GameWindowTransitionsStyles.cpp 54 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556155715581559156015611562156315641565156615671568156915701571157215731574157515761577157815791580158115821583158415851586158715881589159015911592159315941595159615971598159916001601160216031604160516061607160816091610161116121613161416151616161716181619162016211622162316241625162616271628162916301631163216331634163516361637163816391640164116421643164416451646164716481649165016511652165316541655165616571658165916601661166216631664166516661667166816691670167116721673167416751676167716781679168016811682168316841685168616871688168916901691169216931694169516961697169816991700170117021703170417051706170717081709171017111712171317141715171617171718171917201721172217231724172517261727172817291730173117321733173417351736173717381739174017411742174317441745174617471748174917501751175217531754175517561757175817591760176117621763176417651766176717681769177017711772177317741775177617771778177917801781178217831784178517861787178817891790179117921793179417951796179717981799180018011802180318041805180618071808180918101811181218131814181518161817181818191820182118221823182418251826182718281829183018311832183318341835183618371838183918401841184218431844184518461847184818491850185118521853185418551856185718581859186018611862186318641865186618671868186918701871187218731874187518761877187818791880188118821883188418851886188718881889189018911892189318941895189618971898189919001901190219031904190519061907190819091910191119121913191419151916191719181919192019211922192319241925192619271928192919301931193219331934193519361937193819391940194119421943194419451946194719481949195019511952195319541955195619571958195919601961196219631964196519661967196819691970197119721973197419751976197719781979198019811982198319841985198619871988198919901991199219931994199519961997199819992000200120022003200420052006200720082009201020112012201320142015201620172018201920202021202220232024202520262027202820292030203120322033203420352036203720382039204020412042204320442045204620472048204920502051205220532054205520562057205820592060206120622063206420652066206720682069207020712072207320742075207620772078207920802081208220832084208520862087208820892090209120922093209420952096209720982099210021012102210321042105210621072108210921102111211221132114211521162117211821192120212121222123212421252126212721282129213021312132213321342135213621372138213921402141214221432144214521462147214821492150215121522153215421552156215721582159216021612162216321642165216621672168216921702171217221732174217521762177217821792180218121822183218421852186218721882189219021912192219321942195219621972198219922002201220222032204220522062207220822092210221122122213221422152216221722182219222022212222222322242225222622272228222922302231223222332234223522362237223822392240224122422243
  1. /*
  2. ** Command & Conquer Generals Zero Hour(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. ////////////////////////////////////////////////////////////////////////////////
  19. // //
  20. // (c) 2001-2003 Electronic Arts Inc. //
  21. // //
  22. ////////////////////////////////////////////////////////////////////////////////
  23. // FILE: GameWindowTransitionsStyles.cpp /////////////////////////////////////////////////
  24. //-----------------------------------------------------------------------------
  25. //
  26. // Electronic Arts Pacific.
  27. //
  28. // Confidential Information
  29. // Copyright (C) 2002 - All Rights Reserved
  30. //
  31. //-----------------------------------------------------------------------------
  32. //
  33. // created: Dec 2002
  34. //
  35. // Filename: GameWindowTransitionsStyles.cpp
  36. //
  37. // author: Chris Huybregts
  38. //
  39. // purpose: The Actual Styles that can fire off.
  40. //
  41. //-----------------------------------------------------------------------------
  42. ///////////////////////////////////////////////////////////////////////////////
  43. //-----------------------------------------------------------------------------
  44. // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
  45. //-----------------------------------------------------------------------------
  46. #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
  47. #ifdef _INTERNAL
  48. // for occasional debugging...
  49. //#pragma optimize("", off)
  50. //#pragma message("************************************** WARNING, optimization disabled for debugging purposes")
  51. #endif
  52. //-----------------------------------------------------------------------------
  53. // USER INCLUDES //////////////////////////////////////////////////////////////
  54. //-----------------------------------------------------------------------------
  55. #include "Common/AudioEventRTS.h"
  56. #include "Common/GameAudio.h"
  57. #include "GameClient/GameWindowTransitions.h"
  58. #include "GameClient/GameWindow.h"
  59. #include "GameClient/GameWindowManager.h"
  60. #include "GameClient/Display.h"
  61. #include "GameClient/DisplayStringManager.h"
  62. #include "GameClient/GadgetPushButton.h"
  63. #include "GameClient/GadgetStaticText.h"
  64. #include "GameClient/Controlbar.h"
  65. //-----------------------------------------------------------------------------
  66. // DEFINES ////////////////////////////////////////////////////////////////////
  67. //-----------------------------------------------------------------------------
  68. void drawTypeText( GameWindow *window, DisplayString *str);
  69. //-----------------------------------------------------------------------------
  70. // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
  71. //-----------------------------------------------------------------------------
  72. Transition::Transition ( void )
  73. {
  74. }
  75. Transition::~Transition( void )
  76. {
  77. }
  78. //-----------------------------------------------------------------------------
  79. FlashTransition::FlashTransition ( void )
  80. {
  81. m_frameLength = FLASHTRANSITION_END;
  82. m_win = NULL;
  83. m_drawState = -1;
  84. m_isForward = TRUE;
  85. }
  86. FlashTransition::~FlashTransition( void )
  87. {
  88. m_win = NULL;
  89. }
  90. void FlashTransition::init( GameWindow *win )
  91. {
  92. if(win)
  93. {
  94. m_win = win;
  95. m_win->winGetSize(&m_size.x, &m_size.y);
  96. m_win->winGetScreenPosition(&m_pos.x, &m_pos.y );
  97. }
  98. m_isForward = FALSE;
  99. update(FLASHTRANSITION_START);
  100. m_isFinished = FALSE;
  101. m_isForward = TRUE;
  102. }
  103. void FlashTransition::update( Int frame )
  104. {
  105. m_drawState = -1;
  106. if(frame < FLASHTRANSITION_START || frame > FLASHTRANSITION_END)
  107. {
  108. DEBUG_ASSERTCRASH(FALSE, ("FlashTransition::update - Frame is out of the range the this update can handle %d", frame));
  109. return;
  110. }
  111. switch (frame) {
  112. case FLASHTRANSITION_START:
  113. {
  114. if(m_isForward || !m_win)
  115. break;
  116. m_win->winHide(TRUE);
  117. m_isFinished = TRUE;
  118. }
  119. break;
  120. case FLASHTRANSITION_FADE_IN_1:
  121. if(m_isForward)
  122. {
  123. AudioEventRTS buttonClick("GUIBoarderFadeIn");
  124. if( TheAudio )
  125. {
  126. TheAudio->addAudioEvent( &buttonClick );
  127. } // end if
  128. }
  129. case FLASHTRANSITION_FADE_IN_2:
  130. case FLASHTRANSITION_FADE_IN_3:
  131. {
  132. if(!m_win)
  133. break;
  134. m_win->winHide(TRUE);
  135. m_drawState = frame;
  136. }
  137. break;
  138. case FLASHTRANSITION_FADE_TO_BACKGROUND_1:
  139. case FLASHTRANSITION_FADE_TO_BACKGROUND_2:
  140. case FLASHTRANSITION_FADE_TO_BACKGROUND_3:
  141. case FLASHTRANSITION_FADE_TO_BACKGROUND_4:
  142. {
  143. if(!m_win)
  144. break;
  145. m_win->winHide(FALSE);
  146. m_drawState = frame;
  147. }
  148. break;
  149. case FLASHTRANSITION_END:
  150. {
  151. if(!m_isForward || !m_win)
  152. break;
  153. m_win->winHide(FALSE);
  154. m_isFinished = TRUE;
  155. }
  156. break;
  157. }
  158. }
  159. void FlashTransition::reverse( void )
  160. {
  161. m_isFinished = FALSE;
  162. m_isForward = FALSE;
  163. }
  164. void FlashTransition::draw( void )
  165. {
  166. switch (m_drawState)
  167. {
  168. case FLASHTRANSITION_FADE_IN_1:
  169. {
  170. TheDisplay->drawOpenRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, 1, GameMakeColor(255, 255, 255,100));
  171. TheDisplay->drawFillRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, GameMakeColor(255, 255, 255, 33));
  172. }
  173. break;
  174. case FLASHTRANSITION_FADE_IN_2:
