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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
68 lines
2.2 KiB
C++
68 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 __I_GUI_IN_OUT_FADER_H_INCLUDED__
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#define __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 overgiven 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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