1 // -*- Mode: C++; tab-width:2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
2 // vi:tw=80:et:ts=2:sts=2
3 //
4 // -----------------------------------------------------------------------
5 //
6 // This file is part of RLVM, a RealLive virtual machine clone.
7 //
8 // -----------------------------------------------------------------------
9 //
10 // Copyright (C) 2011 Elliot Glaysher
11 //
12 // This program is free software; you can redistribute it and/or modify
13 // it under the terms of the GNU General Public License as published by
14 // the Free Software Foundation; either version 3 of the License, or
15 // (at your option) any later version.
16 //
17 // This program is distributed in the hope that it will be useful,
18 // but WITHOUT ANY WARRANTY; without even the implied warranty of
19 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 // GNU General Public License for more details.
21 //
22 // You should have received a copy of the GNU General Public License
23 // along with this program; if not, write to the Free Software
24 // Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA.
25 // -----------------------------------------------------------------------
26
27 #include "long_operations/load_game_long_operation.h"
28
29 #include <memory>
30
31 #include "effects/fade_effect.h"
32 #include "machine/rlmachine.h"
33 #include "systems/base/colour.h"
34 #include "systems/base/graphics_system.h"
35 #include "systems/base/surface.h"
36 #include "systems/base/system.h"
37
LoadGameLongOperation(RLMachine & machine)38 LoadGameLongOperation::LoadGameLongOperation(RLMachine& machine) {
39 // Render the current state of the screen
40 GraphicsSystem& graphics = machine.system().graphics();
41
42 std::shared_ptr<Surface> currentWindow = graphics.RenderToSurface();
43 Size s = currentWindow->GetSize();
44
45 // Blank dc0 (because we won't be using it anyway) for the image
46 // we're going to render to
47 std::shared_ptr<Surface> dc0 = graphics.GetDC(0);
48 dc0->Fill(RGBAColour::Black());
49
50 machine.PushLongOperation(this);
51 machine.PushLongOperation(
52 new FadeEffect(machine, dc0, currentWindow, s, 250));
53
54 // We have our before and after images to use as a transition now. Reset the
55 // system to prevent a brief flash of the previous contents of the screen for
56 // whatever number of user preceivable milliseconds.
57 machine.system().Reset();
58 }
59
operator ()(RLMachine & machine)60 bool LoadGameLongOperation::operator()(RLMachine& machine) {
61 Load(machine);
62 // Warning: the stack has now been nuked and |this| is an invalid.
63
64 // Render the current state of the screen
65 GraphicsSystem& graphics = machine.system().graphics();
66
67 std::shared_ptr<Surface> currentWindow = graphics.RenderToSurface();
68 Size s = currentWindow->GetSize();
69
70 // Blank dc0 (because we won't be using it anyway) for the image
71 // we're going to render to
72 std::shared_ptr<Surface> blankScreen = graphics.BuildSurface(s);
73 blankScreen->Fill(RGBAColour::Black());
74
75 machine.PushLongOperation(
76 new FadeEffect(machine, currentWindow, blankScreen, s, 250));
77
78 // At this point, the stack has been nuked, and this current
79 // object has already been deleted, leaving an invalid
80 // *this. Returning false is the correct thing to do since
81 // *returning true will pop an unrelated stack frame.
82 return false;
83 }
84