  175. {
  176. TheDisplay->drawOpenRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, 1, GameMakeColor(255, 255, 255,150));
  177. TheDisplay->drawFillRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, GameMakeColor(255, 255, 255, 66));
  178. }
  179. break;
  180. case FLASHTRANSITION_FADE_IN_3:
  181. {
  182. TheDisplay->drawOpenRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, 1, GameMakeColor(255, 255, 255,200));
  183. TheDisplay->drawFillRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, GameMakeColor(255, 255, 255, 99));
  184. }
  185. break;
  186. case FLASHTRANSITION_FADE_TO_BACKGROUND_1:
  187. {
  188. TheDisplay->drawOpenRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, 1, GameMakeColor(255, 255, 255,250));
  189. TheDisplay->drawFillRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, GameMakeColor(255, 255, 255, 75));
  190. }
  191. break;
  192. case FLASHTRANSITION_FADE_TO_BACKGROUND_2:
  193. {
  194. TheDisplay->drawOpenRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, 1, GameMakeColor(255, 255, 255,250));
  195. TheDisplay->drawFillRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, GameMakeColor(255, 255, 255,50));
  196. }
  197. break;
  198. case FLASHTRANSITION_FADE_TO_BACKGROUND_3:
  199. {
  200. TheDisplay->drawOpenRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, 1, GameMakeColor(255, 255, 255,250));
  201. TheDisplay->drawFillRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, GameMakeColor(255, 255, 255, 25));
  202. }
  203. break;
  204. case FLASHTRANSITION_FADE_TO_BACKGROUND_4:
  205. {
  206. TheDisplay->drawOpenRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, 1, GameMakeColor(255, 255, 255,250));
  207. TheDisplay->drawFillRect(m_pos.x+1, m_pos.y+1,m_size.x-2, m_size.y, GameMakeColor(255, 255, 255, 10));
  208. }
  209. break;
  210. }
  211. }
  212. void FlashTransition::skip( void )
  213. {
  214. update(FLASHTRANSITION_END);
  215. }
  216. //-----------------------------------------------------------------------------
  217. ButtonFlashTransition::ButtonFlashTransition ( void )
  218. {
  219. m_frameLength = BUTTONFLASHTRANSITION_END;
  220. m_win = NULL;
  221. m_drawState = -1;
  222. m_isForward = TRUE;
  223. }
  224. ButtonFlashTransition::~ButtonFlashTransition( void )
  225. {
  226. m_win = NULL;
  227. }
  228. void ButtonFlashTransition::init( GameWindow *win )
  229. {
  230. if(win)
  231. {
  232. m_win = win;
  233. m_win->winGetSize(&m_size.x, &m_size.y);
  234. m_win->winGetScreenPosition(&m_pos.x, &m_pos.y );
  235. }
  236. m_isForward = FALSE;
  237. update(BUTTONFLASHTRANSITION_START);
  238. m_isFinished = FALSE;
  239. m_isForward = TRUE;
  240. m_gradient = (Image *)TheMappedImageCollection->findImageByName("Gradient");
  241. }
  242. void ButtonFlashTransition::update( Int frame )
  243. {
  244. m_drawState = -1;
  245. if(frame < BUTTONFLASHTRANSITION_START || frame > BUTTONFLASHTRANSITION_END)
  246. {
  247. DEBUG_ASSERTCRASH(FALSE, ("ButtonFlashTransition::update - Frame is out of the range the this update can handle %d", frame));
  248. return;
  249. }
  250. switch (frame) {
  251. case BUTTONFLASHTRANSITION_START:
  252. {
  253. if(m_isForward || !m_win)
  254. break;
  255. m_win->winHide(TRUE);
  256. m_isFinished = TRUE;
  257. }
  258. break;
  259. case BUTTONFLASHTRANSITION_FADE_IN_1:
  260. {
  261. if(!m_win)
  262. break;
  263. m_win->winHide(TRUE);
  264. if(m_isForward)
  265. {
  266. AudioEventRTS buttonClick("GUIButtonsFadeIn");
  267. if( TheAudio )
  268. {
  269. TheAudio->addAudioEvent( &buttonClick );
  270. } // end if
  271. m_drawState = frame;
  272. }
  273. else
  274. m_drawState = BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_4;
  275. }
  276. break;
  277. case BUTTONFLASHTRANSITION_FADE_IN_2:
  278. {
  279. if(!m_win)
  280. break;
  281. m_win->winHide(TRUE);
  282. if(m_isForward)
  283. m_drawState = frame;
  284. else
  285. m_drawState = BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_3;
  286. }
  287. break;
  288. case BUTTONFLASHTRANSITION_FADE_IN_3:
  289. {
  290. if(!m_win)
  291. break;
  292. m_win->winHide(TRUE);
  293. if(m_isForward)
  294. m_drawState = frame;
  295. else
  296. m_drawState = BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_2;
  297. }
  298. break;
  299. case BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_1:
  300. {
  301. if(!m_win)
  302. break;
  303. m_win->winHide(TRUE);
  304. if(m_isForward)
  305. m_drawState = frame;
  306. else
  307. m_drawState = BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_1;
  308. }
  309. break;
  310. case BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_2:
  311. {
  312. if(!m_win)
  313. break;
  314. m_win->winHide(TRUE);
  315. if(m_isForward)
  316. m_drawState = frame;
  317. else
  318. m_drawState = BUTTONFLASHTRANSITION_FADE_IN_3;
  319. }
  320. break;
  321. case BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_3:
  322. {
  323. if(!m_win)
  324. break;
  325. m_win->winHide(TRUE);
  326. if(m_isForward)
  327. m_drawState = frame;
  328. else
  329. m_drawState = BUTTONFLASHTRANSITION_FADE_IN_2;
  330. }
  331. break;
  332. case BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_4:
  333. {
  334. if(!m_win)
  335. break;
  336. m_win->winHide(TRUE);
  337. if(m_isForward)
  338. m_drawState = frame;
  339. else
  340. m_drawState = BUTTONFLASHTRANSITION_FADE_IN_1;
  341. }
  342. break;
  343. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_IN_1:
  344. {
  345. if(!m_win)
  346. break;
  347. if(m_isForward)
  348. {
  349. // AudioEventRTS buttonClick("GUIBlip");
  350. //
  351. // if( TheAudio )
  352. // {
  353. // TheAudio->addAudioEvent( &buttonClick );
  354. // } // end if
  355. m_win->winHide(FALSE);
  356. m_drawState = frame;
  357. }
  358. else
  359. {
  360. m_win->winHide(TRUE);
  361. m_drawState = BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_4;
  362. }
  363. }
  364. break;
  365. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_IN_2:
  366. {
  367. if(!m_win)
  368. break;
  369. if(m_isForward)
  370. {
  371. m_win->winHide(FALSE);
  372. m_drawState = frame;
  373. }
  374. else
  375. {
  376. m_win->winHide(TRUE);
  377. m_drawState = BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_3;
  378. }
  379. }
  380. break;
  381. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_1:
  382. {
  383. if(!m_win)
  384. break;
  385. if(m_isForward)
  386. {
  387. m_win->winHide(FALSE);
  388. m_drawState = frame;
  389. }
  390. else
  391. {
  392. m_win->winHide(TRUE);
  393. m_drawState = BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_2;
  394. }
  395. }
  396. break;
  397. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_2:
  398. {
  399. if(!m_win)
  400. break;
  401. if(m_isForward)
  402. {
  403. m_win->winHide(FALSE);
  404. m_drawState = frame;
  405. }
  406. else
  407. {
  408. m_win->winHide(TRUE);
  409. m_drawState = BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_1;
  410. }
  411. }
  412. break;
  413. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_3:
  414. {
  415. if(!m_win)
  416. break;
  417. if(m_isForward)
  418. {
  419. m_win->winHide(FALSE);
  420. m_drawState = frame;
  421. }
  422. else
  423. {
  424. m_win->winHide(FALSE);
  425. m_drawState = BUTTONFLASHTRANSITION_FADE_TO_GRADE_IN_2;
  426. }
  427. }
  428. break;
  429. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_4:
  430. {
  431. if(!m_win)
  432. break;
  433. if(m_isForward)
  434. {
  435. m_win->winHide(FALSE);
  436. m_drawState = frame;
  437. }
  438. else
  439. {
  440. m_win->winHide(FALSE);
  441. m_drawState = BUTTONFLASHTRANSITION_FADE_TO_GRADE_IN_1;
  442. }
  443. }
  444. break;
  445. case BUTTONFLASHTRANSITION_END:
  446. {
  447. if(!m_isForward || !m_win)
  448. break;
  449. m_win->winHide(FALSE);
  450. m_isFinished = TRUE;
  451. }
  452. break;
  453. }
  454. if(frame > BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_4 && frame < BUTTONFLASHTRANSITION_FADE_TO_GRADE_IN_1)
  455. m_drawState = BUTTONFLASHTRANSITION_SHOW_BACKGROUND;
  456. }
  457. void ButtonFlashTransition::reverse( void )
  458. {
  459. m_isFinished = FALSE;
  460. m_isForward = FALSE;
  461. }
  462. void ButtonFlashTransition::draw( void )
  463. {
  464. switch (m_drawState)
  465. {
  466. case BUTTONFLASHTRANSITION_FADE_IN_1:
  467. {
  468. //PushButtonImageDrawThree(m_win, 100);
