateGfxObject("effect_white.jpg", "diffalpha2d");
Reset();
}
cEffect_SaveEffect::~cEffect_SaveEffect() {
}
void cEffect_SaveEffect::NormalSave(const cVector3f &avPos, cGameSaveArea *apSaveArea) {
mpSaveArea = apSaveArea;
msMessage = _W("");
if (apSaveArea->GetMessageCat() != "") {
msMessage = kTranslate(apSaveArea->GetMessageCat(), apSaveArea->GetMessageEntry());
if (apSaveArea->GetHasBeenUsed())
mpInit->mpGame->GetSound()->GetSoundHandler()->PlayGui("horror_save", false, 1);
else
mpInit->mpGame->GetSound()->GetSoundHandler()->PlayGui("horror_flashback1", false, 1);
} else {
mpInit->mpGame->GetSound()->GetSoundHandler()->PlayGui("horror_save", false, 1);
}
mvPosition = avPos;
mbActive = true;
mfTime = 0;
mfStartFov = mpInit->mpPlayer->GetCamera()->GetFOV();
mfFov = mpInit->mpPlayer->GetCamera()->GetFOV();
mpInit->mpPlayer->SetActive(false);
mpInit->mpPlayer->GetLookAt()->SetActive(true);
mpInit->mpPlayer->GetLookAt()->SetTarget(avPos, 2.1f, 4);
mpInit->mpGame->GetGraphics()->GetRendererPostEffects()->SetImageTrailActive(true);
mpInit->mpGame->GetGraphics()->GetRendererPostEffects()->SetImageTrailAmount(0.8f);
mfFlashAlpha = 0;
mFlashColor = cColor(216.0f / 255.0f,
85.0f / 255.0f,
5.0f / 255.0f, 0);
mlState = 0;
mbAutoSave = false;
}
void cEffect_SaveEffect::AutoSave() {
mbActive = true;
mfTime = 0;
// mpInit->mpPlayer->SetActive(false);
mfFlashAlpha = 0;
mFlashColor = cColor(216.0f / 255.0f,
85.0f / 255.0f,
5.0f / 255.0f, 0);
mlState = 0;
mbAutoSave = true;
}
void cEffect_SaveEffect::Update(float afTimeStep) {
if (mbActive == false)
return;
mfTime += afTimeStep;
if (mbAutoSave) {
AutoSaveUpdate(afTimeStep);
} else {
NormalSaveUpdate(afTimeStep);
}
}
void cEffect_SaveEffect::OnDraw() {
if (mbActive == false)
return;
mpDrawer->DrawGfxObject(mpFlashGfx, 0, cVector2f(800, 600),
cColor(1, 1) * mfFlashAlpha +
mFlashColor * (1 - mfFlashAlpha));
}
void cEffect_SaveEffect::Reset() {
mbActive = false;
}
//-----------------------------------------------------------------------
void cEffect_SaveEffect::NormalSaveUpdate(float afTimeStep) {
switch (mlState) {
///////////////////////
// State 0
case 0: {
// Flash
mfFlashAlpha += 0.5f * afTimeStep;
if (mfFlashAlpha > 1.0f)
mfFlashAlpha = 1.0f;
// Fov
mfFov -= (mfFov - 0.2f) * afTimeStep * 1.3f;
mpInit->mpPlayer->GetCamera()->SetFOV(mfFov);
if (mfTime > 3.0f) {
mlState++;
mpInit->mpPlayer->GetCamera()->SetFOV(mfStartFov);
}
break;
}
///////////////////////
// State 1
case 1: {
if (msMessage != _W("") && mpSaveArea->GetHasBeenUsed() == false) {
mpInit->mpGameMessageHandler->SetBlackText(true);
mpInit->mpGameMessageHandler->Add(msMessage);
}
mlState++;
break;
}
///////////////////////
// State 2
case 2: {
if (mpInit->mpGameMessageHandler->HasMessage() == false) {
mlState++;
}
break;
}
///////////////////////
// State3
case 3: {
// Flash
mfFlashAlpha -= 0.6f * afTimeStep;
if (mfFlashAlpha < 0.0f) {
mfFlashAlpha = 0.0f;
mlState++;
}
break;
}
case 4: {
mfFlashAlpha = 0.f;
mFlashColor = cColor(0.f, 0.f);
mlState++;
break;
}
case 5: {
/////////////
// Reset all
mbActive = false;
mpInit->mpPlayer->SetActive(true);
mpInit->mpPlayer->GetLookAt()->SetActive(false);
mpInit->mpGame->GetGraphics()->GetRendererPostEffects()->SetImageTrailActive(false);
/////////////
// Display message
tString sEntry = "AfterSave_Default";
if (mpSaveArea->GetHasBeenUsed() == false) {
mpInit->mpPlayer->mlStat_NumOfSaves++;
int lNum = mpInit->mpPlayer->mlStat_NumOfSaves;
if (lNum > 10)
lNum = 10;
if (lNum < 10)
sEntry = "AfterSave_0" + cString::ToString(lNum);
else
sEntry = "AfterSave_" + cString::ToString(lNum);
