glBegin(GL_QUADS);
glColor3ub(top_clr.red, top_clr.green, top_clr.blue);
glVertex2f(0, 0);
- glVertex2f(640, 0);
+ glVertex2f(screen->w, 0);
glColor3ub(bot_clr.red, bot_clr.green, bot_clr.blue);
- glVertex2f(640, 480);
- glVertex2f(0, 480);
+ glVertex2f(screen->w, screen->h);
+ glVertex2f(0, screen->h);
glEnd();
}
else
{
#endif
- for(float y = 0; y < 480; y += 2)
- fillrect(0, (int)y, 640, 2,
- (int)(((float)(top_clr.red-bot_clr.red)/(0-480)) * y + top_clr.red),
- (int)(((float)(top_clr.green-bot_clr.green)/(0-480)) * y + top_clr.green),
- (int)(((float)(top_clr.blue-bot_clr.blue)/(0-480)) * y + top_clr.blue), 255);
+ for(float y = 0; y < screen->h; y += 2)
+ fillrect(0, (int)y, screen->w, 2,
+ (int)(((float)(top_clr.red-bot_clr.red)/(0-screen->h)) * y + top_clr.red),
+ (int)(((float)(top_clr.green-bot_clr.green)/(0-screen->h)) * y + top_clr.green),
+ (int)(((float)(top_clr.blue-bot_clr.blue)/(0-screen->h)) * y + top_clr.blue),
+ 255);
/* calculates the color for each line, based in the generic equation for functions: y = mx + b */
#ifndef NOOPENGL
#endif
}
+/* --- FADE IN --- */
+
+/** Fades the given surface into a black one. If fade_out is true, it will fade out, else
+it will fade in */
+
+void fade(Surface *surface, int seconds, bool fade_out);
+
+void fade(const std::string& surface, int seconds, bool fade_out)
+{
+Surface* sur = new Surface(datadir + surface, IGNORE_ALPHA);
+fade(sur, seconds, fade_out);
+delete sur;
+}
+
+void fade(Surface *surface, int seconds, bool fade_out)
+{
+float alpha;
+if (fade_out)
+ alpha = 0;
+else
+ alpha = 255;
+
+ int cur_time, old_time;
+ cur_time = SDL_GetTicks();
+
+ while(alpha >= 0 && alpha < 256)
+ {
+ surface->draw(0,0,(int)alpha);
+ flipscreen();
+
+ old_time = cur_time;
+ cur_time = SDL_GetTicks();
+
+ /* Calculate the next alpha value */
+ float calc = (float) ((cur_time - old_time) / seconds);
+ if(fade_out)
+ alpha += 255 * calc;
+ else
+ alpha -= 255 * calc;
+ }
+}
+
/* 'Stolen' from the SDL documentation.
* Set the pixel at (x, y) to the given value
* NOTE: The surface must be locked before calling this!