  469. TheDisplay->drawOpenRect(m_pos.x, m_pos.y,m_size.x, m_size.y, 1, GameMakeColor(255, 255, 255,100));
  470. TheDisplay->drawFillRect(m_pos.x, m_pos.y,m_size.x, m_size.y, GameMakeColor(255, 255, 255, 75));
  471. }
  472. break;
  473. case BUTTONFLASHTRANSITION_FADE_IN_2:
  474. {
  475. //PushButtonImageDrawThree(m_win, 150);
  476. TheDisplay->drawOpenRect(m_pos.x, m_pos.y,m_size.x, m_size.y, 1, GameMakeColor(255, 255, 255,150));
  477. TheDisplay->drawFillRect(m_pos.x, m_pos.y,m_size.x, m_size.y, GameMakeColor(255, 255, 255, 150));
  478. }
  479. break;
  480. case BUTTONFLASHTRANSITION_FADE_IN_3:
  481. {
  482. //PushButtonImageDrawThree(m_win, 200);
  483. TheDisplay->drawOpenRect(m_pos.x, m_pos.y,m_size.x, m_size.y, 1, GameMakeColor(255, 255, 255,200));
  484. TheDisplay->drawFillRect(m_pos.x, m_pos.y,m_size.x, m_size.y, GameMakeColor(255, 255, 255, 200));
  485. }
  486. break;
  487. case BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_1:
  488. {
  489. PushButtonImageDrawThree(m_win, 255);
  490. TheDisplay->drawOpenRect(m_pos.x, m_pos.y,m_size.x, m_size.y, 1, GameMakeColor(255, 255, 255,250));
  491. TheDisplay->drawFillRect(m_pos.x, m_pos.y,m_size.x, m_size.y, GameMakeColor(255, 255, 255, 150));
  492. }
  493. break;
  494. case BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_2:
  495. {
  496. PushButtonImageDrawThree(m_win, 255);
  497. TheDisplay->drawOpenRect(m_pos.x, m_pos.y,m_size.x, m_size.y, 1, GameMakeColor(255, 255, 255,250));
  498. TheDisplay->drawFillRect(m_pos.x, m_pos.y,m_size.x, m_size.y, GameMakeColor(255, 255, 255,100));
  499. }
  500. break;
  501. case BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_3:
  502. {
  503. PushButtonImageDrawThree(m_win, 255);
  504. TheDisplay->drawOpenRect(m_pos.x, m_pos.y,m_size.x, m_size.y, 1, GameMakeColor(255, 255, 255,250));
  505. TheDisplay->drawFillRect(m_pos.x, m_pos.y,m_size.x, m_size.y, GameMakeColor(255, 255, 255, 50));
  506. }
  507. break;
  508. case BUTTONFLASHTRANSITION_FADE_TO_BACKGROUND_4:
  509. {
  510. PushButtonImageDrawThree(m_win, 255);
  511. TheDisplay->drawOpenRect(m_pos.x, m_pos.y,m_size.x, m_size.y, 1, GameMakeColor(255, 255, 255,250));
  512. TheDisplay->drawFillRect(m_pos.x, m_pos.y,m_size.x, m_size.y, GameMakeColor(255, 255, 255, 15));
  513. }
  514. break;
  515. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_IN_1:
  516. {
  517. if(m_isForward)
  518. PushButtonImageDrawThree(m_win, 255);
  519. TheDisplay->drawImage(m_gradient, m_pos.x, m_pos.y, m_pos.x +m_size.x, m_pos.y + m_size.y,GameMakeColor(255,255,255,100));
  520. }
  521. break;
  522. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_IN_2:
  523. {
  524. TheDisplay->drawImage(m_gradient, m_pos.x, m_pos.y, m_pos.x +m_size.x, m_pos.y + m_size.y,GameMakeColor(255,255,255,200));
  525. }
  526. break;
  527. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_1:
  528. {
  529. if(!m_isForward)
  530. PushButtonImageDrawThree(m_win, 255);
  531. TheDisplay->drawImage(m_gradient, m_pos.x, m_pos.y, m_pos.x +m_size.x, m_pos.y + m_size.y,GameMakeColor(255,255,255,150));
  532. }
  533. break;
  534. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_2:
  535. {
  536. if(!m_isForward)
  537. PushButtonImageDrawThree(m_win, 255);
  538. TheDisplay->drawImage(m_gradient, m_pos.x, m_pos.y, m_pos.x +m_size.x, m_pos.y + m_size.y,GameMakeColor(255,255,255,100));
  539. }
  540. break;
  541. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_3:
  542. {
  543. if(!m_isForward)
  544. PushButtonImageDrawThree(m_win, 255);
  545. TheDisplay->drawImage(m_gradient, m_pos.x, m_pos.y, m_pos.x +m_size.x, m_pos.y + m_size.y,GameMakeColor(255,255,255,50));
  546. }
  547. break;
  548. case BUTTONFLASHTRANSITION_FADE_TO_GRADE_OUT_4:
  549. {
  550. if(!m_isForward)
  551. PushButtonImageDrawThree(m_win, 255);
  552. TheDisplay->drawImage(m_gradient, m_pos.x, m_pos.y, m_pos.x +m_size.x, m_pos.y + m_size.y,GameMakeColor(255,255,255,17));
  553. }
  554. break;
  555. case BUTTONFLASHTRANSITION_SHOW_BACKGROUND:
  556. {
  557. PushButtonImageDrawThree(m_win, 255);
  558. }
  559. break;
  560. }
  561. }
  562. void ButtonFlashTransition::skip( void )
  563. {
  564. update(BUTTONFLASHTRANSITION_END);
  565. }
  566. //-----------------------------------------------------------------------------
  567. FadeTransition::FadeTransition ( void )
  568. {
  569. m_frameLength = FADETRANSITION_END;
  570. m_win = NULL;
  571. m_drawState = -1;
  572. m_isForward = TRUE;
  573. }
  574. FadeTransition::~FadeTransition( void )
  575. {
  576. m_win = NULL;
  577. }
  578. void FadeTransition::init( GameWindow *win )
  579. {
  580. if(win)
  581. {
  582. m_win = win;
  583. m_win->winGetSize(&m_size.x, &m_size.y);
  584. m_win->winGetScreenPosition(&m_pos.x, &m_pos.y );
  585. }
  586. m_isForward = FALSE;
  587. update(FADETRANSITION_START);
  588. m_isFinished = FALSE;
  589. m_isForward = TRUE;
  590. }
  591. void FadeTransition::update( Int frame )
  592. {
  593. m_drawState = -1;
  594. if(frame < FADETRANSITION_START || frame > FADETRANSITION_END)
  595. {
  596. DEBUG_ASSERTCRASH(FALSE, ("FadeTransition::update - Frame is out of the range the this update can handle %d", frame));
  597. return;
  598. }
  599. switch (frame) {
  600. case FADETRANSITION_START:
  601. {
  602. if(m_isForward || !m_win)
  603. break;
  604. m_win->winHide(TRUE);
  605. m_isFinished = TRUE;
  606. }
  607. break;
  608. case FADETRANSITION_FADE_IN_1:
  609. case FADETRANSITION_FADE_IN_2:
  610. case FADETRANSITION_FADE_IN_3:
  611. case FADETRANSITION_FADE_IN_4:
  612. case FADETRANSITION_FADE_IN_5:
  613. case FADETRANSITION_FADE_IN_6:
  614. case FADETRANSITION_FADE_IN_7:
  615. case FADETRANSITION_FADE_IN_8:
  616. case FADETRANSITION_FADE_IN_9:
  617. m_win->winHide(TRUE);
  618. m_drawState = frame;
  619. break;
  620. case FADETRANSITION_END:
  621. {
  622. if(!m_isForward || !m_win)
  623. break;
  624. m_win->winHide(FALSE);
  625. m_isFinished = TRUE;
  626. }
  627. }
  628. }
  629. void FadeTransition::reverse( void )
  630. {
  631. m_isFinished = FALSE;
  632. m_isForward = FALSE;
  633. }
  634. void FadeTransition::draw( void )
  635. {
  636. if(!m_win)
  637. return;
  638. const Image *image = m_win->winGetEnabledImage(0);
  639. switch (m_drawState)
  640. {
  641. case FADETRANSITION_FADE_IN_1:
  642. {
  643. TheDisplay->drawImage(image, m_pos.x, m_pos.y, m_pos.x + m_size.x, m_pos.y + m_size.y, GameMakeColor(255, 255, 255, 25));
  644. }
  645. break;
  646. case FADETRANSITION_FADE_IN_2:
  647. {
  648. TheDisplay->drawImage(image, m_pos.x, m_pos.y, m_pos.x + m_size.x, m_pos.y + m_size.y, GameMakeColor(255, 255, 255, 50));
  649. }
  650. break;
  651. case FADETRANSITION_FADE_IN_3:
  652. {
  653. TheDisplay->drawImage(image, m_pos.x, m_pos.y, m_pos.x + m_size.x, m_pos.y + m_size.y, GameMakeColor(255, 255, 255, 75));
  654. }
  655. break;
  656. case FADETRANSITION_FADE_IN_4:
  657. {
  658. TheDisplay->drawImage(image, m_pos.x, m_pos.y, m_pos.x + m_size.x, m_pos.y + m_size.y, GameMakeColor(255, 255, 255, 100));
  659. }
  660. break;
  661. case FADETRANSITION_FADE_IN_5:
  662. {
  663. TheDisplay->drawImage(image, m_pos.x, m_pos.y, m_pos.x + m_size.x, m_pos.y + m_size.y, GameMakeColor(255, 255, 255, 125));
  664. }
  665. break;
  666. case FADETRANSITION_FADE_IN_6:
  667. {
  668. TheDisplay->drawImage(image, m_pos.x, m_pos.y, m_pos.x + m_size.x, m_pos.y + m_size.y, GameMakeColor(255, 255, 255, 150));
  669. }
  670. break;
  671. case FADETRANSITION_FADE_IN_7:
  672. {
  673. TheDisplay->drawImage(image, m_pos.x, m_pos.y, m_pos.x + m_size.x, m_pos.y + m_size.y, GameMakeColor(255, 255, 255, 175));
  674. }
  675. break;
  676. case FADETRANSITION_FADE_IN_8:
  677. {
  678. TheDisplay->drawImage(image, m_pos.x, m_pos.y, m_pos.x + m_size.x, m_pos.y + m_size.y, GameMakeColor(255, 255, 255, 200));
  679. }
  680. break;
  681. case FADETRANSITION_FADE_IN_9:
  682. {
  683. TheDisplay->drawImage(image, m_pos.x, m_pos.y, m_pos.x + m_size.x, m_pos.y + m_size.y, GameMakeColor(255, 255, 255, 225));
  684. }
  685. }
  686. }
  687. void FadeTransition::skip( void )
  688. {
  689. update(FADETRANSITION_END);
  690. }
  691. //-----------------------------------------------------------------------------
  692. ScaleUpTransition::ScaleUpTransition ( void )
  693. {
  694. m_frameLength = SCALEUPTRANSITION_END;
  695. m_win = NULL;
  696. m_drawState = -1;
  697. m_isForward = TRUE;
  698. }
  699. ScaleUpTransition::~ScaleUpTransition( void )
