mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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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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#include "Verve/GUI/VFadeControl.h"
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#include "console/consoleTypes.h"
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#include "gfx/gfxDrawUtil.h"
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#include "math/mMathFn.h"
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT( VFadeControl );
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//-----------------------------------------------------------------------------
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VFadeControl::VFadeControl( void ) :
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mActive( false ),
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mFadeType( k_TypeInvalid ),
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mElapsedTime( 0 ),
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mDuration( 1000 ),
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mLastTime( 0 )
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{
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// Void.
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}
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//-----------------------------------------------------------------------------
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//
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// Render Methods.
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//
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//-----------------------------------------------------------------------------
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void VFadeControl::onRender( Point2I pOffset, const RectI &pUpdateRect )
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{
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Parent::onRender( pOffset, pUpdateRect );
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if ( mFadeType == k_TypeInvalid )
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{
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// Invalid Fade State.
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return;
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}
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// Fetch Time.
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const U32 time = Platform::getRealMilliseconds();
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// Fetch Delta.
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const U32 delta = ( time - mLastTime );
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// Store Time.
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mLastTime = time;
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if ( mActive )
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{
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// Update Elapsed Time.
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mElapsedTime += delta;
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}
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F32 alpha = 1.f - mClampF( F32( mElapsedTime ) / F32( mDuration ), 0.f, 1.f );
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if ( mFadeType == k_TypeOut )
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{
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// Flip.
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alpha = 1.f - alpha;
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}
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if ( alpha > 0.f )
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{
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// Render.
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GFX->getDrawUtil()->drawRectFill( pOffset, pOffset + getExtent(), ColorF( 0, 0, 0, alpha ) );
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}
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if ( mElapsedTime >= mDuration )
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{
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// Stop.
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mActive = false;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Control Methods.
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//
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//-----------------------------------------------------------------------------
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void VFadeControl::start( eFadeType pType, S32 pDuration )
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{
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mActive = true;
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mFadeType = pType;
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mElapsedTime = 0;
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mDuration = pDuration;
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mLastTime = Platform::getRealMilliseconds();
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}
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void VFadeControl::pause( void )
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{
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mActive = false;
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} |