virtual ~ColorFade() { }
public:
- virtual void EnterState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ExitState(app::Application &ctrl, SDL_Surface *screen);
- virtual void ResumeState(app::Application &ctrl, SDL_Surface *screen);
- virtual void PauseState(app::Application &ctrl, SDL_Surface *screen);
+ void SetLeadInTime(int ms) { leadIn = ms; if (ms > 0) leadInDone = false; }
+ void SetLeadOutTime(int ms) { leadOut = ms; }
- virtual void Resize(int width, int height);
+public:
+ virtual void OnEnterState(app::Application &ctrl, SDL_Surface *screen);
+ virtual void OnExitState(app::Application &ctrl, SDL_Surface *screen);
+ virtual void OnResumeState(app::Application &ctrl, SDL_Surface *screen);
+ virtual void OnPauseState(app::Application &ctrl, SDL_Surface *screen);
+
+ virtual void OnResize(int width, int height);
virtual void HandleEvents(const app::Input &);
virtual void UpdateWorld(float deltaT);
SDL_Surface *blinds;
Uint32 color;
int duration;
+ int leadIn;
+ int leadOut;
+ bool leadInDone;
+ bool fadeDone;
bool in;
bool interactive;