  700. {
  701. m_win = NULL;
  702. }
  703. void ScaleUpTransition::init( GameWindow *win )
  704. {
  705. if(win)
  706. {
  707. m_win = win;
  708. m_win->winGetSize(&m_size.x, &m_size.y);
  709. m_win->winGetScreenPosition(&m_pos.x, &m_pos.y );
  710. }
  711. m_isForward = FALSE;
  712. update(SCALEUPTRANSITION_START);
  713. m_isFinished = FALSE;
  714. m_isForward = TRUE;
  715. m_centerPos.x = m_pos.x + m_size.x / 2;
  716. m_centerPos.y = m_pos.y + m_size.y / 2;
  717. m_incrementSize.x = m_size.x / SCALEUPTRANSITION_END;
  718. m_incrementSize.y = m_size.y / SCALEUPTRANSITION_END;
  719. }
  720. void ScaleUpTransition::update( Int frame )
  721. {
  722. m_drawState = -1;
  723. if(frame < SCALEUPTRANSITION_START || frame > SCALEUPTRANSITION_END)
  724. {
  725. DEBUG_ASSERTCRASH(FALSE, ("ScaleUpTransition::update - Frame is out of the range the this update can handle %d", frame));
  726. return;
  727. }
  728. switch (frame) {
  729. case SCALEUPTRANSITION_START:
  730. {
  731. if(m_isForward || !m_win)
  732. break;
  733. m_win->winHide(TRUE);
  734. m_isFinished = TRUE;
  735. }
  736. break;
  737. case SCALEUPTRANSITION_1:
  738. if(m_isForward)
  739. {
  740. AudioEventRTS buttonClick("GUILogoMouseOver");
  741. if( TheAudio )
  742. {
  743. TheAudio->addAudioEvent( &buttonClick );
  744. } // end if
  745. }
  746. case SCALEUPTRANSITION_2:
  747. case SCALEUPTRANSITION_3:
  748. case SCALEUPTRANSITION_4:
  749. case SCALEUPTRANSITION_5:
  750. // case SCALEUPTRANSITION_6:
  751. // case SCALEUPTRANSITION_7:
  752. // case SCALEUPTRANSITION_8:
  753. // case SCALEUPTRANSITION_9:
  754. // case SCALEUPTRANSITION_10:
  755. // case SCALEUPTRANSITION_11:
  756. // case SCALEUPTRANSITION_12:
  757. // case SCALEUPTRANSITION_13:
  758. // case SCALEUPTRANSITION_14:
  759. // case SCALEUPTRANSITION_15:
  760. // case SCALEUPTRANSITION_16:
  761. // case SCALEUPTRANSITION_17:
  762. // case SCALEUPTRANSITION_18:
  763. // case SCALEUPTRANSITION_19:
  764. if(m_win)
  765. m_win->winHide(TRUE);
  766. m_drawState = frame;
  767. break;
  768. case SCALEUPTRANSITION_END:
  769. {
  770. if(!m_isForward || !m_win)
  771. break;
  772. m_win->winHide(FALSE);
  773. m_isFinished = TRUE;
  774. }
  775. }
  776. }
  777. void ScaleUpTransition::reverse( void )
  778. {
  779. m_isFinished = FALSE;
  780. m_isForward = FALSE;
  781. }
  782. void ScaleUpTransition::draw( void )
  783. {
  784. if(!m_win)
  785. return;
  786. const Image *image = m_win->winGetEnabledImage(0);
  787. if(m_drawState <= SCALEUPTRANSITION_START || m_drawState >= SCALEUPTRANSITION_END)
  788. return;
  789. Int x = m_centerPos.x - ((m_incrementSize.x * m_drawState) / 2);
  790. Int y = m_centerPos.y - ((m_incrementSize.y * m_drawState) / 2);
  791. Int x1 = x + m_incrementSize.x * m_drawState;
  792. Int y1 = y + m_incrementSize.y * m_drawState;
  793. TheDisplay->drawImage(image, x,y, x1, y1);
  794. }
  795. void ScaleUpTransition::skip( void )
  796. {
  797. update(SCALEUPTRANSITION_END);
  798. }
  799. //-----------------------------------------------------------------------------
  800. ScoreScaleUpTransition::ScoreScaleUpTransition ( void )
  801. {
  802. m_frameLength = SCORESCALEUPTRANSITION_END;
  803. m_win = NULL;
  804. m_drawState = -1;
  805. m_isForward = TRUE;
  806. }
  807. ScoreScaleUpTransition::~ScoreScaleUpTransition( void )
  808. {
  809. m_win = NULL;
  810. }
  811. void ScoreScaleUpTransition::init( GameWindow *win )
  812. {
  813. if(win)
  814. {
  815. m_win = win;
  816. m_win->winGetSize(&m_size.x, &m_size.y);
  817. m_win->winGetScreenPosition(&m_pos.x, &m_pos.y );
  818. }
  819. m_isForward = FALSE;
  820. update(SCORESCALEUPTRANSITION_START);
  821. m_isFinished = FALSE;
  822. m_isForward = TRUE;
  823. m_centerPos.x = m_pos.x + m_size.x / 2;
  824. m_centerPos.y = m_pos.y + m_size.y / 2;
  825. m_incrementSize.x = m_size.x / SCORESCALEUPTRANSITION_END;
  826. m_incrementSize.y = m_size.y / SCORESCALEUPTRANSITION_END;
  827. }
  828. void ScoreScaleUpTransition::update( Int frame )
  829. {
  830. m_drawState = -1;
  831. if(frame < SCORESCALEUPTRANSITION_START || frame > SCORESCALEUPTRANSITION_END)
  832. {
  833. DEBUG_ASSERTCRASH(FALSE, ("ScoreScaleUpTransition::update - Frame is out of the range the this update can handle %d", frame));
  834. return;
  835. }
  836. switch (frame) {
  837. case SCORESCALEUPTRANSITION_START:
  838. {
  839. if(m_isForward || !m_win)
  840. break;
  841. m_win->winHide(TRUE);
  842. m_isFinished = TRUE;
  843. }
  844. break;
  845. case SCORESCALEUPTRANSITION_1:
  846. if(m_isForward)
  847. {
  848. AudioEventRTS buttonClick("GUIScoreScreenPictures");
  849. if( TheAudio )
  850. {
  851. TheAudio->addAudioEvent( &buttonClick );
  852. } // end if
  853. }
  854. case SCORESCALEUPTRANSITION_2:
  855. case SCORESCALEUPTRANSITION_3:
  856. case SCORESCALEUPTRANSITION_4:
  857. case SCORESCALEUPTRANSITION_5:
  858. // case SCORESCALEUPTRANSITION_6:
  859. // case SCORESCALEUPTRANSITION_7:
  860. // case SCORESCALEUPTRANSITION_8:
  861. // case SCORESCALEUPTRANSITION_9:
  862. // case SCORESCALEUPTRANSITION_10:
  863. // case SCORESCALEUPTRANSITION_11:
  864. // case SCORESCALEUPTRANSITION_12:
  865. // case SCORESCALEUPTRANSITION_13:
  866. // case SCORESCALEUPTRANSITION_14:
  867. // case SCORESCALEUPTRANSITION_15:
  868. // case SCORESCALEUPTRANSITION_16:
  869. // case SCORESCALEUPTRANSITION_17:
  870. // case SCORESCALEUPTRANSITION_18:
  871. // case SCORESCALEUPTRANSITION_19:
  872. if(m_win)
  873. m_win->winHide(TRUE);
  874. m_drawState = frame;
  875. break;
  876. case SCORESCALEUPTRANSITION_END:
  877. {
  878. if(!m_isForward || !m_win)
  879. break;
  880. m_win->winHide(FALSE);
  881. m_isFinished = TRUE;
  882. }
  883. }
  884. }
  885. void ScoreScaleUpTransition::reverse( void )
  886. {
  887. m_isFinished = FALSE;
  888. m_isForward = FALSE;
  889. }
  890. void ScoreScaleUpTransition::draw( void )
  891. {
  892. if(!m_win)
  893. return;
  894. const Image *image = m_win->winGetEnabledImage(0);
  895. if(m_drawState <= SCORESCALEUPTRANSITION_START || m_drawState >= SCORESCALEUPTRANSITION_END)
  896. return;
  897. Int x = m_centerPos.x - ((m_incrementSize.x * m_drawState) / 2);
  898. Int y = m_centerPos.y - ((m_incrementSize.y * m_drawState) / 2);
  899. Int x1 = x + m_incrementSize.x * m_drawState;
  900. Int y1 = y + m_incrementSize.y * m_drawState;
  901. TheDisplay->drawImage(image, x,y, x1, y1);
  902. }
  903. void ScoreScaleUpTransition::skip( void )
  904. {
  905. update(SCORESCALEUPTRANSITION_END);
  906. }
  907. //-----------------------------------------------------------------------------
  908. MainMenuScaleUpTransition::MainMenuScaleUpTransition ( void )
  909. {
  910. m_frameLength = MAINMENUSCALEUPTRANSITION_END;
  911. m_win = NULL;
  912. m_drawState = -1;
  913. m_isForward = TRUE;
  914. }
  915. MainMenuScaleUpTransition::~MainMenuScaleUpTransition( void )
  916. {
  917. m_win = NULL;
  918. }
  919. void MainMenuScaleUpTransition::init( GameWindow *win )
  920. {
  921. if(win)
  922. {
  923. m_win = win;
  924. m_win->winGetSize(&m_size.x, &m_size.y);
  925. m_win->winGetScreenPosition(&m_pos.x, &m_pos.y );
  926. }
  927. m_growWin = TheWindowManager->winGetWindowFromId(NULL, TheNameKeyGenerator->nameToKey("MainMenu.wnd:WinGrowMarker"));
  928. if(!m_growWin)
  929. return;
  930. m_growWin->winGetSize(&m_growSize.x, &m_growSize.y);
  931. m_growWin->winGetScreenPosition(&m_growPos.x, &m_growPos.y );
  932. m_isForward = FALSE;
  933. update(MAINMENUSCALEUPTRANSITION_START);
  934. m_isFinished = FALSE;
  935. m_isForward = TRUE;
  936. m_incrementPos.x = (m_growPos.x - m_pos.x) / MAINMENUSCALEUPTRANSITION_END;
  937. m_incrementPos.y = (m_growPos.y - m_pos.y) / MAINMENUSCALEUPTRANSITION_END;
  938. m_incrementSize.x = (m_growSize.x - m_size.x) / MAINMENUSCALEUPTRANSITION_END;
  939. m_incrementSize.y = (m_growSize.y - m_size.y) / MAINMENUSCALEUPTRANSITION_END;
  940. const Image *image = m_win->winGetDisabledImage(0);
  941. m_growWin->winSetEnabledImage(0, image);
  942. }
  943. void MainMenuScaleUpTransition::update( Int frame )
  944. {
  945. m_drawState = -1;
  946. if(frame < MAINMENUSCALEUPTRANSITION_START || frame > MAINMENUSCALEUPTRANSITION_END)
  947. {
  948. DEBUG_ASSERTCRASH(FALSE, ("MainMenuScaleUpTransition::update - Frame is out of the range the this update can handle %d", frame));
  949. return;
  950. }
  951. switch (frame) {
  952. case MAINMENUSCALEUPTRANSITION_START:
