This commit is contained in:
Lwmte 2024-02-17 10:18:03 +01:00
parent a645086112
commit 878a34a85d
4 changed files with 23 additions and 22 deletions

View file

@ -1,6 +1,7 @@
Version 1.4
===========
* Fixed fade-in and fade-out effects not canceling properly when next level is loaded.
* Fixed sounds resuming in pause mode while switching between apps.
* Fixed slide directions.
* Add TR2 Dragon.

View file

@ -1573,28 +1573,28 @@ void RumbleScreen()
}
}
void SetScreenFadeOut(float speed)
void SetScreenFadeOut(float speed, bool force)
{
if (!ScreenFading)
{
ScreenFading = true;
ScreenFadeStart = 1.0f;
ScreenFadeEnd = 0;
ScreenFadeSpeed = speed;
ScreenFadeCurrent = ScreenFadeStart;
}
if (ScreenFading && !force)
return;
ScreenFading = true;
ScreenFadeStart = 1.0f;
ScreenFadeEnd = 0;
ScreenFadeSpeed = speed;
ScreenFadeCurrent = ScreenFadeStart;
}
void SetScreenFadeIn(float speed)
void SetScreenFadeIn(float speed, bool force)
{
if (!ScreenFading)
{
ScreenFading = true;
ScreenFadeStart = 0;
ScreenFadeEnd = 1.0f;
ScreenFadeSpeed = speed;
ScreenFadeCurrent = ScreenFadeStart;
}
if (ScreenFading && !force)
return;
ScreenFading = true;
ScreenFadeStart = 0;
ScreenFadeEnd = 1.0f;
ScreenFadeSpeed = speed;
ScreenFadeCurrent = ScreenFadeStart;
}
void SetCinematicBars(float height, float speed)

View file

@ -107,8 +107,8 @@ void ObjCamera(ItemInfo* camSlotId, int camMeshID, ItemInfo* targetItem, int tar
void MoveObjCamera(GameVector* ideal, ItemInfo* camSlotId, int camMeshID, ItemInfo* targetItem, int targetMeshID);
void RefreshFixedCamera(short camNumber);
void SetScreenFadeOut(float speed);
void SetScreenFadeIn(float speed);
void SetScreenFadeOut(float speed, bool force = false);
void SetScreenFadeIn(float speed, bool force = false);
void SetCinematicBars(float height, float speed);
void ClearCinematicBars();
void UpdateFadeScreenAndCinematicBars();

View file

@ -1177,7 +1177,7 @@ bool LoadLevel(int levelIndex)
auto loadingScreenPath = TEN::Utils::ToWString(assetDir + level->LoadScreenFileName);
g_Renderer.SetLoadingScreen(loadingScreenPath);
SetScreenFadeIn(FADE_SCREEN_SPEED);
SetScreenFadeIn(FADE_SCREEN_SPEED, true);
g_Renderer.UpdateProgress(0);
try
@ -1289,7 +1289,7 @@ bool LoadLevel(int levelIndex)
TENLog("Level loading complete.", LogLevel::Info);
SetScreenFadeOut(FADE_SCREEN_SPEED);
SetScreenFadeOut(FADE_SCREEN_SPEED, true);
g_Renderer.UpdateProgress(100);
LoadedSuccessfully = true;