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MxTransitionManager::Dissolve (#155)
* MxTransitionManager::Dissolve * Some comments and better names * use refs instead of pointers * slightly improved name for rect * Use MxS32 instead of int
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62d953c6c3
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129e8d6373
3 changed files with 109 additions and 1 deletions
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@ -33,6 +33,7 @@ class MxDisplaySurface : public MxCore
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virtual void ReleaseDC(HDC p_hdc);
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virtual undefined4 vtable44(undefined4, undefined4*, undefined4, undefined4);
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inline LPDIRECTDRAWSURFACE GetDirectDrawSurface1() { return this->m_ddSurface1; }
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inline LPDIRECTDRAWSURFACE GetDirectDrawSurface2() { return this->m_ddSurface2; }
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private:
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@ -4,6 +4,9 @@
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DECOMP_SIZE_ASSERT(MxTransitionManager, 0x900);
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// 0x100f4378
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RECT g_fullScreenRect = {0, 0, 640, 480};
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// OFFSET: LEGO1 0x1004b8d0
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MxTransitionManager::MxTransitionManager()
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{
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@ -38,12 +41,110 @@ MxResult MxTransitionManager::Tickle()
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return 0;
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}
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// OFFSET: LEGO1 0x1004bc30 STUB
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void MxTransitionManager::EndTransition(MxBool)
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{
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// TODO
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}
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// OFFSET: LEGO1 0x1004bd10
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void MxTransitionManager::Transition_Dissolve()
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{
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// If the animation is finished
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if (m_animationTimer == 40) {
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m_animationTimer = 0;
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EndTransition(TRUE);
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return;
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}
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// If we are starting the animation
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if (m_animationTimer == 0) {
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// Generate the list of columns in order...
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for (MxS32 i = 0; i < 640; i++) {
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m_columnOrder[i] = i;
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}
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// ...then shuffle the list (to ensure that we hit each column once)
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for (i = 0; i < 640; i++) {
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MxS32 swap = rand() % 640;
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MxU16 t = m_columnOrder[i];
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m_columnOrder[i] = m_columnOrder[swap];
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m_columnOrder[swap] = t;
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}
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// For each scanline, pick a random X offset
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for (i = 0; i < 480; i++) {
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m_randomShift[i] = rand() % 640;
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}
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}
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// Run one tick of the animation
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DDSURFACEDESC ddsd;
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memset(&ddsd, 0, sizeof(ddsd));
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ddsd.dwSize = sizeof(ddsd);
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HRESULT res = m_ddSurface->Lock(NULL, &ddsd, 1, NULL);
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if (res == DDERR_SURFACELOST) {
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m_ddSurface->Restore();
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res = m_ddSurface->Lock(NULL, &ddsd, 1, NULL);
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}
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if (res == DD_OK) {
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FUN_1004c4d0(ddsd);
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for (MxS32 i = 0; i < 640; i++) {
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// Select 16 columns on each tick
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if (m_animationTimer * 16 > m_columnOrder[i])
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continue;
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if (m_animationTimer * 16 + 15 < m_columnOrder[i])
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continue;
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for (MxS32 j = 0; j < 480; j++) {
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// Shift the chosen column a different amount at each scanline.
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// We use the same shift for that scanline each time.
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// By the end, every pixel gets hit.
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MxS32 ofs = (m_randomShift[j] + i) % 640;
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// Set the chosen pixel to black
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if (ddsd.ddpfPixelFormat.dwRGBBitCount == 8) {
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((MxU8*)ddsd.lpSurface)[j * ddsd.lPitch + ofs] = 0;
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} else {
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((MxU16*)ddsd.lpSurface)[j * ddsd.lPitch + ofs] = 0;
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}
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}
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}
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FUN_1004c580(ddsd);
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m_ddSurface->Unlock(ddsd.lpSurface);
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if (VideoManager()->GetVideoParam().flags().GetFlipSurfaces()) {
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LPDIRECTDRAWSURFACE surf = VideoManager()->GetDisplaySurface()->GetDirectDrawSurface1();
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surf->BltFast(NULL, NULL, m_ddSurface, &g_fullScreenRect, 0x10);
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}
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m_animationTimer++;
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}
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}
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// OFFSET: LEGO1 0x1004c470 STUB
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void MxTransitionManager::SetWaitIndicator(MxVideoPresenter *videoPresenter)
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{
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// TODO
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}
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// OFFSET: LEGO1 0x1004c4d0 STUB
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void MxTransitionManager::FUN_1004c4d0(DDSURFACEDESC &ddsc)
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{
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// TODO
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}
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// OFFSET: LEGO1 0x1004c580 STUB
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void MxTransitionManager::FUN_1004c580(DDSURFACEDESC &ddsc)
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{
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// TODO
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}
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// OFFSET: LEGO1 0x1004baa0
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MxResult MxTransitionManager::GetDDrawSurfaceFromVideoManager() // vtable+0x14
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{
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@ -89,6 +89,11 @@ class MxTransitionManager : public MxCore
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MxResult StartTransition(TransitionType p_animationType, MxS32 p_speed, MxBool p_unk, MxBool p_playMusicInAnim);
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private:
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void EndTransition(MxBool);
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void Transition_Dissolve();
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void FUN_1004c4d0(DDSURFACEDESC &);
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void FUN_1004c580(DDSURFACEDESC &);
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MxTransitionManagerUnknownSubclass1 *m_unk08;
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undefined4 m_unk0c;
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undefined4 m_unk10;
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@ -102,7 +107,8 @@ class MxTransitionManager : public MxCore
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TransitionType m_transitionType;
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LPDIRECTDRAWSURFACE m_ddSurface;
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MxU16 m_animationTimer;
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undefined m_pad36[0x8c2];
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MxU16 m_columnOrder[640]; // 0x36
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MxU16 m_randomShift[480]; // 0x536
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MxULong m_systemTime;
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MxS32 m_animationSpeed;
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};
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