//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #ifndef _GUIFADEINBITMAPCTRL_H_ #define _GUIFADEINBITMAPCTRL_H_ #ifndef _GUIBITMAPCTRL_H_ #include "gui/controls/guiBitmapCtrl.h" #endif #ifndef _MEASE_H_ #include "math/mEase.h" #endif /// A control that fades a bitmap in and out. class GuiFadeinBitmapCtrl : public GuiBitmapCtrl { public: typedef GuiBitmapCtrl Parent; protected: /// Color we fade in from and fade out to. LinearColorF mFadeColor; /// Reference time on which to base all fade timings. U32 mStartTime; /// Milliseconds for bitmap to fade in. U32 mFadeInTime; /// Milliseconds to wait before fade-out. U32 mWaitTime; /// Milliseconds for bitmap to fade out. U32 mFadeOutTime; /// Easing curve for fade-in. EaseF mFadeInEase; /// Easing curve for fade-out. EaseF mFadeOutEase; /// Whether the fade cycle has run completely. bool mDone; public: GuiFadeinBitmapCtrl(); // GuiControl. virtual void onPreRender(); virtual void onMouseDown(const GuiEvent &); virtual bool onKeyDown(const GuiEvent &); virtual bool onGamepadButtonDown(const GuiEvent& event); virtual bool onWake(); virtual void onRender(Point2I offset, const RectI &updateRect); static void initPersistFields(); DECLARE_CONOBJECT( GuiFadeinBitmapCtrl ); DECLARE_DESCRIPTION( "A control that shows a bitmap. It fades the bitmap in a set amount of time,\n" "then waits a set amount of time, and finally fades the bitmap back out in\n" "another set amount of time." ); DECLARE_CALLBACK( void, click, ()); DECLARE_CALLBACK( void, onDone, ()); }; #endif // !_GUIFADEINBITMAPCTRL_H_