  953. {
  954. if(m_isForward || !m_win || !m_growWin)
  955. break;
  956. // m_win->winHide(TRUE);
  957. m_growWin->winHide(TRUE);
  958. m_isFinished = TRUE;
  959. }
  960. break;
  961. case MAINMENUSCALEUPTRANSITION_END:
  962. {
  963. if(!m_isForward || !m_win || !m_growWin)
  964. break;
  965. m_win->winHide(TRUE);
  966. m_growWin->winHide(FALSE);
  967. m_isFinished = TRUE;
  968. }
  969. }
  970. if(frame == 1)
  971. {
  972. AudioEventRTS buttonClick("GUILogoSelect");
  973. if( TheAudio )
  974. {
  975. TheAudio->addAudioEvent( &buttonClick );
  976. } // end if
  977. }
  978. if(frame > MAINMENUSCALEUPTRANSITION_START && frame < MAINMENUSCALEUPTRANSITION_END)
  979. {
  980. if(m_win)
  981. m_win->winHide(TRUE);
  982. if(m_growWin)
  983. m_growWin->winHide(TRUE);
  984. m_drawState = frame;
  985. }
  986. }
  987. void MainMenuScaleUpTransition::reverse( void )
  988. {
  989. m_isFinished = FALSE;
  990. m_isForward = FALSE;
  991. }
  992. void MainMenuScaleUpTransition::draw( void )
  993. {
  994. if(!m_win)
  995. return;
  996. const Image *image = m_growWin->winGetEnabledImage(0);
  997. if(m_drawState <= MAINMENUSCALEUPTRANSITION_START || m_drawState >= MAINMENUSCALEUPTRANSITION_END)
  998. return;
  999. Int x = m_pos.x + ((m_incrementPos.x * m_drawState));
  1000. Int y = m_pos.y + ((m_incrementPos.y * m_drawState));
  1001. Int x1 = x + m_size.x + ((m_incrementSize.x * m_drawState));
  1002. Int y1 = y + m_size.y + ((m_incrementSize.y * m_drawState));
  1003. TheDisplay->drawImage(image, x,y, x1, y1);
  1004. }
  1005. void MainMenuScaleUpTransition::skip( void )
  1006. {
  1007. update(MAINMENUSCALEUPTRANSITION_END);
  1008. }
  1009. //-----------------------------------------------------------------------------
  1010. MainMenuMediumScaleUpTransition::MainMenuMediumScaleUpTransition ( void )
  1011. {
  1012. m_frameLength = MAINMENUMEDIUMSCALEUPTRANSITION_END;
  1013. m_win = NULL;
  1014. m_drawState = -1;
  1015. m_isForward = TRUE;
  1016. }
  1017. MainMenuMediumScaleUpTransition::~MainMenuMediumScaleUpTransition( void )
  1018. {
  1019. m_win = NULL;
  1020. }
  1021. void MainMenuMediumScaleUpTransition::init( GameWindow *win )
  1022. {
  1023. if(win)
  1024. {
  1025. m_win = win;
  1026. m_win->winGetSize(&m_size.x, &m_size.y);
  1027. m_win->winGetScreenPosition(&m_pos.x, &m_pos.y );
  1028. }
  1029. AsciiString growWinName;
  1030. growWinName = m_win->winGetInstanceData()->m_decoratedNameString;
  1031. growWinName.concat("Medium");
  1032. m_growWin = TheWindowManager->winGetWindowFromId(NULL, TheNameKeyGenerator->nameToKey(growWinName));
  1033. if(!m_growWin)
  1034. return;
  1035. m_growWin->winGetSize(&m_growSize.x, &m_growSize.y);
  1036. m_growWin->winGetScreenPosition(&m_growPos.x, &m_growPos.y );
  1037. m_isForward = FALSE;
  1038. update(MAINMENUMEDIUMSCALEUPTRANSITION_START);
  1039. m_isFinished = FALSE;
  1040. m_isForward = TRUE;
  1041. m_incrementSize.x = (m_growSize.x - m_size.x) / MAINMENUMEDIUMSCALEUPTRANSITION_END;
  1042. m_incrementSize.y = (m_growSize.y - m_size.y) / MAINMENUMEDIUMSCALEUPTRANSITION_END;
  1043. // const Image *image = m_win->winGetEnabledImage(0);
  1044. //m_growWin->winSetEnabledImage(0, image);
  1045. }
  1046. void MainMenuMediumScaleUpTransition::update( Int frame )
  1047. {
  1048. m_drawState = -1;
  1049. if(frame < MAINMENUMEDIUMSCALEUPTRANSITION_START || frame > MAINMENUMEDIUMSCALEUPTRANSITION_END)
  1050. {
  1051. DEBUG_ASSERTCRASH(FALSE, ("MainMenuMediumScaleUpTransition::update - Frame is out of the range the this update can handle %d", frame));
  1052. return;
  1053. }
  1054. switch (frame) {
  1055. case MAINMENUMEDIUMSCALEUPTRANSITION_START:
  1056. {
  1057. if(m_isForward || !m_win || !m_growWin)
  1058. break;
  1059. m_win->winHide(FALSE);
  1060. m_growWin->winHide(TRUE);
  1061. m_isFinished = TRUE;
  1062. }
  1063. break;
  1064. case MAINMENUMEDIUMSCALEUPTRANSITION_END:
  1065. {
  1066. if(!m_isForward || !m_win || !m_growWin)
  1067. break;
  1068. m_win->winHide(TRUE);
  1069. m_growWin->winHide(FALSE);
  1070. m_isFinished = TRUE;
  1071. }
  1072. }
  1073. if(frame > MAINMENUMEDIUMSCALEUPTRANSITION_START && frame < MAINMENUMEDIUMSCALEUPTRANSITION_END)
  1074. {
  1075. if(frame == 1 && m_isForward)
  1076. {
  1077. AudioEventRTS buttonClick("GUILogoMouseOver");
  1078. if( TheAudio )
  1079. {
  1080. TheAudio->addAudioEvent( &buttonClick );
  1081. } // end if
  1082. }
  1083. if(m_win)
  1084. m_win->winHide(TRUE);
  1085. if(m_growWin)
  1086. m_growWin->winHide(TRUE);
  1087. m_drawState = frame;
  1088. }
  1089. }
  1090. void MainMenuMediumScaleUpTransition::reverse( void )
  1091. {
  1092. m_isFinished = FALSE;
  1093. m_isForward = FALSE;
  1094. m_win->winHide(TRUE);
  1095. m_growWin->winHide(TRUE);
  1096. }
  1097. void MainMenuMediumScaleUpTransition::draw( void )
  1098. {
  1099. if(!m_win)
  1100. return;
  1101. const Image *image = m_win->winGetEnabledImage(0);
  1102. if(m_drawState <= MAINMENUMEDIUMSCALEUPTRANSITION_START || m_drawState >= MAINMENUMEDIUMSCALEUPTRANSITION_END)
  1103. return;
  1104. Int x = m_pos.x - ((m_incrementSize.x * m_drawState) /2);
  1105. Int y = m_pos.y - ((m_incrementSize.y * m_drawState) / 2);
  1106. Int x1 = m_pos.x + m_size.x + ((m_incrementSize.x * m_drawState) / 2);
  1107. Int y1 = m_pos.y + m_size.y + ((m_incrementSize.y * m_drawState) / 2);
  1108. TheDisplay->drawImage(image, x,y, x1, y1);
  1109. }
  1110. void MainMenuMediumScaleUpTransition::skip( void )
  1111. {
  1112. update(MAINMENUMEDIUMSCALEUPTRANSITION_END);
  1113. }
  1114. //-----------------------------------------------------------------------------
  1115. MainMenuSmallScaleDownTransition::MainMenuSmallScaleDownTransition ( void )
  1116. {
  1117. m_frameLength = MAINMENUSMALLSCALEDOWNTRANSITION_END;
  1118. m_win = NULL;
  1119. m_drawState = -1;
  1120. m_isForward = TRUE;
  1121. }
  1122. MainMenuSmallScaleDownTransition::~MainMenuSmallScaleDownTransition( void )
  1123. {
  1124. m_win = NULL;
  1125. }
  1126. void MainMenuSmallScaleDownTransition::init( GameWindow *win )
  1127. {
  1128. if(win)
  1129. {
  1130. m_win = win;
  1131. m_win->winGetSize(&m_size.x, &m_size.y);
  1132. m_win->winGetScreenPosition(&m_pos.x, &m_pos.y );
  1133. }
  1134. AsciiString growWinName;
  1135. growWinName = m_win->winGetInstanceData()->m_decoratedNameString;
  1136. growWinName.concat("Small");
  1137. m_growWin = TheWindowManager->winGetWindowFromId(NULL, TheNameKeyGenerator->nameToKey(growWinName));
  1138. if(!m_growWin)
  1139. return;
  1140. m_growWin->winGetSize(&m_growSize.x, &m_growSize.y);
  1141. m_growWin->winGetScreenPosition(&m_growPos.x, &m_growPos.y );
  1142. m_isForward = FALSE;
  1143. update(MAINMENUSMALLSCALEDOWNTRANSITION_START);
  1144. m_isFinished = FALSE;
  1145. m_isForward = TRUE;
  1146. m_incrementSize.x = (m_growSize.x - m_size.x) / MAINMENUSMALLSCALEDOWNTRANSITION_END;
  1147. m_incrementSize.y = (m_growSize.y - m_size.y) / MAINMENUSMALLSCALEDOWNTRANSITION_END;
  1148. const Image *image = m_win->winGetEnabledImage(0);
  1149. m_growWin->winSetEnabledImage(0, image);
  1150. }
  1151. void MainMenuSmallScaleDownTransition::update( Int frame )
  1152. {
  1153. m_drawState = -1;
  1154. if(frame < MAINMENUSMALLSCALEDOWNTRANSITION_START || frame > MAINMENUSMALLSCALEDOWNTRANSITION_END)
  1155. {
  1156. DEBUG_ASSERTCRASH(FALSE, ("MainMenuSmallScaleDownTransition::update - Frame is out of the range the this update can handle %d", frame));
  1157. return;
  1158. }
  1159. switch (frame) {
  1160. case MAINMENUSMALLSCALEDOWNTRANSITION_START:
  1161. {
  1162. if(m_isForward || !m_win || !m_growWin)
  1163. break;
  1164. m_win->winHide(FALSE);
  1165. m_growWin->winHide(TRUE);
  1166. m_isFinished = TRUE;
  1167. }
  1168. break;
  1169. case MAINMENUSMALLSCALEDOWNTRANSITION_1:
  1170. case MAINMENUSMALLSCALEDOWNTRANSITION_2:
  1171. case MAINMENUSMALLSCALEDOWNTRANSITION_3:
  1172. case MAINMENUSMALLSCALEDOWNTRANSITION_4:
  1173. case MAINMENUSMALLSCALEDOWNTRANSITION_5:
  1174. if(m_win)
  1175. m_win->winHide(TRUE);
  1176. if(m_growWin)
  1177. m_growWin->winHide(TRUE);
  1178. m_drawState = frame;
  1179. break;
  1180. case MAINMENUSMALLSCALEDOWNTRANSITION_END:
  1181. {
  1182. if(!m_isForward || !m_win || !m_growWin)
  1183. break;
  1184. m_win->winHide(TRUE);
  1185. m_growWin->winHide(FALSE);
  1186. m_isFinished = TRUE;
  1187. }
  1188. }
  1189. }
  1190. void MainMenuSmallScaleDownTransition::reverse( void )
