static const float BORDER_SIZE = 75;
-DisplayEffect::DisplayEffect(std::string name) :
- GameObject(name), screen_fade(NO_FADE), screen_fadetime(0), screen_fading(0),
- border_fade(NO_FADE), border_fadetime(0), border_size(0), black(false),
- borders(false)
+DisplayEffect::DisplayEffect(std::string name)
+ : screen_fade(NO_FADE), screen_fadetime(0), screen_fading(0),
+ border_fade(NO_FADE), border_fadetime(0), border_size(0), black(false),
+ borders(false)
{
+ this->name = name;
}
DisplayEffect::~DisplayEffect()
void
DisplayEffect::update(float elapsed_time)
{
- switch(screen_fade) {
- case NO_FADE:
- break;
- case FADE_IN:
- screen_fading -= elapsed_time;
- if(screen_fading < 0) {
- screen_fade = NO_FADE;
- }
- break;
- case FADE_OUT:
- screen_fading -= elapsed_time;
- if(screen_fading < 0) {
- screen_fade = NO_FADE;
- black = true;
- }
- break;
- default:
- assert(false);
+ switch(screen_fade) {
+ case NO_FADE:
+ break;
+ case FADE_IN:
+ screen_fading -= elapsed_time;
+ if(screen_fading < 0) {
+ screen_fade = NO_FADE;
}
+ break;
+ case FADE_OUT:
+ screen_fading -= elapsed_time;
+ if(screen_fading < 0) {
+ screen_fade = NO_FADE;
+ black = true;
+ }
+ break;
+ default:
+ assert(false);
+ }
- switch(border_fade) {
- case NO_FADE:
- break;
- case FADE_IN:
- border_fading -= elapsed_time;
- if(border_fading < 0) {
- border_fade = NO_FADE;
- }
- border_size = border_fading / border_fading * BORDER_SIZE;
- break;
- case FADE_OUT:
- border_fading -= elapsed_time;
- if(border_fading < 0) {
- borders = false;
- border_fade = NO_FADE;
- }
- border_size = (border_fadetime - border_fading)
- / border_fadetime * BORDER_SIZE;
- break;
- default:
- assert(false);
+ switch(border_fade) {
+ case NO_FADE:
+ break;
+ case FADE_IN:
+ border_fading -= elapsed_time;
+ if(border_fading < 0) {
+ border_fade = NO_FADE;
}
+ border_size = (border_fadetime - border_fading)
+ / border_fadetime * BORDER_SIZE;
+ break;
+ case FADE_OUT:
+ border_fading -= elapsed_time;
+ if(border_fading < 0) {
+ borders = false;
+ border_fade = NO_FADE;
+ }
+ border_size = border_fading / border_fadetime * BORDER_SIZE;
+ break;
+ default:
+ assert(false);
+ }
}
void
DisplayEffect::draw(DrawingContext& context)
{
- context.push_transform();
- context.set_translation(Vector(0, 0));
-
- if(black || screen_fade != NO_FADE) {
- float alpha;
- if(black) {
- alpha = 1.0f;
- } else {
- switch(screen_fade) {
- case FADE_IN:
- alpha = screen_fading / screen_fadetime;
- break;
- case FADE_OUT:
- alpha = (screen_fadetime - screen_fading) / screen_fadetime;
- break;
- default:
- alpha = 0;
- assert(false);
- }
+ context.push_transform();
+ context.set_translation(Vector(0, 0));
+
+ if(black || screen_fade != NO_FADE) {
+ float alpha;
+ if(black) {
+ alpha = 1.0f;
+ } else {
+ switch(screen_fade) {
+ case FADE_IN:
+ alpha = screen_fading / screen_fadetime;
+ break;
+ case FADE_OUT:
+ alpha = (screen_fadetime - screen_fading) / screen_fadetime;
+ break;
+ default:
+ alpha = 0;
+ assert(false);
}
- context.draw_filled_rect(Vector(0, 0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
- Color(0, 0, 0, alpha), LAYER_GUI-10);
}
+ context.draw_filled_rect(Vector(0, 0), Vector(SCREEN_WIDTH, SCREEN_HEIGHT),
+ Color(0, 0, 0, alpha), LAYER_GUI-10);
+ }
- if (borders) {
- context.draw_filled_rect(Vector(0, 0), Vector(SCREEN_WIDTH, border_size),
- Color(0, 0, 0, 1.0f), LAYER_GUI-10);
- context.draw_filled_rect(Vector(0, SCREEN_HEIGHT - border_size), Vector(SCREEN_WIDTH, border_size),
- Color(0, 0, 0, 1.0f), LAYER_GUI-10);
- }
+ if (borders) {
+ context.draw_filled_rect(Vector(0, 0), Vector(SCREEN_WIDTH, border_size),
+ Color(0, 0, 0, 1.0f), LAYER_GUI-10);
+ context.draw_filled_rect(Vector(0, SCREEN_HEIGHT - border_size), Vector(SCREEN_WIDTH, border_size),
+ Color(0, 0, 0, 1.0f), LAYER_GUI-10);
+ }
- context.pop_transform();
+ context.pop_transform();
}
void
DisplayEffect::fade_out(float fadetime)
{
- black = false;
- screen_fadetime = fadetime;
- screen_fading = fadetime;
- screen_fade = FADE_OUT;
+ black = false;
+ screen_fadetime = fadetime;
+ screen_fading = fadetime;
+ screen_fade = FADE_OUT;
}
void
DisplayEffect::fade_in(float fadetime)
{
- black = false;
- this->screen_fadetime = fadetime;
- screen_fading = fadetime;
- screen_fade = FADE_IN;
+ black = false;
+ this->screen_fadetime = fadetime;
+ screen_fading = fadetime;
+ screen_fade = FADE_IN;
}
void
DisplayEffect::set_black(bool enabled)
{
- black = enabled;
+ black = enabled;
}
bool
DisplayEffect::is_black()
{
- return black;
+ return black;
}
void