1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
|
/* 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() const;
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
|