//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #include "platform/platform.h" #include "gui/game/guiFadeinBitmapCtrl.h" #include "console/console.h" #include "console/consoleTypes.h" #include "gfx/gfxDrawUtil.h" #include "math/mathTypes.h" #include "console/engineAPI.h" IMPLEMENT_CONOBJECT( GuiFadeinBitmapCtrl ); ConsoleDocClass( GuiFadeinBitmapCtrl, "@brief A GUI control which renders a black square over a bitmap image. The black square will fade out, then fade back in after a determined time.\n" "This control is especially useful for transitions and splash screens.\n\n" "@tsexample\n" "new GuiFadeinBitmapCtrl()\n" " {\n" " fadeinTime = \"1000\";\n" " waitTime = \"2000\";\n" " fadeoutTime = \"1000\";\n" " done = \"1\";\n" " // Additional GUI properties that are not specific to GuiFadeinBitmapCtrl have been omitted from this example.\n" " };\n" "@endtsexample\n\n" "@see GuiBitmapCtrl\n\n" "@ingroup GuiCore\n" ); IMPLEMENT_CALLBACK( GuiFadeinBitmapCtrl, click, void, (),(), "@brief Informs the script level that this object received a Click event from the cursor or keyboard.\n\n" "@tsexample\n" "GuiFadeInBitmapCtrl::click(%this)\n" " {\n" " // Code to run when click occurs\n" " }\n" "@endtsexample\n\n" "@see GuiCore\n\n" ); IMPLEMENT_CALLBACK( GuiFadeinBitmapCtrl, onDone, void, (),(), "@brief Informs the script level that this object has completed is fade cycle.\n\n" "@tsexample\n" "GuiFadeInBitmapCtrl::onDone(%this)\n" " {\n" " // Code to run when the fade cycle completes\n" " }\n" "@endtsexample\n\n" "@see GuiCore\n\n" ); //----------------------------------------------------------------------------- GuiFadeinBitmapCtrl::GuiFadeinBitmapCtrl() : mFadeColor( 0.f, 0.f, 0.f ), mStartTime( 0 ), mFadeInTime( 1000 ), mWaitTime( 2000 ), mFadeOutTime( 1000 ), mDone( false ) { } //----------------------------------------------------------------------------- void GuiFadeinBitmapCtrl::initPersistFields() { addGroup( "Fading" ); addField( "fadeColor", TypeColorF, Offset( mFadeColor, GuiFadeinBitmapCtrl ), "Color to fade in from and fade out to." ); addField( "fadeInTime", TypeS32, Offset( mFadeInTime, GuiFadeinBitmapCtrl ), "Milliseconds for the bitmap to fade in." ); addField( "waitTime", TypeS32, Offset( mWaitTime, GuiFadeinBitmapCtrl ), "Milliseconds to wait after fading in before fading out the bitmap." ); addField( "fadeOutTime", TypeS32, Offset( mFadeOutTime, GuiFadeinBitmapCtrl ), "Milliseconds for the bitmap to fade out." ); addField( "fadeInEase", TypeEaseF, Offset( mFadeInEase, GuiFadeinBitmapCtrl ), "Easing curve for fade-in." ); addField( "fadeOutEase", TypeEaseF, Offset( mFadeOutEase, GuiFadeinBitmapCtrl ), "Easing curve for fade-out." ); addField( "done", TypeBool, Offset( mDone, GuiFadeinBitmapCtrl ), "Whether the fade cycle has finished running." ); endGroup( "Fading" ); Parent::initPersistFields(); } //----------------------------------------------------------------------------- void GuiFadeinBitmapCtrl::onPreRender() { Parent::onPreRender(); setUpdate(); } //----------------------------------------------------------------------------- void GuiFadeinBitmapCtrl::onMouseDown(const GuiEvent &) { click_callback(); } //----------------------------------------------------------------------------- bool GuiFadeinBitmapCtrl::onKeyDown(const GuiEvent &) { click_callback(); return true; } bool GuiFadeinBitmapCtrl::onGamepadButtonDown(const GuiEvent& event) { click_callback(); return true; } //----------------------------------------------------------------------------- bool GuiFadeinBitmapCtrl::onWake() { if( !Parent::onWake() ) return false; // Reset reference time. mStartTime = 0; return true; } //----------------------------------------------------------------------------- void GuiFadeinBitmapCtrl::onRender(Point2I offset, const RectI &updateRect) { Parent::onRender(offset, updateRect); // Set reference time if we haven't already. This is done here when rendering // starts so that we begin counting from the time the control is actually // visible rather than from its onWake() (which may be a considerable time // before the control actually gets to render). if( !mStartTime ) mStartTime = Platform::getRealMilliseconds(); // Compute overlay alpha. U32 elapsed = Platform::getRealMilliseconds() - mStartTime; U32 alpha; if( elapsed < mFadeInTime ) { // fade-in alpha = 255.f * ( 1.0f - mFadeInEase.getValue( elapsed, 0.f, 1.f, mFadeInTime ) ); } else if( elapsed < ( mFadeInTime + mWaitTime ) ) { // wait alpha = 0; } else if( elapsed < ( mFadeInTime + mWaitTime + mFadeOutTime ) ) { // fade out elapsed -= ( mFadeInTime + mWaitTime ); alpha = mFadeOutEase.getValue( elapsed, 0.f, 255.f, mFadeOutTime ); } else { // done state alpha = mFadeOutTime ? 255 : 0; mDone = true; // Trigger onDone callback except when in Gui Editor. if( !smDesignTime ) onDone_callback(); } // Render overlay on top of bitmap. ColorI color = mFadeColor.toColorI(); color.alpha = alpha; GFX->getDrawUtil()->drawRectFill( offset, getExtent() + offset, color ); }