mpSaveArea->SetHasBeenUsed(true);
}
mpInit->mpGameMessageHandler->SetBlackText(false);
mpInit->mpGameMessageHandler->Add(kTranslate("Save", sEntry));
mpInit->mpSaveHandler->AutoSave(_W("spot"), 10);
break;
}
}
}
//-----------------------------------------------------------------------
void cEffect_SaveEffect::AutoSaveUpdate(float afTimeStep) {
switch (mlState) {
///////////////////////
// State 0
case 0: {
// Flash
mfFlashAlpha += 1.2f * afTimeStep;
if (mfFlashAlpha > 0.75f) {
mfFlashAlpha = 0.75f;
mlState++;
mpInit->mpPlayer->SetActive(true);
}
break;
}
///////////////////////
// State 1
case 1: {
// Flash
mfFlashAlpha -= 0.8f * afTimeStep;
if (mfFlashAlpha < 0.0f) {
mfFlashAlpha = 0.0f;
mlState++;
}
break;
}
///////////////////////
// State2
case 2: {
mlState++;
mFlashColor = cColor(0.0, 0.0);
mfFlashAlpha = 0.f;
break;
}
case 3: {
Reset();
mpInit->mpSaveHandler->AutoSave(_W("auto"), 5);
break;
}
}
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// DEPTH OF FIELD
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cEffect_DepthOfField::cEffect_DepthOfField(cInit *apInit) {
mbDisabled = false;
mpInit = apInit;
mpPostEffects = apInit->mpGame->GetGraphics()->GetRendererPostEffects();
Reset();
}
cEffect_DepthOfField::~cEffect_DepthOfField() {
}
void cEffect_DepthOfField::Reset() {
mbActive = false;
mfMaxBlur = 0;
mpFocusBody = NULL;
}
void cEffect_DepthOfField::SetDisabled(bool abX) {
mbDisabled = abX;
if (mbDisabled) {
mpPostEffects->SetDepthOfFieldActive(false);
} else if (mbActive) {
mpPostEffects->SetDepthOfFieldActive(true);
}
}
void cEffect_DepthOfField::SetActive(bool abX, float afFadeTime) {
mbActive = abX;
if (mbDisabled)
return;
if (mbActive)
mpPostEffects->SetDepthOfFieldActive(true);
if (afFadeTime > 0)
mfFadeSpeed = 1 / afFadeTime;
else
mfFadeSpeed = 100000.0f;
Update(1.0f / 60.0f);
}
void cEffect_DepthOfField::SetUp(float afNearPlane, float afFocalPlane, float afFarPlane) {
mpPostEffects->SetDepthOfFieldNearPlane(afNearPlane);
mpPostEffects->SetDepthOfFieldFocalPlane(afFocalPlane);
mpPostEffects->SetDepthOfFieldFarPlane(afFarPlane);
}
void cEffect_DepthOfField::Update(float afTimeStep) {
/////////////////////////////////
// Update focus to body
if (mpFocusBody && mfMaxBlur > 0) {
FocusOnBody(mpFocusBody);
}
///////////////////////////
// Update max blur
if (mbActive) {
mfMaxBlur += afTimeStep * mfFadeSpeed;
if (mfMaxBlur > 1)
mfMaxBlur = 1;
} else if (mfMaxBlur > 0) {
mfMaxBlur -= afTimeStep * mfFadeSpeed;
if (mfMaxBlur < 0) {
mfMaxBlur = 0;
mpPostEffects->SetDepthOfFieldActive(false);
}
}
mpPostEffects->SetDepthOfFieldMaxBlur(mfMaxBlur);
}
//-----------------------------------------------------------------------
void cEffect_DepthOfField::FocusOnBody(iPhysicsBody *apBody) {
cBoundingVolume *pBV = apBody->GetBV();
cVector3f vCamPos = mpInit->mpPlayer->GetCamera()->GetPosition();
// Focal plane
float fFocalPlane = cMath::Vector3Dist(pBV->GetWorldCenter(), vCamPos);
// Near plane
float fNearPlane = fFocalPlane - (pBV->GetRadius() + 0.3f);
if (fNearPlane < 0)
fNearPlane = 0;
// Far plane
float fFarPlane = fFocalPlane + (pBV->GetRadius() + 0.3f);
// float fDist = cMath::Vector3Dist(vCamPos,apBody->GetWorldPosition());
// Log("Body: %s Dist: %f PickedDist: %f\n",apBody->GetName().c_str(), fDist,mpInit->mpPlayer->GetPickedDist());
// Log("Setup near %f focal %f far %f Radii %f\n",fNearPlane,fFocalPlane,fFarPlane,pBV->GetRadius());
SetUp(fNearPlane, fFocalPlane, fFarPlane);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// FLASH
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cEffect_Flash::cEffect_Flash(cInit *apInit, cGraphicsDrawer *apDrawer) {
