#include "PrecompiledHeader.h" #include #include #include "GameApp.h" #include "GameStateTransitions.h" #include "MTGDeck.h" #include "Translate.h" #include "OptionItem.h" #include "GameOptions.h" TransitionBase::TransitionBase(GameApp* parent, GameState* _from, GameState* _to, float duration): GameState(parent){ from = _from; to = _to; mDuration = duration; bAnimationOnly = false; } TransitionBase::~TransitionBase(){ if(!bAnimationOnly){ if(from) from->End(); } } void TransitionBase::Update(float dt){ if(from && !Finished()) from->Update(dt); mElapsed += dt; } void TransitionBase::ButtonPressed(int controllerId, int controlId){ if(!from) return; JGuiListener * jgl = dynamic_cast(from); if(jgl) jgl->ButtonPressed(controllerId,controlId); } void TransitionBase::Start() { mElapsed = 0; }; void TransitionBase::End() { mElapsed = 0; }; void TransitionFade::Render(){ if(from) from->Render(); float fade = 255*mElapsed/mDuration; if(mReversed) fade = 255 - fade; JRenderer::GetInstance()->FillRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT,ARGB((int)fade,0,0,0)); } TransitionFade::TransitionFade(GameApp* p, GameState* f, GameState* t, float dur, bool reversed): TransitionBase(p, f,t,dur) { mReversed = reversed; };