  1191. {
  1192. m_isFinished = FALSE;
  1193. m_isForward = FALSE;
  1194. }
  1195. void MainMenuSmallScaleDownTransition::draw( void )
  1196. {
  1197. if(!m_win)
  1198. return;
  1199. const Image *image = m_win->winGetEnabledImage(0);
  1200. if(m_drawState <= MAINMENUSMALLSCALEDOWNTRANSITION_START || m_drawState >= MAINMENUSMALLSCALEDOWNTRANSITION_END)
  1201. return;
  1202. Int x = m_pos.x - ((m_incrementSize.x * m_drawState) /2);
  1203. Int y = m_pos.y - ((m_incrementSize.y * m_drawState) / 2);
  1204. Int x1 = m_pos.x + m_size.x + ((m_incrementSize.x * m_drawState) / 2);
  1205. Int y1 = m_pos.y + m_size.y + ((m_incrementSize.y * m_drawState) / 2);
  1206. TheDisplay->drawImage(image, x,y, x1, y1);
  1207. }
  1208. void MainMenuSmallScaleDownTransition::skip( void )
  1209. {
  1210. update(MAINMENUSMALLSCALEDOWNTRANSITION_END);
  1211. }
  1212. //-----------------------------------------------------------------------------
  1213. //-----------------------------------------------------------------------------
  1214. TextTypeTransition::TextTypeTransition ( void )
  1215. {
  1216. m_frameLength = TEXTTYPETRANSITION_END;
  1217. m_win = NULL;
  1218. m_drawState = -1;
  1219. m_isForward = TRUE;
  1220. m_dStr = NULL;
  1221. }
  1222. TextTypeTransition::~TextTypeTransition( void )
  1223. {
  1224. m_win = NULL;
  1225. if(m_dStr)
  1226. TheDisplayStringManager->freeDisplayString(m_dStr);
  1227. m_dStr = NULL;
  1228. }
  1229. void TextTypeTransition::init( GameWindow *win )
  1230. {
  1231. if(win)
  1232. {
  1233. m_win = win;
  1234. m_win->winGetSize(&m_size.x, &m_size.y);
  1235. m_win->winGetScreenPosition(&m_pos.x, &m_pos.y );
  1236. }
  1237. m_isForward = FALSE;
  1238. update(TEXTTYPETRANSITION_START);
  1239. m_isFinished = FALSE;
  1240. m_isForward = TRUE;
  1241. m_dStr = TheDisplayStringManager->newDisplayString();
  1242. m_fullText = GadgetStaticTextGetText(m_win);
  1243. Int length = m_fullText.getLength();
  1244. m_frameLength = MIN(length, TEXTTYPETRANSITION_END);
  1245. }
  1246. void TextTypeTransition::update( Int frame )
  1247. {
  1248. m_drawState = -1;
  1249. if(frame < TEXTTYPETRANSITION_START || frame > TEXTTYPETRANSITION_END)
  1250. {
  1251. DEBUG_ASSERTCRASH(FALSE, ("TextTypeTransition::update - Frame is out of the range the this update can handle %d", frame));
  1252. return;
  1253. }
  1254. switch (frame) {
  1255. case TEXTTYPETRANSITION_START:
  1256. {
  1257. if(m_isForward || !m_win )
  1258. break;
  1259. m_win->winHide(TRUE);
  1260. m_isFinished = TRUE;
  1261. }
  1262. break;
  1263. case TEXTTYPETRANSITION_END:
  1264. {
  1265. if(!m_isForward || !m_win )
  1266. break;
  1267. m_win->winHide(FALSE);
  1268. m_isFinished = TRUE;
  1269. }
  1270. }
  1271. if(frame >= m_frameLength)
  1272. {
  1273. m_win->winHide(FALSE);
  1274. }
  1275. if(frame > TEXTTYPETRANSITION_START && frame < m_frameLength)
  1276. {
  1277. m_win->winHide(TRUE);
  1278. m_drawState = frame;
  1279. AudioEventRTS buttonClick("GUITypeText");
  1280. if( TheAudio )
  1281. {
  1282. TheAudio->addAudioEvent( &buttonClick );
  1283. } // end if
  1284. if(m_isForward)
  1285. {
  1286. m_partialText.concat(m_fullText.getCharAt(frame - 1));
  1287. }
  1288. else
  1289. {
  1290. m_partialText.removeLastChar();
  1291. }
  1292. }
  1293. }
  1294. void TextTypeTransition::reverse( void )
  1295. {
  1296. m_isFinished = FALSE;
  1297. m_isForward = FALSE;
  1298. m_partialText = m_fullText;
  1299. }
  1300. void TextTypeTransition::draw( void )
  1301. {
  1302. if(m_drawState > TEXTTYPETRANSITION_START && m_drawState < m_frameLength)
  1303. {
  1304. m_dStr->setText(m_partialText);
  1305. drawTypeText(m_win, m_dStr);
  1306. }
  1307. }
  1308. void TextTypeTransition::skip( void )
  1309. {
  1310. update(TEXTTYPETRANSITION_END);
  1311. }
  1312. //-----------------------------------------------------------------------------
  1313. //-----------------------------------------------------------------------------
  1314. CountUpTransition::CountUpTransition ( void )
  1315. {
  1316. m_frameLength = COUNTUPTRANSITION_END;
  1317. m_win = NULL;
  1318. m_drawState = -1;
  1319. m_isForward = TRUE;
  1320. }
  1321. CountUpTransition::~CountUpTransition( void )
  1322. {
  1323. m_win = NULL;
  1324. }
  1325. void CountUpTransition::init( GameWindow *win )
  1326. {
  1327. if(win)
  1328. {
  1329. m_win = win;
  1330. m_win->winGetSize(&m_size.x, &m_size.y);
  1331. m_win->winGetScreenPosition(&m_pos.x, &m_pos.y );
  1332. if( m_win->winIsHidden() )
  1333. {
  1334. m_isForward = TRUE;
  1335. m_isFinished = TRUE;
  1336. m_frameLength = 0;
  1337. return;
  1338. }
  1339. }
  1340. m_fullText = GadgetStaticTextGetText(m_win);
  1341. m_isForward = FALSE;
  1342. update(COUNTUPTRANSITION_START);
  1343. m_isFinished = FALSE;
  1344. m_isForward = TRUE;
  1345. AsciiString tempStr;
  1346. tempStr.translate(m_fullText);
  1347. m_intValue = atoi(tempStr.str());
  1348. DEBUG_LOG(("CountUpTransition::init %hs %s %d\n", m_fullText.str(), tempStr.str(), m_intValue));
  1349. if(m_intValue < COUNTUPTRANSITION_END)
  1350. {
  1351. m_countState = COUNT_ONES;
  1352. m_frameLength = MIN(m_intValue, COUNTUPTRANSITION_END);
  1353. }
  1354. else if(m_intValue/100 < COUNTUPTRANSITION_END)
  1355. {
  1356. m_countState = COUNT_100S;
  1357. m_frameLength = MIN(m_intValue/100, COUNTUPTRANSITION_END);
  1358. }
  1359. else
  1360. {
  1361. m_countState = COUNT_1000S;
  1362. m_frameLength = MIN(m_intValue/1000, COUNTUPTRANSITION_END);
  1363. }
  1364. m_currentValue = 0;
  1365. UnicodeString currVal;
  1366. currVal.format(L"%d",m_currentValue);
  1367. GadgetStaticTextSetText(m_win, currVal);
  1368. }
  1369. void CountUpTransition::update( Int frame )
  1370. {
  1371. m_drawState = -1;
  1372. if(frame < COUNTUPTRANSITION_START || frame > COUNTUPTRANSITION_END)
  1373. {
  1374. DEBUG_ASSERTCRASH(FALSE, ("CountUpTransition::update - Frame is out of the range the this update can handle %d", frame));
  1375. return;
  1376. }
  1377. switch (frame) {
  1378. case COUNTUPTRANSITION_START:
  1379. {
  1380. if(m_isForward || !m_win )
  1381. break;
  1382. m_currentValue = 0;
  1383. UnicodeString currVal;
  1384. currVal.format(L"%d",m_currentValue);
  1385. GadgetStaticTextSetText(m_win, currVal);
  1386. m_win->winHide(TRUE);
  1387. m_isFinished = TRUE;
  1388. }
  1389. break;
  1390. case COUNTUPTRANSITION_END:
  1391. {
  1392. if(!m_isForward || !m_win )
  1393. break;
  1394. m_win->winHide(FALSE);
  1395. m_isFinished = TRUE;
  1396. }
  1397. }
  1398. if(frame >= m_frameLength)
  1399. {
  1400. m_win->winHide(FALSE);
  1401. }
  1402. if(frame > COUNTUPTRANSITION_START && frame < m_frameLength)
  1403. {
  1404. m_win->winHide(FALSE);
  1405. m_drawState = frame;
  1406. AudioEventRTS buttonClick("GUIScoreScreenTick");
  1407. if( TheAudio )
  1408. {
  1409. TheAudio->addAudioEvent( &buttonClick );
  1410. } // end if
  1411. m_currentValue +=m_countState;
  1412. if(m_currentValue > m_intValue)
  1413. m_currentValue = m_intValue;
  1414. UnicodeString currVal;
  1415. currVal.format(L"%d",m_currentValue);
  1416. GadgetStaticTextSetText(m_win, currVal);
  1417. }
  1418. if( frame == m_frameLength )
  1419. {
  1420. GadgetStaticTextSetText(m_win, m_fullText);
  1421. m_isFinished = TRUE;
  1422. }
  1423. }
  1424. void CountUpTransition::reverse( void )
  1425. {
  1426. if( m_win->winIsHidden() )
  1427. {
  1428. m_isForward = FALSE;
  1429. m_isFinished = TRUE;
  1430. m_frameLength = 0;
  1431. return;
  1432. }
  1433. m_isFinished = FALSE;
  1434. m_isForward = FALSE;
  1435. }
  1436. void CountUpTransition::draw( void )
  1437. {
  1438. }
  1439. void CountUpTransition::skip( void )
  1440. {
  1441. if (!m_isFinished)
  1442. update(COUNTUPTRANSITION_END);
  1443. }
  1444. //-----------------------------------------------------------------------------
  1445. ScreenFadeTransition::ScreenFadeTransition ( void )
  1446. {
  1447. m_frameLength = SCREENFADETRANSITION_END;
  1448. m_win = NULL;
  1449. m_drawState = -1;
  1450. m_isForward = TRUE;
  1451. }
  1452. ScreenFadeTransition::~ScreenFadeTransition( void )
  1453. {
  1454. m_win = NULL;
  1455. }
  1456. void ScreenFadeTransition::init( GameWindow *win )
  1457. {
  1458. m_isForward = FALSE;
  1459. update(SCREENFADETRANSITION_START);
  1460. m_isFinished = FALSE;
  1461. m_isForward = TRUE;
  1462. m_percent = 1.0f / (SCREENFADETRANSITION_END - 1);
