1#include <game/bases/d_wipe_dokan.hpp>
2#include <game/bases/d_base_actor.hpp>
3#include <game/bases/d_game_com.hpp>
4#include <game/bases/d_a_py_mng.hpp>
5#include <game/bases/d_a_py_demo_mng.hpp>
20 static const char *animeNames[] = {
21 "wipeDokan_02_inBlackDown.brlan",
22 "wipeDokan_02_outBlackUp.brlan",
23 "wipeDokan_02_outBlackDown.brlan",
24 "wipeDokan_02_inBlackUp.brlan"
27 static const int groupIdxs[] = {0, 1, 2, 3};
28 static const char *groupNames[] = {
35 static const char *picNames[] = {
43 bool res =
mLyt.ReadResource(
"wipeDokan/wipeDokan.arc",
false);
48 mLyt.build(
"wipeDokan_02.brlyt", 0);
49 mLyt.AnimeResRegister(animeNames, ARRAY_SIZE(animeNames));
50 mLyt.GroupRegister(groupNames, groupIdxs, ARRAY_SIZE(groupNames));
56 mLyt.AllAnimeEndSetup();
59 mLyt.mDrawOrder = 154;
66const actMeth actMeths[] = {
91 mLyt.AllAnimeEndSetup();
101 if (!
mLyt.isAnime(-1)) {
104 mFlag |= FADE_IN_COMPLETE;
108 mFlag |= FADE_OUT_COMPLETE;
115 int actPlayer = daPyDemoMng_c::mspInstance->mPlNo;
120 if (player ==
nullptr) {
123 return dGameCom::getDispCenterY() < player->
mPos.y;
127 mLyt.AllAnimeEndSetup();
140 mpPic[0]->setFieldB8(255);
146 }
else if (stat ==
HIDDEN) {
149 mpPic[0]->setFieldB8(0);
The minimum required implementation for an actor base.
mVec3_c mPos
The actor's position.
A fader that animates a wavy texture across the screen.
void OpenSetup()
Prepares the fade-out transition.
void CloseSetup()
Prepares the fade-in transition.
virtual bool fadeIn()
Initiates a fade in from pure blacked-out.
@ IN_DOWN
Downward fade-in.
@ OUT_DOWN
Downward fade-out.
ACTION_e mAction
The action to be performed in calc.
LytBase_c mLyt
The layout for the fader.
bool mIsCreated
Whether the layout for the fader has been created.
virtual bool fadeOut()
Initiates a fade out from no-obstruction.
~dWipeDokan_c()
Destroys the fader.
virtual void setStatus(mFaderBase_c::EStatus stat)
Sets the fader's status.
void AnimeEndCheck()
Checks if the fade animation has finished yet.
@ OPEN_SETUP
Prepare the fade-out transition.
@ CLOSE_SETUP
Prepare the fade-in transition.
@ ANIME_END_CHECK
Fade has begun, waiting for it to end.
@ IDLE
The fade has not been started.
nw4r::lyt::Picture * mpPic[1]
The picture pane containing the fader texture.
bool MuKiDecision()
Returns whether the wipe should go upwards or downwards.
virtual int calc()
Calculates the fader at the current frame.
static dWipeDokan_c * m_instance
The instance of the fader.
nw4r::lyt::Pane * mpRootPane
The root pane of the fader layout.
virtual void draw()
Draws the fader.
bool createLayout()
Loads the resources and creates the layout for the fader.
dWipeDokan_c(nw4r::ut::Color, mFaderBase_c::EStatus stat)
See mFaderBase_c::mFaderBase_c.
Base fader implementation.
EStatus mStatus
The fader's status.
virtual EStatus getStatus() const
Gets the fader's status.
u8 mFlag
The fader's flags.
virtual bool fadeIn()
Initiates a fade in from pure blacked-out.
EStatus
The fader's status.
@ FADE_IN
Transition from OPAQUE to HIDDEN.
@ HIDDEN
The screen is completely unblocked.
@ OPAQUE
The screen is completely blacked out.
virtual bool fadeOut()
Initiates a fade out from no-obstruction.