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https://github.com/scummvm/scummvm.git
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250 lines
7.6 KiB
C++
250 lines
7.6 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 "engines/metaengine.h"
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#include "engines/wintermute/wintermute.h"
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#include "engines/wintermute/base/base_game.h"
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#include "engines/wintermute/base/base_engine.h"
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#include "engines/wintermute/base/scriptables/script_stack.h"
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#include "engines/wintermute/base/scriptables/script_value.h"
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#include "engines/wintermute/ext/wme_blackandwhite.h"
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namespace Wintermute {
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IMPLEMENT_PERSISTENT(SXBlackAndWhite, false)
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BaseScriptable *makeSXBlackAndWhite(BaseGame *inGame, ScStack *stack) {
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return new SXBlackAndWhite(inGame, stack);
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}
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//////////////////////////////////////////////////////////////////////////
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SXBlackAndWhite::SXBlackAndWhite(BaseGame *inGame, ScStack *stack) : BaseScriptable(inGame) {
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stack->correctParams(0);
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_postFilterMode = kPostFilterOff;
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}
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//////////////////////////////////////////////////////////////////////////
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SXBlackAndWhite::~SXBlackAndWhite() {
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}
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//////////////////////////////////////////////////////////////////////////
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const char *SXBlackAndWhite::scToString() {
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return "[blackandwhite object]";
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}
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//////////////////////////////////////////////////////////////////////////
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bool SXBlackAndWhite::scCallMethod(ScScript *script, ScStack *stack, ScStack *thisStack, const char *name) {
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//////////////////////////////////////////////////////////////////////////
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// Start()
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "Start") == 0) {
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stack->correctParams(0);
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// nothing todo
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stack->pushBool(true);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// Stop()
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "Stop") == 0) {
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stack->correctParams(0);
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// nothing todo
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stack->pushBool(true);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// SetSepia()
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "SetSepia") == 0) {
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stack->correctParams(0);
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_postFilterMode = kPostFilterSepia;
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_gameRef->_renderer3D->setPostfilter(_postFilterMode);
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stack->pushBool(true);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// SetBlackAndWhite()
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "SetBlackAndWhite") == 0) {
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stack->correctParams(0);
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_postFilterMode = kPostFilterBlackAndWhite;
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_gameRef->_renderer3D->setPostfilter(_postFilterMode);
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stack->pushBool(true);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// SetNormalRender()
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "SetNormalRender") == 0) {
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stack->correctParams(0);
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_postFilterMode = kPostFilterOff;
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_gameRef->_renderer3D->setPostfilter(_postFilterMode);
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stack->pushBool(true);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// SetWeightedSepia()
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "SetWeightedSepia") == 0) {
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stack->correctParams(0);
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// nothing todo
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stack->pushBool(true);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// SetWeightedBlackAndWhite()
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "SetWeightedBlackAndWhite") == 0) {
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stack->correctParams(0);
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// nothing todo
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stack->pushBool(true);
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return STATUS_OK;
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}
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//////////////////////////////////////////////////////////////////////////
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// SetSepiaBlackAndWhite()
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "SetSepiaBlackAndWhite") == 0) {
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stack->correctParams(0);
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// nothing todo
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stack->pushBool(true);
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return STATUS_OK;
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}
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stack->pushNULL();
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return STATUS_FAILED;
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}
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//////////////////////////////////////////////////////////////////////////
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ScValue *SXBlackAndWhite::scGetProperty(const Common::String &name) {
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_scValue->setNULL();
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//////////////////////////////////////////////////////////////////////////
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// Weight
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//////////////////////////////////////////////////////////////////////////
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if (name == "Weight") {
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// nothing todo
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// AllShadersAvailable
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//////////////////////////////////////////////////////////////////////////
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else if (name == "AllShadersAvailable") {
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_scValue->setBool(false);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// BlackAndWhiteAvailable
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//////////////////////////////////////////////////////////////////////////
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else if (name == "BlackAndWhiteAvailable") {
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_scValue->setBool(true);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// SepiaAvailable
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//////////////////////////////////////////////////////////////////////////
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else if (name == "SepiaAvailable") {
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_scValue->setBool(true);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// WeightedBlackAndWhiteAvailable
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//////////////////////////////////////////////////////////////////////////
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else if (name == "WeightedBlackAndWhiteAvailable") {
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_scValue->setBool(false);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// WeightedSepiaAvailable
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//////////////////////////////////////////////////////////////////////////
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else if (name == "WeightedSepiaAvailable") {
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_scValue->setBool(false);
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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// SepiaBlackAndWhiteAvailable
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//////////////////////////////////////////////////////////////////////////
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else if (name == "SepiaBlackAndWhiteAvailable") {
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_scValue->setBool(false);
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return _scValue;
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}
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return _scValue;
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}
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//////////////////////////////////////////////////////////////////////////
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bool SXBlackAndWhite::scSetProperty(const char *name, ScValue *value) {
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//////////////////////////////////////////////////////////////////////////
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// Weight
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//////////////////////////////////////////////////////////////////////////
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if (strcmp(name, "Weight") == 0) {
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// nothing todo
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return STATUS_OK;
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}
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return STATUS_FAILED;
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}
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//////////////////////////////////////////////////////////////////////////
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bool SXBlackAndWhite::persist(BasePersistenceManager *persistMgr) {
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BaseScriptable::persist(persistMgr);
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persistMgr->transferSint32(TMEMBER_INT(_postFilterMode));
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if (!persistMgr->getIsSaving()) {
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_gameRef->_renderer3D->setPostfilter(_postFilterMode);
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}
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return STATUS_OK;
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}
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} // End of namespace Wintermute
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