Tentative checkin of tuxdev's "Object improvement patch, part 1"
[supertux.git] / src / object / display_effect.cpp
1 //  $Id$
2 //
3 //  SuperTux
4 //  Copyright (C) 2006 Matthias Braun <matze@braunis.de>
5 //
6 //  This program is free software; you can redistribute it and/or
7 //  modify it under the terms of the GNU General Public License
8 //  as published by the Free Software Foundation; either version 2
9 //  of the License, or (at your option) any later version.
10 //
11 //  This program is distributed in the hope that it will be useful,
12 //  but WITHOUT ANY WARRANTY; without even the implied warranty of
13 //  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 //  GNU General Public License for more details.
15 //
16 //  You should have received a copy of the GNU General Public License
17 //  along with this program; if not, write to the Free Software
18 //  Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
19
20 #include <config.h>
21 #include "display_effect.hpp"
22
23 #include <assert.h>
24 #include "video/drawing_context.hpp"
25 #include "scripting/squirrel_util.hpp"
26 #include "main.hpp"
27
28 static const float BORDER_SIZE = 75;
29
30 DisplayEffect::DisplayEffect(std::string name) :
31   GameObject(name), screen_fade(NO_FADE), screen_fadetime(0), screen_fading(0),
32   border_fade(NO_FADE), border_fadetime(0), border_size(0), black(false),
33   borders(false)
34 {
35 }
36
37 DisplayEffect::~DisplayEffect()
38 {
39 }
40
41 void
42 DisplayEffect::expose(HSQUIRRELVM vm, SQInteger table_idx)
43 {
44   if (name.empty()) return;
45   expose_object(vm, table_idx, dynamic_cast<Scripting::DisplayEffect *>(this), name, false);
46 }
47
48 void
49 DisplayEffect::unexpose(HSQUIRRELVM vm, SQInteger table_idx)
50 {
51   if (name.empty()) return;
52   Scripting::unexpose_object(vm, table_idx, name);
53 }
54
55 void
56 DisplayEffect::update(float elapsed_time)
57 {
58     switch(screen_fade) {
59         case NO_FADE:
60             break;
61         case FADE_IN:
62             screen_fading -= elapsed_time;
63             if(screen_fading < 0) {
64                 screen_fade = NO_FADE;
65             }
66             break;
67         case FADE_OUT:
68             screen_fading -= elapsed_time;
69             if(screen_fading < 0) {
70                 screen_fade = NO_FADE;
71                 black = true;
72             }
73             break;
74         default:
75             assert(false);
76     }
77
78     switch(border_fade) {
79         case NO_FADE:
80             break;
81         case FADE_IN:
82             border_fading -= elapsed_time;
83             if(border_fading < 0) {
84                 border_fade = NO_FADE;
85             }
86             border_size = border_fading / border_fading * BORDER_SIZE;
87             break;
88         case FADE_OUT:
89             border_fading -= elapsed_time;
90             if(border_fading < 0) {
91                 borders = false;
92                 border_fade = NO_FADE;
93             }
94             border_size = (border_fadetime - border_fading)
95                 / border_fadetime * BORDER_SIZE;
96             break;
97         default:
98             assert(false);
99     }
100 }
101
102 void
103 DisplayEffect::draw(DrawingContext& context)
104 {
105     context.push_transform();
106     context.set_translation(Vector(0, 0));
107
108     if(black || screen_fade != NO_FADE) {
109       float alpha;
110       if(black) {
111           alpha = 1.0f;
112       } else {
113           switch(screen_fade) {
114               case FADE_IN:
115                   alpha = screen_fading / screen_fadetime;
116                   break;
117               case FADE_OUT:
118                   alpha = (screen_fadetime - screen_fading) / screen_fadetime;
119                   break;
120               default:
121                   alpha = 0;
122                   assert(false);
123           }
124       }
125       context.draw_filled_rect(Vector(0, 0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
126               Color(0, 0, 0, alpha), LAYER_GUI-10);
127     }
128
129     if (borders) {
130       context.draw_filled_rect(Vector(0, 0), Vector(SCREEN_WIDTH, border_size),
131               Color(0, 0, 0, 1.0f), LAYER_GUI-10);
132       context.draw_filled_rect(Vector(0, SCREEN_HEIGHT - border_size), Vector(SCREEN_WIDTH, border_size),
133               Color(0, 0, 0, 1.0f), LAYER_GUI-10);
134     }
135
136     context.pop_transform();
137 }
138
139 void
140 DisplayEffect::fade_out(float fadetime)
141 {
142     black = false;
143     screen_fadetime = fadetime;
144     screen_fading = fadetime;
145     screen_fade = FADE_OUT;
146 }
147
148 void
149 DisplayEffect::fade_in(float fadetime)
150 {
151     black = false;
152     this->screen_fadetime = fadetime;
153     screen_fading = fadetime;
154     screen_fade = FADE_IN;
155 }
156
157 void
158 DisplayEffect::set_black(bool enabled)
159 {
160     black = enabled;
161 }
162
163 bool
164 DisplayEffect::is_black()
165 {
166     return black;
167 }
168
169 void
170 DisplayEffect::sixteen_to_nine(float fadetime)
171 {
172   if(fadetime == 0) {
173     borders = true;
174     border_size = BORDER_SIZE;
175   } else {
176     borders = true;
177     border_size = 0;
178     border_fade = FADE_IN;
179     border_fadetime = fadetime;
180     border_fading = border_fadetime;
181   }
182 }
183
184 void
185 DisplayEffect::four_to_three(float fadetime)
186 {
187   if(fadetime == 0) {
188     borders = false;
189   } else {
190     border_size = BORDER_SIZE;
191     border_fade = FADE_OUT;
192     border_fadetime = fadetime;
193     border_fading = border_fadetime;
194   }
195 }