1#include <game/bases/d_wipe_kuppa.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 *AnmNameTbl[] = {
21 "wipeKuppa_05_inWindow.brlan",
22 "wipeKuppa_05_outWindow.brlan"
25 static const int ANIME_INDEX_TBL[] = {0, 1};
26 static const char *GROUP_NAME_DT[] = {
31 static const char *WPANE_NAME_DT[] = {
39 bool res =
mLyt.ReadResource(
"wipeKuppa/wipeKuppa.arc",
false);
44 mLyt.build(
"wipeKuppa_05.brlyt", 0);
45 mLyt.AnimeResRegister(AnmNameTbl, ARRAY_SIZE(AnmNameTbl));
46 mLyt.GroupRegister(GROUP_NAME_DT, ANIME_INDEX_TBL, ARRAY_SIZE(GROUP_NAME_DT));
52 mLyt.AllAnimeEndSetup();
55 mLyt.mDrawOrder = 154;
62const actMeth actMeths[] = {
87 mLyt.AllAnimeEndSetup();
88 mLyt.AnimeStartSetup(
OUT,
false);
93 if (!
mLyt.isAnime(-1)) {
96 mFlag |= FADE_IN_COMPLETE;
100 mFlag |= FADE_OUT_COMPLETE;
107 mLyt.AllAnimeEndSetup();
108 mLyt.AnimeStartSetup(
IN,
false);
116 mpWnd[0]->setFieldB8(255);
117 mLyt.ReverseAnimeStartSetup(
OUT,
false);
122 }
else if (stat ==
HIDDEN) {
125 mpWnd[0]->setFieldB8(0);
126 mLyt.ReverseAnimeStartSetup(
IN,
false);
A fader that animates a Bowser texture in/out.
virtual void draw()
Draws the fader.
void AnimeEndCheck()
Checks if the fade animation has finished yet.
static dWipeKuppa_c * m_instance
The instance of the fader.
bool mIsCreated
Whether the layout for the fader has been created.
ACTION_e mAction
The action to be performed in calc.
@ ANIME_END_CHECK
Fade has begun, waiting for it to end.
@ IDLE
The fade has not been started.
@ OPEN_SETUP
Prepare the fade-out transition.
@ CLOSE_SETUP
Prepare the fade-in transition.
void OpenSetup()
Prepares the fade-out transition.
dWipeKuppa_c(nw4r::ut::Color, mFaderBase_c::EStatus stat)
See mFaderBase_c::mFaderBase_c.
virtual int calc()
Calculates the fader at the current frame.
virtual bool fadeOut()
Initiates a fade out from no-obstruction.
bool createLayout()
Loads the resources and creates the layout for the fader.
nw4r::lyt::Pane * mpRootPane
The root pane of the fader layout.
LytBase_c mLyt
The layout for the fader.
virtual void setStatus(mFaderBase_c::EStatus stat)
Sets the fader's status.
nw4r::lyt::Window * mpWnd[1]
The window pane containing the fader texture.
void CloseSetup()
Prepares the fade-in transition.
virtual bool fadeIn()
Initiates a fade in from pure blacked-out.
~dWipeKuppa_c()
Destroys the fader.
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.
mFaderBase_c(const mColor &color, EStatus status)
Constructs a new fader.
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.