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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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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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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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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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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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//////////////////////////////////////////////////////////////////////////////
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// //
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// plTransitionMgr - Class to handle fullscreen transitions (fades, etc) //
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// //
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// Note: eventually, I would like to drive these transitions on material //
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// animations (it's just a big screen-covering plate with a material, //
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// after all). This would allow the artists to specify their own //
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// transitions and do really cool effects. However, that would require //
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// somehow loading the materials in, and I'm not sure exactly how to do //
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// that.... //
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// //
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//////////////////////////////////////////////////////////////////////////////
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#include "hsWindows.h"
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#include "hsTypes.h"
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#include "plTransitionMgr.h"
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#include "plPlates.h"
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#include "plGImage/plMipmap.h"
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#include "plSurface/plLayer.h"
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#include "plSurface/hsGMaterial.h"
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#include "plMessage/plLayRefMsg.h"
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#include "pnMessage/plRefMsg.h"
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#include "plMessage/plTransitionMsg.h"
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#include "pnMessage/plTimeMsg.h"
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#include "pnMessage/plEventCallbackMsg.h"
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#include "plMessage/plLinkToAgeMsg.h"
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#include "plgDispatch.h"
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#include "hsGDeviceRef.h"
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#include "hsResMgr.h"
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#include "hsTimer.h"
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#include "plAudio/plAudioSystem.h"
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#include "pnNetCommon/plNetApp.h"
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#include "plNetClient/plLinkEffectsMgr.h"
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#include "pnNetCommon/plNetApp.h"
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#include "plStatusLog/plStatusLog.h"
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//// Constructor/Destructor //////////////////////////////////////////////////
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plTransitionMgr::plTransitionMgr()
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{
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fEffectPlate = nil;
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fCurrentEffect = kIdle;
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fPlaying = false;
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}
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void plTransitionMgr::Init( void )
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{
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ICreatePlate();
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plgDispatch::Dispatch()->RegisterForExactType( plTransitionMsg::Index(), GetKey() );
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plgDispatch::Dispatch()->RegisterForExactType( plLinkEffectBCMsg::Index(), GetKey() );
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}
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plTransitionMgr::~plTransitionMgr()
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{
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int i;
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for( i = 0; i < fCallbacks.GetCount(); i++ )
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hsRefCnt_SafeUnRef( fCallbacks[ i ] );
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if( fEffectPlate != nil )
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plPlateManager::Instance().DestroyPlate( fEffectPlate );
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if( fRegisteredForTime )
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plgDispatch::Dispatch()->UnRegisterForExactType( plTimeMsg::Index(), GetKey() );
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plgDispatch::Dispatch()->UnRegisterForExactType( plTransitionMsg::Index(), GetKey() );
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plgDispatch::Dispatch()->UnRegisterForExactType( plLinkEffectBCMsg::Index(), GetKey() );
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}
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//// ICreatePlate ////////////////////////////////////////////////////////////
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void plTransitionMgr::ICreatePlate( void )
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{
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int x, y;
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fEffectPlate = nil;
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// +0.01 to deal with the half-pixel antialiasing stuff
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plPlateManager::Instance().CreatePlate( &fEffectPlate, 0, 0, 2.01, 2.01 );
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fEffectPlate->SetDepth(2);
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// hack for now--create a black layer that we will animate the opacity on
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plMipmap *ourMip = fEffectPlate->CreateMaterial( 16, 16, true );
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for( y = 0; y < ourMip->GetHeight(); y++ )
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{
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uint32_t *pixels = ourMip->GetAddr32( 0, y );
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for( x = 0; x < ourMip->GetWidth(); x++ )
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pixels[ x ] = 0xff000000;
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}
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fEffectPlate->SetVisible( false );
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}
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//// IStartFadeOut ///////////////////////////////////////////////////////////
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void plTransitionMgr::IStartFadeOut( float lengthInSecs, uint8_t effect )
