Files
2025-03-19 08:00:19 +01:00

77 lines
1.6 KiB
C++

#pragma once
#include "CommonInclude.h"
#include "wiColor.h"
#include "wiTimer.h"
#include "wiMath.h"
#include "wiGraphics.h"
#include <functional>
namespace wi
{
class FadeManager
{
public:
float opacity = 0;
float timer = 0;
float targetFadeTimeInSeconds = 1.0f;
enum class FadeType
{
FadeToColor,
CrossFade
} type = FadeType::FadeToColor;
enum FADE_STATE
{
FADE_IN, // no fade -> faded
FADE_MID, // completely faded
FADE_OUT, // faded -> no fade
FADE_FINISHED,
} state = FADE_FINISHED;
wi::Color color = wi::Color(0, 0, 0, 255);
std::function<void()> onFade = [] {};
bool fadeEventTriggeredThisFrame = false;
bool crossFadeTextureSaveRequired = false;
wi::graphics::Texture crossFadeTexture;
FadeManager()
{
Clear();
}
void Clear();
void Start(float seconds, wi::Color color, std::function<void()> onFadeFunction, FadeType fadetype = FadeType::FadeToColor)
{
type = fadetype;
targetFadeTimeInSeconds = seconds;
this->color = color;
timer = 0;
if (IsFaded())
{
// If starting a new fade on mid-fadeout, it will start from faded and just transition out of mid
state = FADE_MID;
}
else
{
state = FADE_IN;
}
onFade = onFadeFunction;
if (type == FadeType::CrossFade)
{
// starts from full faded state and only blends out from it
state = FADE_MID;
crossFadeTextureSaveRequired = true;
fadeEventTriggeredThisFrame = true;
opacity = 1;
}
}
void Update(float dt);
bool IsFaded() const
{
return fadeEventTriggeredThisFrame;
}
bool IsActive() const
{
return state != FADE_FINISHED;
}
};
}