forked from Mirrorlandia_minetest/irrlicht
0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
67 lines
2.2 KiB
C++
67 lines
2.2 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_GUI_IN_OUT_FADER_H_INCLUDED
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#define IRR_I_GUI_IN_OUT_FADER_H_INCLUDED
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#include "IGUIElement.h"
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#include "SColor.h"
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namespace irr
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{
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namespace gui
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{
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//! Element for fading out or in
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/** Here is a small example on how the class is used. In this example we fade
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in from a total red screen in the beginning. As you can see, the fader is not
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only useful for dramatic in and out fading, but also to show that the player
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is hit in a first person shooter game for example.
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\code
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gui::IGUIInOutFader* fader = device->getGUIEnvironment()->addInOutFader();
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fader->setColor(video::SColor(0,255,0,0));
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fader->fadeIn(4000);
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\endcode
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*/
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class IGUIInOutFader : public IGUIElement
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{
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public:
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//! constructor
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IGUIInOutFader(IGUIEnvironment* environment, IGUIElement* parent, s32 id, core::rect<s32> rectangle)
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: IGUIElement(EGUIET_IN_OUT_FADER, environment, parent, id, rectangle) {}
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//! Gets the color to fade out to or to fade in from.
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virtual video::SColor getColor() const = 0;
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//! Sets the color to fade out to or to fade in from.
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/** \param color: Color to where it is faded out od from it is faded in. */
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virtual void setColor(video::SColor color) = 0;
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virtual void setColor(video::SColor source, video::SColor dest) = 0;
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//! Starts the fade in process.
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/** In the beginning the whole rect is drawn by the set color
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(black by default) and at the end of the given time the
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color has faded out.
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\param time: Time specifying how long it should need to fade in,
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in milliseconds. */
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virtual void fadeIn(u32 time) = 0;
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//! Starts the fade out process.
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/** In the beginning everything is visible, and at the end of
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the time only the set color (black by the fault) will be drawn.
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\param time: Time specifying how long it should need to fade out,
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in milliseconds. */
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virtual void fadeOut(u32 time) = 0;
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//! Returns if the fade in or out process is done.
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virtual bool isReady() const = 0;
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};
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} // end namespace gui
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} // end namespace irr
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#endif
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