  1463. m_pos.y = m_pos.x = 0;
  1464. m_size.x = TheDisplay->getWidth();
  1465. m_size.y = TheDisplay->getHeight();
  1466. }
  1467. void ScreenFadeTransition::update( Int frame )
  1468. {
  1469. m_drawState = -1;
  1470. if(frame < SCREENFADETRANSITION_START || frame > SCREENFADETRANSITION_END)
  1471. {
  1472. DEBUG_ASSERTCRASH(FALSE, ("ScreenFadeTransition::update - Frame is out of the range the this update can handle %d", frame));
  1473. return;
  1474. }
  1475. switch (frame) {
  1476. case SCREENFADETRANSITION_START:
  1477. {
  1478. m_isFinished = TRUE;
  1479. }
  1480. break;
  1481. case SCREENFADETRANSITION_END:
  1482. {
  1483. m_isFinished = TRUE;
  1484. }
  1485. }
  1486. m_drawState = frame;
  1487. }
  1488. void ScreenFadeTransition::reverse( void )
  1489. {
  1490. m_isFinished = FALSE;
  1491. m_isForward = FALSE;
  1492. }
  1493. void ScreenFadeTransition::draw( void )
  1494. {
  1495. Int alpha = m_percent*255 *m_drawState;
  1496. if(alpha > 255)
  1497. alpha = 255;
  1498. TheDisplay->drawFillRect(m_pos.x, m_pos.y, m_size.x, m_size.y , GameMakeColor(0,0,0,alpha));
  1499. }
  1500. void ScreenFadeTransition::skip( void )
  1501. {
  1502. update(SCREENFADETRANSITION_END);
  1503. }
  1504. //-----------------------------------------------------------------------------
  1505. ControlBarArrowTransition::ControlBarArrowTransition ( void )
  1506. {
  1507. m_frameLength = CONTROLBARARROWTRANSITION_END;
  1508. m_win = NULL;
  1509. m_drawState = -1;
  1510. m_isForward = TRUE;
  1511. m_arrowImage = NULL;
  1512. }
  1513. ControlBarArrowTransition::~ControlBarArrowTransition( void )
  1514. {
  1515. m_win = NULL;
  1516. m_arrowImage = NULL;
  1517. }
  1518. void ControlBarArrowTransition::init( GameWindow *win )
  1519. {
  1520. m_isForward = FALSE;
  1521. update(CONTROLBARARROWTRANSITION_START);
  1522. m_isFinished = FALSE;
  1523. m_isForward = TRUE;
  1524. m_percent = 1.0f / CONTROLBARARROWTRANSITION_BEGIN_FADE;
  1525. m_fadePercent = 1.0f/ (CONTROLBARARROWTRANSITION_END - CONTROLBARARROWTRANSITION_BEGIN_FADE);
  1526. m_arrowImage = TheControlBar->getArrowImage();
  1527. GameWindow *twin = TheWindowManager->winGetWindowFromId(NULL, TheNameKeyGenerator->nameToKey("ControlBar.wnd:ButtonGeneral"));
  1528. if(!twin || !m_arrowImage)
  1529. {
  1530. m_isFinished = TRUE;
  1531. return;
  1532. }
  1533. ICoord2D screenPos, screenSize;
  1534. twin->winGetScreenPosition(&screenPos.x, &screenPos.y);
  1535. twin->winGetSize(&screenSize.x, &screenSize.y);
  1536. m_incrementPos.x = 0;
  1537. m_incrementPos.y = screenPos.y * m_percent;
  1538. m_pos.y = 0 - m_arrowImage->getImageHeight() + 20;
  1539. m_pos.x = (screenPos.x + screenSize.x /2) - m_arrowImage->getImageWidth() /2;
  1540. m_size.x = m_arrowImage->getImageWidth();
  1541. m_size.y = m_arrowImage->getImageHeight();
  1542. }
  1543. void ControlBarArrowTransition::update( Int frame )
  1544. {
  1545. m_drawState = -1;
  1546. if(frame < CONTROLBARARROWTRANSITION_START || frame > CONTROLBARARROWTRANSITION_END)
  1547. {
  1548. DEBUG_ASSERTCRASH(FALSE, ("ControlBarArrowTransition::update - Frame is out of the range the this update can handle %d", frame));
  1549. return;
  1550. }
  1551. switch (frame) {
  1552. case CONTROLBARARROWTRANSITION_START:
  1553. {
  1554. m_isFinished = TRUE;
  1555. }
  1556. break;
  1557. case CONTROLBARARROWTRANSITION_END:
  1558. {
  1559. m_isFinished = TRUE;
  1560. }
  1561. }
  1562. m_drawState = frame;
  1563. }
  1564. void ControlBarArrowTransition::reverse( void )
  1565. {
  1566. m_isFinished = FALSE;
  1567. m_isForward = FALSE;
  1568. }
  1569. void ControlBarArrowTransition::draw( void )
  1570. {
  1571. if(m_drawState <0)
  1572. return;
  1573. if(m_drawState < CONTROLBARARROWTRANSITION_BEGIN_FADE)
  1574. {
  1575. Int yPos = m_pos.y + m_incrementPos.y* m_drawState;
  1576. TheDisplay->drawImage(m_arrowImage, m_pos.x, yPos, m_pos.x + m_size.x, yPos + m_size.y );
  1577. }
  1578. else
  1579. {
  1580. Int alpha = (1 - (m_fadePercent *(m_drawState - CONTROLBARARROWTRANSITION_BEGIN_FADE )) )*255 ;
  1581. if(alpha > 255)
  1582. alpha = 255;
  1583. Int yPos = m_pos.y + m_incrementPos.y* (CONTROLBARARROWTRANSITION_BEGIN_FADE - 1);
  1584. TheDisplay->drawImage(m_arrowImage, m_pos.x, yPos, m_pos.x + m_size.x, yPos + m_size.y , GameMakeColor(255,255,255,alpha));
  1585. }
  1586. }
  1587. void ControlBarArrowTransition::skip( void )
  1588. {
  1589. update(CONTROLBARARROWTRANSITION_END);
  1590. }
  1591. //-----------------------------------------------------------------------------
  1592. FullFadeTransition::FullFadeTransition ( void )
  1593. {
  1594. m_frameLength = FULLFADETRANSITION_END;
  1595. m_win = NULL;
  1596. m_drawState = -1;
  1597. m_isForward = TRUE;
  1598. }
  1599. FullFadeTransition::~FullFadeTransition( void )
  1600. {
  1601. m_win = NULL;
  1602. }
  1603. void FullFadeTransition::init( GameWindow *win )
  1604. {
  1605. if(win)
  1606. {
  1607. m_win = win;
  1608. m_win->winGetSize(&m_size.x, &m_size.y);
  1609. m_win->winGetScreenPosition(&m_pos.x, &m_pos.y );
  1610. }
  1611. m_isForward = FALSE;
  1612. update(FULLFADETRANSITION_START);
  1613. m_isFinished = FALSE;
  1614. m_isForward = TRUE;
  1615. m_percent = 1.0f / (FULLFADETRANSITION_END/2);
  1616. }
  1617. void FullFadeTransition::update( Int frame )
  1618. {
  1619. m_drawState = -1;
  1620. if(frame < FULLFADETRANSITION_START || frame > FULLFADETRANSITION_END)
  1621. {
  1622. DEBUG_ASSERTCRASH(FALSE, ("FullFadeTransition::update - Frame is out of the range the this update can handle %d", frame));
  1623. return;
  1624. }
  1625. switch (frame) {
  1626. case FULLFADETRANSITION_START:
  1627. {
  1628. if(m_isForward || !m_win )
  1629. break;
  1630. m_win->winHide(TRUE);
  1631. m_isFinished = TRUE;
  1632. }
  1633. break;
  1634. case FULLFADETRANSITION_END:
  1635. {
  1636. if(!m_isForward || !m_win )
  1637. break;
  1638. m_win->winHide(FALSE);
  1639. m_isFinished = TRUE;
  1640. }
  1641. }
  1642. if(frame == FULLFADETRANSITION_END/2)
  1643. {
  1644. if(m_isForward)
  1645. m_win->winHide(FALSE);
  1646. else
  1647. m_win->winHide(TRUE);
  1648. }
  1649. m_drawState = frame;
  1650. }
  1651. void FullFadeTransition::reverse( void )
  1652. {
  1653. m_isFinished = FALSE;
  1654. m_isForward = FALSE;
  1655. }
  1656. void FullFadeTransition::draw( void )
  1657. {
  1658. Int alpha;
  1659. if(m_drawState > (FULLFADETRANSITION_END/2))
  1660. alpha = m_percent * 255 * (FULLFADETRANSITION_END - m_drawState);
  1661. else
  1662. alpha = m_percent * 255 *m_drawState;
  1663. if(alpha > 255)
  1664. alpha = 255;
  1665. TheDisplay->drawFillRect(m_pos.x, m_pos.y, m_size.x, m_size.y , GameMakeColor(0,0,0,alpha));
  1666. TheDisplay->drawOpenRect(m_pos.x, m_pos.y, m_size.x, m_size.y , 1.0f, GameMakeColor(60,60,180,alpha));
  1667. }
  1668. void FullFadeTransition::skip( void )
  1669. {
  1670. update(FULLFADETRANSITION_END);
  1671. }
  1672. //-----------------------------------------------------------------------------
  1673. //-----------------------------------------------------------------------------
  1674. TextOnFrameTransition::TextOnFrameTransition ( void )
  1675. {
  1676. m_frameLength = TEXTONFRAMETRANSITION_END;
  1677. m_win = NULL;
  1678. m_isForward = TRUE;
  1679. }
  1680. TextOnFrameTransition::~TextOnFrameTransition( void )
  1681. {
  1682. m_win = NULL;
  1683. }
  1684. void TextOnFrameTransition::init( GameWindow *win )
  1685. {
  1686. if(win)
  1687. {
  1688. m_win = win;
  1689. }
  1690. if(m_win->winIsHidden())
  1691. {
  1692. m_isFinished = TRUE;
  1693. m_isForward = TRUE;
  1694. m_frameLength = 0;
  1695. }
  1696. else
  1697. {
  1698. m_isForward = FALSE;
  1699. update(TEXTONFRAMETRANSITION_START);
  1700. m_isFinished = FALSE;
  1701. m_isForward = TRUE;
  1702. }
  1703. }
  1704. void TextOnFrameTransition::update( Int frame )
  1705. {
  1706. if(frame < TEXTONFRAMETRANSITION_START || frame > TEXTONFRAMETRANSITION_END)
  1707. {
  1708. DEBUG_ASSERTCRASH(FALSE, ("TextOnFrameTransition::update - Frame is out of the range the this update can handle %d", frame));
  1709. return;
  1710. }
  1711. switch (frame) {
  1712. case TEXTONFRAMETRANSITION_START:
  1713. {
  1714. if(m_isForward || !m_win )
  1715. break;
  1716. m_win->winHide(TRUE);
  1717. m_isFinished = TRUE;
  1718. }
  1719. break;
  1720. case TEXTONFRAMETRANSITION_END:
  1721. {
  1722. if(!m_isForward || !m_win )