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{
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fCurrentEffect = effect; // default - kFadeOut;
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fEffectLength = lengthInSecs;
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// Special case for length 0--just jump straight to fadeout
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if( lengthInSecs == 0.f )
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{
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fCurrOpacity = 1.f;
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fLastTime = -1.f;
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fPlaying = false;
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plgAudioSys::SetGlobalFadeVolume( 0.f );
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}
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else
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{
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fCurrOpacity = 0;
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fOpacDelta = 1.f / lengthInSecs;
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fLastTime = -1.f;
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fPlaying = true;
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// Register for time message
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plgDispatch::Dispatch()->RegisterForExactType( plTimeMsg::Index(), GetKey() );
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fRegisteredForTime = true;
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}
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if( fEffectPlate == nil )
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ICreatePlate();
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fEffectPlate->SetVisible( true );
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plLayer *layer = (plLayer *)fEffectPlate->GetMaterial()->GetLayer( 0 );
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if( layer != nil )
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{
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layer->SetOpacity( fCurrOpacity );
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}
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}
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//// IStartFadeIn ////////////////////////////////////////////////////////////
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void plTransitionMgr::IStartFadeIn( float lengthInSecs, uint8_t effect )
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{
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fCurrentEffect = effect; // default - kFadeIn;
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fEffectLength = lengthInSecs;
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fCurrOpacity = 1.f;
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fOpacDelta = -1.f / lengthInSecs;
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fLastTime = -1.f;
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fPlaying = true;
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// Register for time message
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plgDispatch::Dispatch()->RegisterForExactType( plTimeMsg::Index(), GetKey() );
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fRegisteredForTime = true;
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if( fEffectPlate == nil )
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ICreatePlate();
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fEffectPlate->SetVisible( true );
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plLayer *layer = (plLayer *)fEffectPlate->GetMaterial()->GetLayer( 0 );
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if( layer != nil )
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{
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layer->SetOpacity( fCurrOpacity );
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}
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}
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//// IStop ///////////////////////////////////////////////////////////////////
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void plTransitionMgr::IStop( hsBool aboutToStartAgain /*= false*/ )
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{
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int i;
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plgDispatch::Dispatch()->UnRegisterForExactType( plTimeMsg::Index(), GetKey() );
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fRegisteredForTime = false;
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if( fPlaying )
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{
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if( !fHoldAtEnd && fEffectPlate != nil && !aboutToStartAgain )
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fEffectPlate->SetVisible( false );
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// finish the opacity to the end opacity
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if( fEffectPlate != nil )
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{
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plLayer *layer = (plLayer *)fEffectPlate->GetMaterial()->GetLayer( 0 );
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if( layer != nil )
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{
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layer->SetOpacity( (fCurrentEffect == kFadeIn || fCurrentEffect == kTransitionFadeIn) ? 0.f : 1.f );
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}
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}
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if( !aboutToStartAgain )
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{
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if (!fNoSoundFade)
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plgAudioSys::SetGlobalFadeVolume( (fCurrentEffect == kFadeIn || fCurrentEffect == kTransitionFadeIn) ? 1.f : 0.f );
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}
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for( i = 0; i < fCallbacks.GetCount(); i++ )
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{
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fCallbacks[ i ]->SetSender( GetKey() );
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plgDispatch::MsgSend( fCallbacks[ i ] );
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}
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fCallbacks.Reset();
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fPlaying = false;
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}
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}
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//// MsgReceive //////////////////////////////////////////////////////////////
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hsBool plTransitionMgr::MsgReceive( plMessage* msg )
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{
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int i;
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plTimeMsg *time = plTimeMsg::ConvertNoRef( msg );
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if( time != nil )
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{
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if( !fPlaying )
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return false;
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if (fLastTime < 0)
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{
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// Semi-hack. We trigger transitions after we've finished loading.
