/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_BASE_FADER_H #define WINTERMUTE_BASE_FADER_H #include "engines/wintermute/base/base_object.h" namespace Wintermute { class BaseFader : public BaseObject { public: uint32 getCurrentColor(); bool fadeOut(uint32 targetColor, uint32 duration, bool system = false); bool fadeIn(uint32 sourceColor, uint32 duration, bool system = false); bool deactivate(); bool display(); bool update(); DECLARE_PERSISTENT(BaseFader, BaseObject) BaseFader(BaseGame *inGame); virtual ~BaseFader(); private: bool _system; bool _active; byte _red; byte _green; byte _blue; byte _currentAlpha; byte _targetAlpha; byte _sourceAlpha; uint32 _duration; uint32 _startTime; }; } // end of namespace Wintermute #endif