#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!