320 lines
8.8 KiB
C++
320 lines
8.8 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/Combat/screenfademanager.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 1/17/02 12:09p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "screenfademanager.h"
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#include "render2d.h"
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#include "vector3.h"
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#include "timemgr.h"
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#include "chunkio.h"
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#include "debug.h"
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/**
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** FloatInterpolatorClass
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** This class can be used to manage a single floating point number which linearly
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** interpolates towards target values that you give it.
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*/
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class FloatInterpolatorClass
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{
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public:
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FloatInterpolatorClass(float init) { Value = init; TargetValue = init; Rate = 0.0f; }
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bool Save( ChunkSaveClass &csave );
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bool Load( ChunkLoadClass &cload );
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float Get_Value(void) const { return Value; }
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void Set_Target_Value(float new_val,float time);
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void Update(float dt);
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protected:
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float Value;
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float TargetValue;
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float Rate;
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};
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/*
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**
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*/
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enum {
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CHUNKID_VARIABLES = 117021207,
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MICROCHUNKID_VALUE = 1,
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MICROCHUNKID_TARGET_VALUE,
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MICROCHUNKID_RATE,
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};
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/*
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**
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*/
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bool FloatInterpolatorClass::Save( ChunkSaveClass &csave )
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{
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csave.Begin_Chunk( CHUNKID_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_VALUE, Value );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_TARGET_VALUE, TargetValue );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_RATE, Rate );
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csave.End_Chunk();
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return true;
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}
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bool FloatInterpolatorClass::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_VALUE, Value );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_TARGET_VALUE, TargetValue );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_RATE, Rate );
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default:
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Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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default:
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Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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void FloatInterpolatorClass::Set_Target_Value(float new_val,float time)
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{
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TargetValue = new_val;
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if (time < WWMATH_EPSILON) {
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Value = new_val;
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Rate = 0.0f;
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} else {
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Rate = (new_val - Value)/time;
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}
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}
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void FloatInterpolatorClass::Update(float dt)
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{
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float step = Rate * dt;
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if (WWMath::Fabs(step) > WWMath::Fabs(TargetValue - Value)) {
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Value = TargetValue;
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} else {
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Value += step;
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}
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}
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/*
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** Static variables
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*/
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static FloatInterpolatorClass _LetterboxFraction(0.0f);
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static FloatInterpolatorClass _OverlayOpacity(0.0f);
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static FloatInterpolatorClass _OverlayRed(0.0f);
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static FloatInterpolatorClass _OverlayGreen(0.0f);
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static FloatInterpolatorClass _OverlayBlue(0.0f);
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static Render2DClass * _Renderer = NULL;
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/*
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** Constants
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*/
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const float LETTERBOX_SIZE = 0.125f;
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const Vector3 BLACK(0,0,0);
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const Vector3 WHITE(0,0,0);
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/*
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** ScreenFadeManager implementation
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*/
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void ScreenFadeManager::Init()
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{
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_Renderer = new Render2DClass();
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_Renderer->Set_Coordinate_Range( Render2DClass::Get_Screen_Resolution() );
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_Renderer->Enable_Alpha( true );
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_Renderer->Set_Coordinate_Range(RectClass(0,0,1,1));
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}
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void ScreenFadeManager::Shutdown()
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{
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delete _Renderer;
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_Renderer = NULL;
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}
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void ScreenFadeManager::Think()
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{
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/*
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** Update the parameters
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*/
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float seconds = TimeManager::Get_Frame_Seconds();
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_LetterboxFraction.Update(seconds);
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_OverlayOpacity.Update(seconds);
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_OverlayRed.Update(seconds);
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_OverlayGreen.Update(seconds);
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_OverlayBlue.Update(seconds);
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/*
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** Build the letterbox polys
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*/
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_Renderer->Reset();
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if (_OverlayOpacity.Get_Value() > 0.0f) {
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float r = _OverlayRed.Get_Value();
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float g = _OverlayGreen.Get_Value();
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float b = _OverlayBlue.Get_Value();
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float a = _OverlayOpacity.Get_Value();
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_Renderer->Add_Quad(RectClass(-1.0f,-1.0f,1.0f,1.0f),FRGBA_TO_INT32(r,g,b,a));
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}
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if (_LetterboxFraction.Get_Value() > 0.0f) {
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float lsize = _LetterboxFraction.Get_Value() * LETTERBOX_SIZE;
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_Renderer->Add_Quad(RectClass(0.0f,0.0f,1.0f,lsize),RGB_TO_INT32(0,0,0));
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_Renderer->Add_Quad(RectClass(0.0f,1.0f - lsize,1.0f,1.0f),RGB_TO_INT32(0,0,0));
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}
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}
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void ScreenFadeManager::Render()
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{
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_Renderer->Render();
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}
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void ScreenFadeManager::Enable_Letterbox(bool onoff, float time)
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{
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float new_val = (onoff ? 1.0f : 0.0f);
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_LetterboxFraction.Set_Target_Value(new_val,time);
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}
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void ScreenFadeManager::Set_Screen_Overlay_Color(const Vector3 & color,float time)
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{
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_OverlayRed.Set_Target_Value(WWMath::Clamp(color.X),time);
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_OverlayGreen.Set_Target_Value(WWMath::Clamp(color.Y),time);
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_OverlayBlue.Set_Target_Value(WWMath::Clamp(color.Z),time);
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}
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void ScreenFadeManager::Set_Screen_Overlay_Color(float r,float g, float b,float time)
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{
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_OverlayRed.Set_Target_Value(WWMath::Clamp(r),time);
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_OverlayGreen.Set_Target_Value(WWMath::Clamp(g),time);
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_OverlayBlue.Set_Target_Value(WWMath::Clamp(b),time);
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}
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void ScreenFadeManager::Set_Screen_Overlay_Opacity(float opacity,float time)
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{
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_OverlayOpacity.Set_Target_Value(opacity,time);
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}
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/*
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**
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*/
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enum {
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CHUNKID_LETTERBOX_FRACTION = 117021200,
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CHUNKID_OVERLAY_OPACITY,
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CHUNKID_OVERLAY_RED,
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CHUNKID_OVERLAY_GREEN,
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CHUNKID_OVERLAY_BLUE,
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};
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/*
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**
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*/
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bool ScreenFadeManager::Save( ChunkSaveClass &csave )
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{
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csave.Begin_Chunk( CHUNKID_LETTERBOX_FRACTION );
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_LetterboxFraction.Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_OVERLAY_OPACITY );
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_OverlayOpacity.Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_OVERLAY_RED );
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_OverlayRed.Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_OVERLAY_GREEN );
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_OverlayGreen.Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_OVERLAY_BLUE );
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_OverlayBlue.Save( csave );
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csave.End_Chunk();
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return true;
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}
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bool ScreenFadeManager::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_LETTERBOX_FRACTION:
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_LetterboxFraction.Load( cload );
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break;
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case CHUNKID_OVERLAY_OPACITY:
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_OverlayOpacity.Load( cload );
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break;
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case CHUNKID_OVERLAY_RED:
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_OverlayRed.Load( cload );
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break;
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case CHUNKID_OVERLAY_GREEN:
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_OverlayGreen.Load( cload );
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break;
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case CHUNKID_OVERLAY_BLUE:
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_OverlayBlue.Load( cload );
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break;
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default:
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Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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