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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Fading Bitmap "billboard" Image View class
*/
#include "MemDebug.h"
#include "FadeView.h"
#include "Color.h"
#include "Window.h"
#include "Video.h"
#include "Screen.h"
#include "Game.h"
// +--------------------------------------------------------------------+
FadeView::FadeView(Window* c, double in, double out, double hold)
: View(c),
fade_in(in * 1000),
fade_out(out * 1000),
hold_time(hold * 1000),
step_time(0),
fast(1),
time(0)
{
state = StateStart;
}
FadeView::~FadeView()
{ }
// +--------------------------------------------------------------------+
void FadeView::FadeIn(double in) { fade_in = in * 1000; }
void FadeView::FadeOut(double out) { fade_out = out * 1000; }
void FadeView::FastFade(int fade_fast) { fast = fade_fast; }
void FadeView::StopHold()
{
//Print(" FadeView::StopHold()\n");
hold_time = 0;
}
// +--------------------------------------------------------------------+
void
FadeView::Refresh()
{
double msec = 0;
if (state == StateStart) {
time = Game::GetInstance()->RealTime();
}
else if (state != StateDone) {
double new_time = Game::GetInstance()->RealTime();
msec = new_time - time;
time = new_time;
}
switch (state) {
case StateStart:
if (fade_in) {
//Print(" * FadeView: %f, %f, %f\n", fade_in, fade_out, hold_time);
Color::SetFade(0);
//Print(" 1. FadeView SetFade to 0 (%6.1f)\n", time);
}
step_time = 0;
state = State2;
break;
case State2:
if (fade_in) {
Color::SetFade(0);
//Print(" 1. FadeView SetFade to 0 (%6.1f)\n", time);
}
step_time = 0;
state = StateIn;
break;
case StateIn:
if (step_time < fade_in) {
double fade = step_time / fade_in;
Color::SetFade(fade);
//Print(" 2. FadeView SetFade to %3d (%6.1f) %6.1f\n", (int) (fade * 100), time, step_time);
step_time += msec;
}
else {
Color::SetFade(1);
//Print(" 2. FadeView SetFade to %3d (%6.1f) %6.1f => HOLDING\n", 100, time, step_time);
step_time = 0;
state = StateHold;
}
break;
case StateHold:
if (step_time < hold_time) {
step_time += msec;
//Print(" 3. FadeView holding at %3d (%6.1f) %6.1f\n", 100, time, step_time);
}
else {
//Print(" 3. FadeView HOLD COMPLETE (%6.1f) %6.1f\n", time, step_time);
step_time = 0;
state = StateOut;
}
break;
case StateOut:
if (fade_out > 0) {
if (step_time < fade_out) {
double fade = 1 - step_time / fade_out;
Color::SetFade(fade);
//Print(" 4. FadeView SetFade to %3d (%6.1f) %6.1f\n", (int) (fade*100), time, step_time);
step_time += msec;
}
else {
Color::SetFade(0);
//Print(" 4. FadeView SetFade to %3d (%6.1f) %6.1f\n", 0, time, step_time);
step_time = 0;
state = StateDone;
}
}
else {
Color::SetFade(1);
//Print(" 4. FadeView SetFade to %3d (%6.1f) %6.1f\n", 0, time, step_time);
step_time = 0;
state = StateDone;
}
break;
default:
case StateDone:
//Print(" 5. FadeView done (%6.1f) %6.1f\n", time, step_time);
break;
}
}
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