mpInit = apInit;
mpDrawer = apDrawer;
mpWhiteGfx = mpDrawer->CreateGfxObject("effect_white.jpg", "diffadditive2d");
Reset();
}
cEffect_Flash::~cEffect_Flash() {
mpDrawer->DestroyGfxObject(mpWhiteGfx);
}
//-----------------------------------------------------------------------
void cEffect_Flash::Start(float afFadeIn, float afWhite, float afFadeOut) {
mbActive = true;
mlStep = 0;
mfFadeInSpeed = 1 / afFadeIn;
mfWhiteSpeed = 1 / afWhite;
mfFadeOutSpeed = 1 / afFadeOut;
}
//-----------------------------------------------------------------------
void cEffect_Flash::Update(float afTimeStep) {
if (mbActive == false)
return;
if (mlStep == 0) {
mfAlpha += mfFadeInSpeed * afTimeStep;
if (mfAlpha >= 1.0f) {
mfAlpha = 1.0f;
mlStep = 1;
mfCount = 1;
}
} else if (mlStep == 1) {
mfCount -= mfWhiteSpeed * afTimeStep;
if (mfCount <= 0) {
mlStep = 2;
}
} else if (mlStep == 2) {
mfAlpha -= mfFadeOutSpeed * afTimeStep;
if (mfAlpha <= 0.0f) {
mbActive = false;
}
}
}
//-----------------------------------------------------------------------
void cEffect_Flash::OnDraw() {
if (mbActive == false)
return;
mpDrawer->DrawGfxObject(mpWhiteGfx, 0, cVector2f(800, 600), cColor(1, mfAlpha));
}
//-----------------------------------------------------------------------
void cEffect_Flash::Reset() {
mbActive = false;
}
//////////////////////////////////////////////////////////////////////////
// SUB TITLE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cEffect_SubTitle::cEffect_SubTitle(cInit *apInit, cGraphicsDrawer *apDrawer) {
mpInit = apInit;
mpDrawer = apDrawer;
mpFont = mpInit->mpGame->GetResources()->GetFontManager()->CreateFontData("verdana.fnt");
}
cEffect_SubTitle::~cEffect_SubTitle() {
}
void cEffect_SubTitle::Add(const tWString &asMessage, float afTime, bool abRemovePrevious) {
if (abRemovePrevious) {
tSubTitleListIt it = mlstSubTitles.begin();
for (; it != mlstSubTitles.end();) {
cSubTitle &subTitle = *it;
if (subTitle.mbActive) {
subTitle.mfCount = 0;
++it;
} else {
it = mlstSubTitles.erase(it);
}
}
}
cSubTitle subTitle;
subTitle.mfAlpha = 0.0f;
subTitle.mfCount = afTime;
subTitle.msMessage = asMessage;
subTitle.mbActive = false;
mlstSubTitles.push_back(subTitle);
}
void cEffect_SubTitle::Update(float afTimeStep) {
bool bFoundFirst = false;
tSubTitleListIt it = mlstSubTitles.begin();
for (; it != mlstSubTitles.end();) {
cSubTitle &subTitle = *it;
if (subTitle.mbActive) {
if (subTitle.mfCount > 0) {
bFoundFirst = true;
subTitle.mfCount -= afTimeStep;
subTitle.mfAlpha += afTimeStep * 0.9f;
if (subTitle.mfAlpha > 1)
subTitle.mfAlpha = 1;
} else {
subTitle.mfAlpha -= afTimeStep * 0.9f;
if (subTitle.mfAlpha <= 0) {
it = mlstSubTitles.erase(it);
continue;
}
}
} else if (bFoundFirst == false) {
subTitle.mbActive = true;
bFoundFirst = true;
}
++it;
}
}
void cEffect_SubTitle::OnDraw() {
if (mpInit->mpRadioHandler->IsActive() || mpInit->mbSubtitles == false)
return;
tSubTitleListIt it = mlstSubTitles.begin();
for (; it != mlstSubTitles.end(); ++it) {
cSubTitle &subTitle = *it;
float fAlpha = subTitle.mfAlpha * (1 - mpInit->mpInventory->GetAlpha());
if (subTitle.mbActive) {
mpFont->drawWordWrap(cVector3f(25, 500, 47), 750, 16, 15, cColor(1, fAlpha),
eFontAlign_Left, subTitle.msMessage);
mpFont->drawWordWrap(cVector3f(25, 500, 46) + cVector3f(1, 1, 0), 750, 16, 15, cColor(0, fAlpha),
eFontAlign_Left, subTitle.msMessage);
mpFont->drawWordWrap(cVector3f(25, 500, 46) + cVector3f(-1, -1, 0), 750, 16, 15, cColor(0, fAlpha),
eFontAlign_Left, subTitle.msMessage);
}
}
}
void cEffect_SubTitle::Reset() {
mlstSubTitles.clear();