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// Problem is the loading all happens in one really long frame, so that
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// if we record the time we started, we'll instantly be done next frame,
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// even though we triggered just at the "end" of the last frame.
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//
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// So instead we don't start the clock until we get our first plTimeMsg.
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fLastTime = (float)(time->DSeconds());
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return false;
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}
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fEffectLength -= (float)( time->DSeconds() - fLastTime );//*/time->DelSeconds();
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if( fEffectLength < 0 )
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IStop();
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else
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{
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// Grab the layer so we can set the opacity
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fCurrOpacity += (float)(fOpacDelta * ( time->DSeconds() - fLastTime ));//*/time->DelSeconds();
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if( fEffectPlate == nil )
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ICreatePlate();
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plLayer *layer = (plLayer *)fEffectPlate->GetMaterial()->GetLayer( 0 );
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if( layer != nil )
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{
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layer->SetOpacity( fCurrOpacity );
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}
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// Let the audiosystem handle fading in sounds
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if(!fNoSoundFade)
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plgAudioSys::SetGlobalFadeVolume( 1.f - fCurrOpacity );
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fLastTime = (float)(time->DSeconds());
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}
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return false;
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}
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plTransitionMsg *effect = plTransitionMsg::ConvertNoRef( msg );
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if( effect != nil )
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{
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if( fRegisteredForTime )
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IStop( true );
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for( i = 0; i < effect->GetNumCallbacks(); i++ )
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{
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plEventCallbackMsg *pMsg = effect->GetEventCallback( i );
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hsRefCnt_SafeRef( pMsg );
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fCallbacks.Append( pMsg );
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}
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fHoldAtEnd = effect->GetHoldState();
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fNoSoundFade = false;
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switch(effect->GetEffect())
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{
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case plTransitionMsg::kFadeInNoSound:
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fNoSoundFade = true;
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case plTransitionMsg::kFadeIn:
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IStartFadeIn( effect->GetLengthInSecs(), kTransitionFadeIn );
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break;
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case plTransitionMsg::kFadeOutNoSound:
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fNoSoundFade = true;
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case plTransitionMsg::kFadeOut:
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IStartFadeOut( effect->GetLengthInSecs(), kTransitionFadeOut );
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break;
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}
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return false;
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}
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plLinkEffectBCMsg *link = plLinkEffectBCMsg::ConvertNoRef( msg );
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if( link != nil )
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{
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const float kScreenFadeTime = 3.f; // seconds
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// Go ahead and auto-trigger based on link FX messages
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if( plNetClientApp::GetInstance() != nil && link->fLinkKey == plNetClientApp::GetInstance()->GetLocalPlayerKey() )
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{
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if( fRegisteredForTime )
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IStop( true );
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if( link->HasLinkFlag( plLinkEffectBCMsg::kLeavingAge ) )
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{
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plNetApp::GetInstance()->DebugMsg("Local player linking out, fading screen\n");
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fHoldAtEnd = true;
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IStartFadeOut( kScreenFadeTime );
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}
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else
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{
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plNetApp::GetInstance()->DebugMsg("Local player linking in, fading screen\n");
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fHoldAtEnd = false;
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IStartFadeIn( kScreenFadeTime );
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}
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if (link->HasLinkFlag(plLinkEffectBCMsg::kSendCallback))
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{
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plLinkEffectsMgr *mgr;
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if( ( mgr = plLinkEffectsMgr::ConvertNoRef( link->GetSender()->ObjectIsLoaded() ) ) != nil )
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{
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plEventCallbackMsg *cback = plEventCallbackMsg::ConvertNoRef( mgr->WaitForEffect( link->fLinkKey ) );
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// hsRefCnt_SafeRef( cback ); // mgr has given us ownership, his ref is now ours. No need for another. -mf-
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fCallbacks.Append( cback );
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}
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}
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}
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return true;
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}
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return hsKeyedObject::MsgReceive( msg );
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}
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