taisei/src/transition.c
2017-02-24 23:58:27 +02:00

128 lines
2.8 KiB
C

/*
* This software is licensed under the terms of the MIT-License
* See COPYING for further information.
* ---
* Copyright (C) 2011, Lukas Weber <laochailan@web.de>
*/
#include "transition.h"
#include "menu/ingamemenu.h"
#include "global.h"
Transition transition;
void TransFadeBlack(Transition *t) {
fade_out(t->fade);
}
void TransFadeWhite(Transition *t) {
colorfill(1,1,1,t->fade);
}
void TransLoader(Transition *t) {
glColor4f(1,1,1,t->fade);
draw_texture(SCREEN_W/2,SCREEN_H/2,"loading");
glColor4f(1,1,1,1);
}
void TransMenu(Transition *t) {
glColor4f(1,1,1,t->fade);
draw_texture(SCREEN_W/2, SCREEN_H/2, "mainmenu/mainmenubg");
glColor4f(1, 1, 1, 1);
}
void TransMenuDark(Transition *t) {
glColor4f(0.3,0.3,0.3,t->fade);
draw_texture(SCREEN_W/2, SCREEN_H/2, "mainmenu/mainmenubg");
glColor4f(1, 1, 1, 1);
}
void TransEmpty(Transition *t) { }
static bool popq(void) {
if(transition.queued.rule) {
transition.rule = transition.queued.rule;
transition.dur1 = transition.queued.dur1;
transition.dur2 = transition.queued.dur2;
transition.callback = transition.queued.callback;
transition.arg = transition.queued.arg;
transition.queued.rule = NULL;
if(transition.dur1 <= 0) {
transition.fade = 1.0;
transition.state = TRANS_FADE_OUT;
} else {
transition.state = TRANS_FADE_IN;
}
return true;
}
return false;
}
static void setq(TransitionRule rule, int dur1, int dur2, TransitionCallback cb, void *arg) {
transition.queued.rule = rule;
transition.queued.dur1 = dur1;
transition.queued.dur2 = dur2;
transition.queued.callback = cb;
transition.queued.arg = arg;
}
static void call_callback(void) {
if(transition.callback) {
transition.callback(transition.arg);
transition.callback = NULL;
}
}
void set_transition_callback(TransitionRule rule, int dur1, int dur2, TransitionCallback cb, void *arg) {
static bool initialized = false;
if(!rule) {
return;
}
setq(rule, dur1, dur2, cb, arg);
if(!initialized) {
popq();
initialized = true;
}
if(transition.state == TRANS_IDLE || rule == transition.rule) {
popq();
}
}
void set_transition(TransitionRule rule, int dur1, int dur2) {
set_transition_callback(rule, dur1, dur2, NULL, NULL);
}
void draw_transition(void) {
if(transition.state == TRANS_IDLE) {
return;
}
if(!transition.rule) {
transition.state = TRANS_IDLE;
return;
}
transition.rule(&transition);
if(transition.state == TRANS_FADE_IN) {
transition.fade = approach(transition.fade, 1.0, 1.0/transition.dur1);
if(transition.fade == 1.0) {
transition.state = TRANS_FADE_OUT;
call_callback();
}
} else if(transition.state == TRANS_FADE_OUT) {
transition.fade = transition.dur2 ? approach(transition.fade, 0.0, 1.0/transition.dur2) : 0.0;
if(transition.fade == 0.0) {
transition.state = TRANS_IDLE;
popq();
}
}
}