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transition.h
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/*
* This file is part of EasyRPG Player.
*
* EasyRPG Player 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.
*
* EasyRPG Player 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 EasyRPG Player. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef EP_TRANSITION_H
#define EP_TRANSITION_H
// Headers
#include <vector>
#include <string>
#include "drawable.h"
#include "system.h"
#include "scene.h"
#include "color.h"
/**
* Transition class.
* Shows the transition between two screens.
*/
class Transition : public Drawable {
public:
enum Type {
TransitionFadeIn,
TransitionFadeOut,
TransitionRandomBlocks,
TransitionRandomBlocksDown,
TransitionRandomBlocksUp,
TransitionBlindOpen,
TransitionBlindClose,
TransitionVerticalStripesIn,
TransitionVerticalStripesOut,
TransitionHorizontalStripesIn,
TransitionHorizontalStripesOut,
TransitionBorderToCenterIn,
TransitionBorderToCenterOut,
TransitionCenterToBorderIn,
TransitionCenterToBorderOut,
TransitionScrollUpIn,
TransitionScrollDownIn,
TransitionScrollLeftIn,
TransitionScrollRightIn,
TransitionScrollUpOut,
TransitionScrollDownOut,
TransitionScrollLeftOut,
TransitionScrollRightOut,
TransitionVerticalCombine,
TransitionVerticalDivision,
TransitionHorizontalCombine,
TransitionHorizontalDivision,
TransitionCrossCombine,
TransitionCrossDivision,
TransitionZoomIn,
TransitionZoomOut,
TransitionMosaicIn,
TransitionMosaicOut,
TransitionWaveIn,
TransitionWaveOut,
TransitionCutIn,
TransitionCutOut,
TransitionNone
};
/**
* Gets the default number of frames for the given transition type.
*
* @param type Which type to request
*
* @return default number of frames for this transition type
*/
static int GetDefaultFrames(Type type);
/** @return the transition singleton */
static Transition& instance();
/**
* Initiate a ShowScreen transition
*
* @param type transition type.
* @param linked_scene scene transitioning, it should be either the scene summoning (this) or the current instance (Scene::instance.get())
* @param duration transition duration, set to -1 to use the default number of frames.
*/
void InitShow(Type type, Scene *linked_scene, int duration = -1);
/**
* Initiate an EraseScreen transition
*
* @param type transition type.
* @param linked_scene scene transitioning, it should be either the scene summoning (this) or the current instance (Scene::instance.get())
* @param duration transition duration, set to -1 to use the default number of frames.
*/
void InitErase(Type type, Scene *linked_scene, int duration = -1);
void PrependFlashes(int r, int g, int b, int power, int duration, int iterations);
void Draw(Bitmap& dst) override;
void Update();
bool IsActive() const;
bool IsErasedNotActive() const;
bool FromErase() const;
bool ToErase() const;
private:
Transition();
void Init(Type type, Scene *linked_scene, int duration, bool erase);
const uint32_t size_random_blocks = 4;
BitmapRef screen1;
BitmapRef screen2;
BitmapRef random_block_transition;
Type transition_type = TransitionNone;
Scene *scene = nullptr;
int current_frame = 0;
int total_frames = 0;
bool from_erase = false;
bool to_erase = false;
struct FlashData {
int32_t red = 0;
int32_t blue = 0;
int32_t green = 0;
double current_level = 0.0;
int32_t time_left = 0;
};
FlashData flash;
int flash_power = 0;
int flash_duration = 0;
int flash_iterations = 0;
std::vector<int> zoom_position;
std::vector<uint32_t> random_blocks;
uint32_t current_blocks_print;
void SetAttributesTransitions();
};
inline Transition& Transition::instance() {
static Transition transition;
return transition;
}
inline void Transition::InitShow(Type type, Scene *linked_scene, int duration) {
Init(type, linked_scene, duration, false);
}
inline void Transition::InitErase(Type type, Scene *linked_scene, int duration) {
Init(type, linked_scene, duration, true);
}
inline bool Transition::IsActive() const {
return current_frame < total_frames || flash_iterations != 0;
}
inline bool Transition::IsErasedNotActive() const {
return ToErase() && !IsActive();
}
inline bool Transition::FromErase() const {
return from_erase;
}
inline bool Transition::ToErase() const {
return to_erase;
}
#endif