Paranoia2_original/mainui/ui_title_anim.cpp

146 lines
3.4 KiB
C++

#include "extdll.h"
#include "basemenu.h"
#include "utils.h"
#include "ui_title_anim.h"
#define BANNER_X_FIX -16
#define BANNER_Y_FIX -20
// Title Transition Time period
#define TTT_PERIOD 200.0f
quad_t TitleLerpQuads[2];
int transition_initial_time;
int transition_state;
HIMAGE TransPic = 0;
int PreClickDepth;
bool hold_button_stack = false;
void UI_TACheckMenuDepth( void )
{
PreClickDepth = uiStatic.menuDepth;
}
menuPicButton_s *ButtonStack[UI_MAX_MENUDEPTH];
int ButtonStackDepth;
void UI_PopPButtonStack()
{
if( hold_button_stack ) return;
if ( ButtonStack[ButtonStackDepth] ) UI_SetTitleAnim( AS_TO_BUTTON, ButtonStack[ButtonStackDepth] );
if ( ButtonStackDepth ) ButtonStackDepth--;
}
void UI_PushPButtonStack( menuPicButton_s *button )
{
if( ButtonStack[ButtonStackDepth] == button )
return;
ButtonStackDepth++;
ButtonStack[ButtonStackDepth] = button;
}
float UI_GetTitleTransFraction( void )
{
float fraction = (float)(uiStatic.realTime - transition_initial_time ) / TTT_PERIOD;
if( fraction > 1.0f )
fraction = 1.0f;
return fraction;
}
void LerpQuad( quad_t a, quad_t b, float frac, quad_t *c )
{
c->x = a.x + (b.x - a.x) * frac;
c->y = a.y + (b.y - a.y) * frac;
c->lx = a.lx + (b.lx - a.lx) * frac;
c->ly = a.ly + (b.ly - a.ly) * frac;
}
void UI_SetupTitleQuad()
{
TitleLerpQuads[1].x = UI_BANNER_POSX + BANNER_X_FIX;
TitleLerpQuads[1].y = UI_BANNER_POSY + BANNER_Y_FIX;
TitleLerpQuads[1].lx = UI_BANNER_WIDTH - 125;
TitleLerpQuads[1].ly = UI_BANNER_HEIGHT - 40;
}
void UI_DrawTitleAnim()
{
UI_SetupTitleQuad();
if( !TransPic ) return;
wrect_t r = { 0, uiStatic.buttons_width, 26, 51 };
float frac = UI_GetTitleTransFraction();/*(sin(gpGlobals->time*4)+1)/2*/;
#ifdef TA_ALT_MODE
if( frac == 1 && transition_state == AS_TO_BUTTON )
return;
#else
if( frac == 1 ) return;
#endif
quad_t c;
int f_idx = (transition_state == AS_TO_TITLE) ? 0 : 1;
int s_idx = (transition_state == AS_TO_TITLE) ? 1 : 0;
LerpQuad( TitleLerpQuads[f_idx], TitleLerpQuads[s_idx], frac, &c );
PIC_Set( TransPic, 255, 255, 255, 255 );
PIC_DrawAdditive( c.x, c.y, c.lx, c.ly, &r );
}
void UI_SetTitleAnim( int anim_state, menuPicButton_s *button )
{
// skip buttons which don't call new menu
if( !button || PreClickDepth == uiStatic.menuDepth && anim_state == AS_TO_TITLE )
return;
// replace cancel\done button with button which called this menu
if( PreClickDepth > uiStatic.menuDepth && anim_state == AS_TO_TITLE )
{
anim_state = AS_TO_BUTTON;
// HACK HACK HACK
if ( ButtonStack[ButtonStackDepth + 1] )
button = ButtonStack[ButtonStackDepth+1];
}
// don't reset anim if dialog buttons pressed
if( button->generic.id == 130 || button->generic.id == 131 )
return;
if( anim_state == AS_TO_TITLE )
UI_PushPButtonStack( button );
transition_state = anim_state;
TitleLerpQuads[0].x = button->generic.x;
TitleLerpQuads[0].y = button->generic.y;
TitleLerpQuads[0].lx = button->generic.width;
TitleLerpQuads[0].ly = button->generic.height;
transition_initial_time = uiStatic.realTime;
TransPic = button->pic;
}
void UI_InitTitleAnim()
{
memset( TitleLerpQuads, 0, sizeof( quad_t ) * 2 );
UI_SetupTitleQuad();
ButtonStackDepth = 0;
memset( ButtonStack, 0, sizeof( ButtonStack ));
}
void UI_ClearButtonStack( void )
{
ButtonStackDepth = 0;
memset( ButtonStack, 0, sizeof( ButtonStack ));
}