+// $Id$
+//
+// SuperTux
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
+//
+// This program is free software; you can redistribute it and/or
+// modify it under the terms of the GNU General Public License
+// as published by the Free Software Foundation; either version 2
+// of the License, or (at your option) any later version.
+//
+// This program is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+// GNU General Public License for more details.
+//
+// You should have received a copy of the GNU General Public License
+// along with this program; if not, write to the Free Software
+// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+
#include <config.h>
#include <stdexcept>
#include "lisp/lisp.hpp"
#include "floating_image.hpp"
-FloatingImage::FloatingImage(const std::string& spritefile)
- : sprite(NULL), layer(LAYER_FOREGROUND1 + 1), visible(false),
- anchor(ANCHOR_MIDDLE)
+
+FloatingImage::FloatingImage(const std::string& spritefile)
+ : layer(LAYER_FOREGROUND1 + 1), visible(false), anchor(ANCHOR_MIDDLE), fading(0), fadetime(0)
{
- sprite = sprite_manager->create(spritefile);
+ sprite.reset(sprite_manager->create(spritefile));
}
FloatingImage::~FloatingImage()
{
- delete sprite;
}
void
FloatingImage::update(float elapsed_time)
{
- (void) elapsed_time;
+ if(fading > 0) {
+ fading -= elapsed_time;
+ if(fading <= 0) {
+ fading = 0;
+ visible = true;
+ }
+ } else if(fading < 0) {
+ fading += elapsed_time;
+ if(fading >= 0) {
+ fading = 0;
+ visible = false;
+ }
+ }
+
+// (void) elapsed_time;
}
void
-FloatingImage::draw(DrawingContext& context)
+FloatingImage::set_action(const std::string& action)
{
- if(!visible)
- return;
+ sprite->set_action(action);
+}
+std::string
+FloatingImage::get_action()
+{
+ return sprite->get_action();
+}
+
+void
+FloatingImage::fade_in(float fadetime)
+{
+ this->fadetime = fadetime;
+ fading = fadetime;
+}
+
+void
+FloatingImage::fade_out(float fadetime)
+{
+ this->fadetime = fadetime;
+ fading = -fadetime;
+}
+
+
+void
+FloatingImage::draw(DrawingContext& context)
+{
context.push_transform();
context.set_translation(Vector(0, 0));
- Vector pos = get_anchor_pos(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
+ if(fading > 0) {
+ context.set_alpha((fadetime-fading) / fadetime);
+ } else if(fading < 0) {
+ context.set_alpha(-fading / fadetime);
+ } else if(!visible) {
+ context.pop_transform();
+ return;
+ }
+
+ Vector spos = pos + get_anchor_pos(Rect(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT),
sprite->get_width(), sprite->get_height(), anchor);
- sprite->draw(context, pos, layer);
+ sprite->draw(context, spos, layer);
context.pop_transform();
}