  1723. break;
  1724. m_win->winHide(FALSE);
  1725. m_isFinished = TRUE;
  1726. }
  1727. }
  1728. }
  1729. void TextOnFrameTransition::reverse( void )
  1730. {
  1731. m_isFinished = FALSE;
  1732. m_isForward = FALSE;
  1733. if(m_win->winIsHidden())
  1734. {
  1735. m_isFinished = TRUE;
  1736. m_frameLength = 0;
  1737. }
  1738. }
  1739. void TextOnFrameTransition::draw( void )
  1740. {
  1741. }
  1742. void TextOnFrameTransition::skip( void )
  1743. {
  1744. if (!m_isFinished)
  1745. update(TEXTONFRAMETRANSITION_END);
  1746. }
  1747. //-----------------------------------------------------------------------------
  1748. //-----------------------------------------------------------------------------
  1749. ReverseSoundTransition::ReverseSoundTransition ( void )
  1750. {
  1751. m_frameLength = REVERSESOUNDTRANSITION_END;
  1752. m_win = NULL;
  1753. m_isForward = TRUE;
  1754. }
  1755. ReverseSoundTransition::~ReverseSoundTransition( void )
  1756. {
  1757. m_win = NULL;
  1758. }
  1759. void ReverseSoundTransition::init( GameWindow *win )
  1760. {
  1761. m_isFinished = TRUE;
  1762. m_isForward = TRUE;
  1763. }
  1764. void ReverseSoundTransition::update( Int frame )
  1765. {
  1766. if(frame < REVERSESOUNDTRANSITION_START || frame > REVERSESOUNDTRANSITION_END)
  1767. {
  1768. DEBUG_ASSERTCRASH(FALSE, ("ReverseSoundTransition::update - Frame is out of the range the this update can handle %d", frame));
  1769. return;
  1770. }
  1771. switch (frame) {
  1772. case REVERSESOUNDTRANSITION_START:
  1773. {
  1774. if(m_isForward )
  1775. break;
  1776. m_isFinished = TRUE;
  1777. }
  1778. break;
  1779. case REVERSESOUNDTRANSITION_FIRESOUND:
  1780. {
  1781. AudioEventRTS buttonClick("GUITransitionFade");
  1782. if( TheAudio )
  1783. {
  1784. TheAudio->addAudioEvent( &buttonClick );
  1785. } // end if
  1786. }
  1787. case REVERSESOUNDTRANSITION_END:
  1788. {
  1789. if(!m_isForward )
  1790. break;
  1791. m_isFinished = TRUE;
  1792. }
  1793. }
  1794. }
  1795. void ReverseSoundTransition::reverse( void )
  1796. {
  1797. m_isFinished = FALSE;
  1798. m_isForward = FALSE;
  1799. }
  1800. void ReverseSoundTransition::draw( void )
  1801. {
  1802. }
  1803. void ReverseSoundTransition::skip( void )
  1804. {
  1805. if (!m_isFinished)
  1806. update(REVERSESOUNDTRANSITION_END);
  1807. }
  1808. //-----------------------------------------------------------------------------
  1809. // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
  1810. //-----------------------------------------------------------------------------
  1811. void PushButtonImageDrawThree(GameWindow *window, Int alpha )
  1812. {
  1813. WinInstanceData *instData = window->winGetInstanceData();
  1814. const Image *leftImage, *rightImage, *centerImage;
  1815. ICoord2D origin, size, start, end;
  1816. Int xOffset, yOffset;
  1817. Int i;
  1818. Int color = GameMakeColor(255,255,255,alpha);
  1819. // get screen position and size
  1820. window->winGetScreenPosition( &origin.x, &origin.y );
  1821. window->winGetSize( &size.x, &size.y );
  1822. // get image offset
  1823. xOffset = instData->m_imageOffset.x;
  1824. yOffset = instData->m_imageOffset.y;
  1825. leftImage = GadgetButtonGetLeftEnabledImage( window );
  1826. rightImage = GadgetButtonGetRightEnabledImage( window );
  1827. centerImage = GadgetButtonGetMiddleEnabledImage( window );
  1828. // sanity, we need to have these images to make it look right
  1829. if( leftImage == NULL || rightImage == NULL ||
  1830. centerImage == NULL )
  1831. return;
  1832. // get image sizes for the ends
  1833. ICoord2D leftSize, rightSize;
  1834. leftSize.x = leftImage->getImageWidth();
  1835. leftSize.y = leftImage->getImageHeight();
  1836. rightSize.x = rightImage->getImageWidth();
  1837. rightSize.y = rightImage->getImageHeight();
  1838. // get two key points used in the end drawing
  1839. ICoord2D leftEnd, rightStart;
  1840. leftEnd.x = origin.x + leftSize.x + xOffset;
  1841. leftEnd.y = origin.y + size.y + yOffset;
  1842. rightStart.x = origin.x + size.x - rightSize.x + xOffset;
  1843. rightStart.y = origin.y + yOffset;
  1844. // draw the center repeating bar
  1845. Int centerWidth, pieces;
  1846. // get width we have to draw our repeating center in
  1847. centerWidth = rightStart.x - leftEnd.x;
  1848. if( centerWidth <= 0)
  1849. {
  1850. // draw left end
  1851. start.x = origin.x + xOffset;
  1852. start.y = origin.y + yOffset;
  1853. end.y = leftEnd.y;
  1854. end.x = origin.x + xOffset + size.x/2;
  1855. TheDisplay->drawImage(leftImage, start.x, start.y, end.x, end.y,color);
  1856. // draw right end
  1857. start.y = rightStart.y;
  1858. start.x = end.x;
  1859. end.x = origin.x + size.x;
  1860. end.y = start.y + size.y;
  1861. TheDisplay->drawImage(rightImage, start.x, start.y, end.x, end.y,color);
  1862. }
  1863. else
  1864. {
  1865. // how many whole repeating pieces will fit in that width
  1866. pieces = centerWidth / centerImage->getImageWidth();
  1867. // draw the pieces
  1868. start.x = leftEnd.x;
  1869. start.y = origin.y + yOffset;
  1870. end.y = start.y + size.y + yOffset; //centerImage->getImageHeight() + yOffset;
  1871. for( i = 0; i < pieces; i++ )
  1872. {
  1873. end.x = start.x + centerImage->getImageWidth();
  1874. TheDisplay->drawImage( centerImage,
  1875. start.x, start.y,
  1876. end.x, end.y,color );
  1877. start.x += centerImage->getImageWidth();
  1878. } // end for i
  1879. // we will draw the image but clip the parts we don't want to show
  1880. IRegion2D reg;
  1881. reg.lo.x = start.x;
  1882. reg.lo.y = start.y;
  1883. reg.hi.x = rightStart.x;
  1884. reg.hi.y = end.y;
  1885. centerWidth = rightStart.x - start.x;
  1886. if( centerWidth > 0)
  1887. {
  1888. TheDisplay->setClipRegion(&reg);
  1889. end.x = start.x + centerImage->getImageWidth();
  1890. TheDisplay->drawImage( centerImage,
  1891. start.x, start.y,
  1892. end.x, end.y,color );
  1893. TheDisplay->enableClipping(FALSE);
  1894. }
  1895. // draw left end
  1896. start.x = origin.x + xOffset;
  1897. start.y = origin.y + yOffset;
  1898. end = leftEnd;
  1899. TheDisplay->drawImage(leftImage, start.x, start.y, end.x, end.y,color);
  1900. // draw right end
  1901. start = rightStart;
  1902. end.x = start.x + rightSize.x;
  1903. end.y = start.y + size.y;
  1904. TheDisplay->drawImage(rightImage, start.x, start.y, end.x, end.y,color);
  1905. }
  1906. }
  1907. static void drawTypeText( GameWindow *window, DisplayString *str)
  1908. {
  1909. TextData *tData = (TextData *)window->winGetUserData();
  1910. Int textColor = window->winGetEnabledTextColor();
  1911. Int textDropColor = window->winGetEnabledTextBorderColor();
  1912. Int textWidth, textHeight, wordWrap;
  1913. DisplayString *text = tData->text;
  1914. ICoord2D origin, size, textPos;
  1915. IRegion2D clipRegion;
  1916. // sanity
  1917. if( text == NULL || text->getTextLength() == 0 )
  1918. return;
  1919. GameFont *font = text->getFont();
  1920. str->setFont(font);
  1921. // get window position and size
  1922. window->winGetScreenPosition( &origin.x, &origin.y );
  1923. window->winGetSize( &size.x, &size.y );
  1924. // Set the text Wrap width
  1925. wordWrap = size.x - 10;
  1926. text->setWordWrap(wordWrap);
  1927. str->setWordWrap(wordWrap);
  1928. if( BitTest(window->winGetStatus(), WIN_STATUS_WRAP_CENTERED) )
  1929. {
  1930. str->setWordWrapCentered(TRUE);
  1931. text->setWordWrapCentered(TRUE);
  1932. }
  1933. else
  1934. {
  1935. text->setWordWrapCentered(FALSE);
  1936. str->setWordWrapCentered(FALSE);
  1937. }
  1938. // how much space will this text take up
  1939. text->getSize( &textWidth, &textHeight );
  1940. //Init the clip region
  1941. clipRegion.lo.x = origin.x ;
  1942. clipRegion.lo.y = origin.y ;
  1943. clipRegion.hi.x = origin.x + size.x ;
  1944. clipRegion.hi.y = origin.y + size.y;
  1945. if( tData->centered )
  1946. {
  1947. textPos.x = origin.x + (size.x / 2) - (textWidth / 2);
  1948. textPos.y = origin.y + (size.y / 2) - (textHeight / 2);
  1949. str->setClipRegion(&clipRegion);
  1950. str->draw( textPos.x, textPos.y, textColor, textDropColor );
  1951. } // end if
  1952. else
  1953. {
  1954. // draw the text
  1955. textPos.x = origin.x + 7;
  1956. textPos.y = origin.y + (size.y / 2) - (textHeight / 2);
  1957. str->setClipRegion(&clipRegion);
  1958. str->draw( textPos.x, textPos.y, textColor, textDropColor );
  1959. } // end else
  1960. } // end drawStaticTextText