ref: e48b3897e956e2bc0f284d0e2fc23e5ebcc01bbb
dir: /src/Fade.cpp/
#include "Fade.h" #include <string.h> #include "CommonDefines.h" #include "WindowsWrapper.h" #include "Draw.h" #include "Game.h" #define FADE_WIDTH (((WINDOW_WIDTH - 1) / 16) + 1) #define FADE_HEIGHT (((WINDOW_HEIGHT - 1) / 16) + 1) struct FADE { int mode; BOOL bMask; int count; signed char ani_no[FADE_HEIGHT][FADE_WIDTH]; signed char flag[FADE_HEIGHT][FADE_WIDTH]; // Not a BOOLEAN (those are unsigned) signed char dir; }; static FADE gFade; static unsigned long mask_color; void InitFade() { memset(&gFade, 0, sizeof(FADE)); mask_color = GetCortBoxColor(RGB(0, 0, 0x20)); } void SetFadeMask() { gFade.bMask = TRUE; } void ClearFade() { gFade.bMask = FALSE; gFade.mode = 0; } void StartFadeOut(signed char dir) { gFade.mode = 2; gFade.count = 0; gFade.dir = dir; gFade.bMask = FALSE; for (int y = 0; y < FADE_HEIGHT; y++) { for (int x = 0; x < FADE_WIDTH; x++) { gFade.ani_no[y][x] = 0; gFade.flag[y][x] = FALSE; } } } void StartFadeIn(signed char dir) { int x; int y; gFade.mode = 1; gFade.count = 0; gFade.dir = dir; gFade.bMask = TRUE; for (y = 0; y < FADE_HEIGHT; y++) { for (x = 0; x < FADE_WIDTH; x++) { gFade.ani_no[y][x] = 15; gFade.flag[y][x] = FALSE; } } x = x; // What } void ProcFade() { int x; int y; switch (gFade.mode) { case 2: switch (gFade.dir) { case 0: for (y = 0; y < FADE_HEIGHT; y++) { for (x = 0; x < FADE_WIDTH; x++) { if ((FADE_WIDTH - 1) - gFade.count == x) gFade.flag[y][x] = TRUE; } } break; case 2: for (y = 0; y < FADE_HEIGHT; y++) { for (x = 0; x < FADE_WIDTH; x++) { if (gFade.count == x) gFade.flag[y][x] = TRUE; } } break; case 1: for (y = 0; y < FADE_HEIGHT; y++) { for (x = 0; x < FADE_WIDTH; x++) { if ((FADE_HEIGHT - 1) - gFade.count == y) gFade.flag[y][x] = TRUE; } } break; case 3: for (y = 0; y < FADE_HEIGHT; y++) { for (x = 0; x < FADE_WIDTH; x++) { if (gFade.count == y) gFade.flag[y][x] = TRUE; } } break; case 4: for (y = 0; y < (FADE_HEIGHT / 2); y++) { for (x = 0; x < (FADE_WIDTH / 2); x++) { if (gFade.count == x + y) gFade.flag[y][x] = TRUE; } } for (y = 0; y < (FADE_HEIGHT / 2); y++) { for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; x++) { if (gFade.count == y + ((FADE_WIDTH - 1) - x)) gFade.flag[y][x] = TRUE; } } for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; y++) { for (x = 0; x < (FADE_WIDTH / 2); x++) { if (gFade.count == x + ((FADE_HEIGHT - 1) - y)) gFade.flag[y][x] = TRUE; } } for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; y++) { for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; x++) { if (gFade.count == ((FADE_WIDTH - 1) - x) + ((FADE_HEIGHT - 1) - y)) gFade.flag[y][x] = TRUE; } } break; } for (y = 0; y < FADE_HEIGHT; y++) { for (x = 0; x < FADE_WIDTH; x++) { if (gFade.ani_no[y][x] < 15 && gFade.flag[y][x]) ++gFade.ani_no[y][x]; } } if (++gFade.count > ((FADE_WIDTH > FADE_HEIGHT) ? FADE_WIDTH : FADE_HEIGHT) + 16) { gFade.bMask = TRUE; gFade.mode = 0; } break; case 1: gFade.bMask = FALSE; switch (gFade.dir) { case 0: for (y = 0; y < FADE_HEIGHT; y++) { for (x = 0; x < FADE_WIDTH; x++) { if ((FADE_WIDTH - 1) - gFade.count == x) gFade.flag[y][x] = TRUE; } } break; case 2: for (y = 0; y < FADE_HEIGHT; y++) { for (x = 0; x < FADE_WIDTH; x++) { if (gFade.count == x) gFade.flag[y][x] = TRUE; } } break; case 1: for (y = 0; y < FADE_HEIGHT; y++) { for (x = 0; x < FADE_WIDTH; x++) { if ((FADE_HEIGHT - 1) - gFade.count == y) gFade.flag[y][x] = TRUE; } } break; case 3: for (y = 0; y < FADE_HEIGHT; y++) { for (x = 0; x < FADE_WIDTH; x++) { if (gFade.count == y) gFade.flag[y][x] = TRUE; } } break; case 4: for (y = 0; y < (FADE_HEIGHT / 2); y++) { for (x = 0; x < (FADE_WIDTH / 2); x++) { if ((FADE_WIDTH - 1) - gFade.count == x + y) gFade.flag[y][x] = TRUE; } } for (y = 0; y < (FADE_HEIGHT / 2); y++) { for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; x++) { if ((FADE_WIDTH - 1) - gFade.count == y + ((FADE_WIDTH - 1) - x)) gFade.flag[y][x] = TRUE; } } for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; y++) { for (x = 0; x < (FADE_WIDTH / 2); x++) { if ((FADE_WIDTH - 1) - gFade.count == x + ((FADE_HEIGHT - 1) - y)) gFade.flag[y][x] = TRUE; } } for (y = (FADE_HEIGHT / 2); y < FADE_HEIGHT; y++) { for (x = (FADE_WIDTH / 2); x < FADE_WIDTH; x++) { if ((FADE_WIDTH - 1) - gFade.count == ((FADE_WIDTH - 1) - x) + ((FADE_HEIGHT - 1) - y)) gFade.flag[y][x] = TRUE; } } break; } for (y = 0; y < FADE_HEIGHT; y++) { for (x = 0; x < FADE_WIDTH; x++) { if (gFade.ani_no[y][x] > 0 && gFade.flag[y][x]) --gFade.ani_no[y][x]; } } if (++gFade.count > ((FADE_WIDTH > FADE_HEIGHT) ? FADE_WIDTH : FADE_HEIGHT) + 16) gFade.mode = 0; break; } } void PutFade() { RECT rect; rect.top = 0; rect.bottom = 16; if (gFade.bMask) { CortBox(&grcGame, mask_color); return; } if (gFade.mode == 0) return; for (int y = 0; y < FADE_HEIGHT; y++) { for (int x = 0; x < FADE_WIDTH; x++) { rect.left = 16 * gFade.ani_no[y][x]; rect.right = rect.left + 16; PutBitmap3(&grcGame, 16 * x, 16 * y, &rect, SURFACE_ID_FADE); } } } BOOL GetFadeActive() { if (gFade.mode == 0) return FALSE; else return TRUE; }