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Engine directory for ticket #1
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Engine/source/gui/game/guiFadeinBitmapCtrl.h
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89
Engine/source/gui/game/guiFadeinBitmapCtrl.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _GUIFADEINBITMAPCTRL_H_
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#define _GUIFADEINBITMAPCTRL_H_
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#ifndef _GUIBITMAPCTRL_H_
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#include "gui/controls/guiBitmapCtrl.h"
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#endif
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#ifndef _MEASE_H_
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#include "math/mEase.h"
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#endif
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/// A control that fades a bitmap in and out.
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class GuiFadeinBitmapCtrl : public GuiBitmapCtrl
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{
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public:
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typedef GuiBitmapCtrl Parent;
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protected:
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/// Color we fade in from and fade out to.
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ColorF mFadeColor;
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/// Reference time on which to base all fade timings.
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U32 mStartTime;
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/// Milliseconds for bitmap to fade in.
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U32 mFadeInTime;
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/// Milliseconds to wait before fade-out.
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U32 mWaitTime;
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/// Milliseconds for bitmap to fade out.
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U32 mFadeOutTime;
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/// Easing curve for fade-in.
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EaseF mFadeInEase;
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/// Easing curve for fade-out.
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EaseF mFadeOutEase;
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/// Whether the fade cycle has run completely.
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bool mDone;
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public:
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GuiFadeinBitmapCtrl();
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// GuiControl.
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virtual void onPreRender();
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virtual void onMouseDown(const GuiEvent &);
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virtual bool onKeyDown(const GuiEvent &);
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virtual bool onWake();
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virtual void onRender(Point2I offset, const RectI &updateRect);
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static void initPersistFields();
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DECLARE_CONOBJECT( GuiFadeinBitmapCtrl );
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DECLARE_DESCRIPTION( "A control that shows a bitmap. It fades the bitmap in a set amount of time,\n"
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"then waits a set amount of time, and finally fades the bitmap back out in\n"
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"another set amount of time." );
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DECLARE_CALLBACK( void, click, ());
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DECLARE_CALLBACK( void, onDone, ());
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};
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#endif // !_GUIFADEINBITMAPCTRL_H_
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