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/* SPDX-License-Identifier: MIT */
/*
* konfx.h
*
* Copyright (c) 2026 KonAki
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef KONFX_H
#define KONFX_H
#include "konsofren.h"
#include "kon2d.h"
#ifdef __cplusplus
extern "C" {
#endif
/*** definition ***/
/* the effects that go over a whole picture: a fade to a colour, a flash, a shake and a tone. they are done to the pixels after
the scene is drawn, so they work on anything, a map, a stage, a 3D view. start them with the functions below, call kon_screenfxUpdate
every frame and then kon_screenfxApply on the framebuffer when the scene is drawn. keep the struct around, it holds the state */
typedef struct kon_screenfx {
kon_tween_t fade;
uint32_t fadeColor;
kon_tween_t flash;
uint32_t flashColor;
kon_tween_t tone[4]; /* red, green, blue, gray */
float shakeX, shakeY, shakeHz, shakeTime, shakeDuration;
} kon_screenfx_t;
void kon_screenfxInit(kon_screenfx_t *fx);
/* fades to color (alpha is ignored) until it covers alpha of the picture, 1 is all of it, 0 is back to normal */
void kon_screenfxFade(kon_screenfx_t *fx, uint32_t color, float alpha, float seconds, kon_ease_t ease);
/* covers the picture with color at the strength of its alpha and lets it go in seconds */
void kon_screenfxFlash(kon_screenfx_t *fx, uint32_t color, float seconds);
/* shakes by up to powerX and powerY pixels, hz times a second, getting weaker until it stops after seconds */
void kon_screenfxShake(kon_screenfx_t *fx, float powerX, float powerY, float hz, float seconds);
/* r, g, b from -255 to 255 are added to every pixel, gray from 0 to 255 takes the colour out, 255 is black and white.
all zero is no change. the same as RPG Maker's screen tone */
void kon_screenfxTone(kon_screenfx_t *fx, int r, int g, int b, int gray, float seconds, kon_ease_t ease);
void kon_screenfxUpdate(kon_screenfx_t *fx, float dt);
/* 1 while something is still changing, for a script that waits for it */
int kon_screenfxBusy(const kon_screenfx_t *fx);
/* how far the picture is shifted right now, for a game that would rather move its camera than the pixels */
void kon_screenfxOffset(const kon_screenfx_t *fx, int *x, int *y);
/* tone and shake, then flash and fade. two halves so a text box can be drawn between them and stay still and clear,
kon_screenfxApply is both for when it should all be covered */
void kon_screenfxApplyScene(const kon_screenfx_t *fx, kon_framebuffer_t *fb);
void kon_screenfxApplyOverlay(const kon_screenfx_t *fx, kon_framebuffer_t *fb);
void kon_screenfxApply(const kon_screenfx_t *fx, kon_framebuffer_t *fb);
/* the RPG Maker screen commands the way mzscript writes them: 221 fadeout, 222 fadein, 223 tint, 224 flash, 225 shake.
returns -1 when the code is not one of those, 0 when it is done, 1 when the script is meant to wait. that wait is over
when kon_screenfxBusy says 0, so the host function returns 1 and you call kon_scriptResume then */
int kon_screenfxHost(kon_screenfx_t *fx, int code, int b, int c, int d, const char *text);
#ifdef __cplusplus
}
#endif
#endif
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