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// WAVE GRAVITY
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cEffect_WaveGravity::cEffect_WaveGravity(cInit *apInit) {
mpInit = apInit;
Reset();
}
cEffect_WaveGravity::~cEffect_WaveGravity() {
}
//-----------------------------------------------------------------------
void cEffect_WaveGravity::SetActive(bool abX) {
mbActive = abX;
}
void cEffect_WaveGravity::Setup(float afMaxAngle, float afSwingLength, float afGravitySize, int alDir) {
mfMaxAngle = afMaxAngle;
mfSwingLength = afSwingLength;
mfSize = afGravitySize;
mlDir = alDir;
}
void cEffect_WaveGravity::Update(float afTimeStep) {
if (mbActive == false)
return;
iPhysicsWorld *pWorld = mpInit->mpGame->GetScene()->GetWorld3D()->GetPhysicsWorld();
//////////////////////////////////
// Set all bodies to not active
cPhysicsBodyIterator it = pWorld->GetBodyIterator();
while (it.HasNext()) {
iPhysicsBody *pBody = it.Next();
// quick fix for oscillation
if (pBody->GetJointNum() > 0 && pBody->GetJoint(0)->GetLimitAutoSleep())
continue;
if (pBody->GetMass() != 0) {
pBody->SetEnabled(true);
}
}
/////////////////////////////////
// Update gravity
mfTime += (k2Pif / mfSwingLength) * afTimeStep;
float afAngle = mfMaxAngle * sin(mfTime);
cVector3f vDir(0, 0, 0);
vDir.y = -cos(afAngle);
if (mlDir == 0)
vDir.x = sin(afAngle);
else
vDir.z = sin(afAngle);
vDir = vDir * mfSize;
pWorld->SetGravity(vDir);
}
void cEffect_WaveGravity::Reset() {
mbActive = false;
mfMaxAngle = 0;
mfSwingLength = 1;
mfSize = 9.8f;
mfTime = 0;
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// CONSTRUCTORS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
cEffectHandler::cEffectHandler(cInit *apInit) : iUpdateable("EffectHandler") {
mpInit = apInit;
mpDrawer = mpInit->mpGame->GetGraphics()->GetDrawer();
mpFlash = hplNew(cEffect_Flash, (mpInit, mpDrawer));
mpWaveGravity = hplNew(cEffect_WaveGravity, (mpInit));
mpSubTitle = hplNew(cEffect_SubTitle, (mpInit, mpDrawer));
mpDepthOfField = hplNew(cEffect_DepthOfField, (mpInit));
mpSaveEffect = hplNew(cEffect_SaveEffect, (mpInit, mpDrawer));
mpShakeScreen = hplNew(cEffect_ShakeScreen, (mpInit));
mpUnderwater = hplNew(cEffect_Underwater, (mpInit, mpDrawer));
Reset();
}
//-----------------------------------------------------------------------
cEffectHandler::~cEffectHandler(void) {
hplDelete(mpFlash);
hplDelete(mpWaveGravity);
hplDelete(mpSubTitle);
hplDelete(mpDepthOfField);
hplDelete(mpSaveEffect);
hplDelete(mpShakeScreen);
hplDelete(mpUnderwater);
}
//-----------------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// PUBLIC METHODS
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------
void cEffectHandler::OnStart() {
}
//-----------------------------------------------------------------------
void cEffectHandler::Update(float afTimeStep) {
mpFlash->Update(afTimeStep);
mpWaveGravity->Update(afTimeStep);
mpSubTitle->Update(afTimeStep);
mpDepthOfField->Update(afTimeStep);
mpSaveEffect->Update(afTimeStep);
mpShakeScreen->Update(afTimeStep);
mpUnderwater->Update(afTimeStep);
}
//-----------------------------------------------------------------------
void cEffectHandler::Reset() {
mpFlash->Reset();
mpWaveGravity->Reset();
mpSubTitle->Reset();
mpDepthOfField->Reset();
mpSaveEffect->Reset();
mpShakeScreen->Reset();
mpUnderwater->Reset();
}
//-----------------------------------------------------------------------
void cEffectHandler::OnDraw() {
mpFlash->OnDraw();
mpSubTitle->OnDraw();
mpSaveEffect->OnDraw();
mpUnderwater->OnDraw();
}
//-----------------------------------------------------------------------