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ModuleFadeToBlack.cpp
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#include <math.h>
#include "Globals.h"
#include "Application.h"
#include "ModuleFadeToBlack.h"
#include "ModuleRender.h"
#include "SDL/include/SDL_render.h"
#include "SDL/include/SDL_timer.h"
ModuleFadeToBlack::ModuleFadeToBlack()
{
screen = { 0, 0, SCREEN_WIDTH * SCREEN_SIZE, SCREEN_HEIGHT * SCREEN_SIZE };
}
ModuleFadeToBlack::~ModuleFadeToBlack()
{}
// Load assets
bool ModuleFadeToBlack::Start()
{
LOG("Preparing Fade Screen");
SDL_SetRenderDrawBlendMode(App->render->renderer, SDL_BLENDMODE_BLEND);
return true;
}
// Update: draw background
update_status ModuleFadeToBlack::Update()
{
if (current_step == fade_step::none)
return UPDATE_CONTINUE;
Uint32 now = SDL_GetTicks() - start_time;
float normalized = MIN(1.0f, (float)now / (float)total_time);
switch (current_step)
{
case fade_step::fade_to_black:
{
if (now >= total_time)
{
// TODO 3: enable / disable the modules received when FadeToBlacks() gets called
toOff->Disable();
toOn->Enable();
// ---
total_time += total_time;
start_time = SDL_GetTicks();
current_step = fade_step::fade_from_black;
}
} break;
case fade_step::fade_from_black:
{
normalized = 1.0f - normalized;
if (now >= total_time)
current_step = fade_step::none;
} break;
}
// Finally render the black square with alpha on the screen
SDL_SetRenderDrawColor(App->render->renderer, 0, 0, 0, (Uint8)(normalized * 255.0f));
SDL_RenderFillRect(App->render->renderer, &screen);
return UPDATE_CONTINUE;
}
// Fade to black. At mid point deactivate one module, then activate the other
bool ModuleFadeToBlack::FadeToBlack(Module* module_off, Module* module_on, float time)
{
bool ret = false;
toOff = module_off;
toOn = module_on;
if (current_step == fade_step::none)
{
current_step = fade_step::fade_to_black;
start_time = SDL_GetTicks();
total_time = (Uint32)(time * 0.5f * 1000.0f);
ret = true;
}
return ret;
}