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_player_manager.hpp>
5#include <game/bases/d_a_player_demo_manager.hpp>
20 static const char *AnmNameTbl[ANIM_NAME_COUNT] = {
21 "wipeKuppa_05_inWindow.brlan",
22 "wipeKuppa_05_outWindow.brlan"
25 static const char *GROUP_NAME_DT[ANIM_COUNT] = {
30 static const int ANIME_INDEX_TBL[ANIM_COUNT] = {
35 static const char *WPANE_NAME_DT[W_COUNT] = {
43 bool res =
mLyt.ReadResource(
"wipeKuppa/wipeKuppa.arc",
false);
48 mLyt.build(
"wipeKuppa_05.brlyt", 0);
49 mLyt.AnimeResRegister(AnmNameTbl, ANIM_NAME_COUNT);
50 mLyt.GroupRegister(GROUP_NAME_DT, ANIME_INDEX_TBL, ANIM_COUNT);
52 mLyt.WPaneRegister(WPANE_NAME_DT,
mpWnd, W_COUNT);
56 mLyt.AllAnimeEndSetup();
59 mLyt.mDrawOrder = m2d::DRAW_ORDER_WIPE;
68 static const Proc Proc_tbl[] = {
92 mLyt.AllAnimeEndSetup();
93 mLyt.AnimeStartSetup(
OUT,
false);
98 if (!
mLyt.isAnime(-1)) {
101 mFlag |= FADE_IN_COMPLETE;
105 mFlag |= FADE_OUT_COMPLETE;
112 mLyt.AllAnimeEndSetup();
113 mLyt.AnimeStartSetup(
IN,
false);
121 mpWnd[W_kuppa_00]->SetAlpha(255);
122 mLyt.ReverseAnimeStartSetup(
OUT,
false);
127 }
else if (status ==
HIDDEN) {
130 mpWnd[W_kuppa_00]->SetAlpha(0);
131 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.
dWipeKuppa_c(nw4r::ut::Color, mFaderBase_c::EStatus status)
Constructs a new 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.
virtual void setStatus(mFaderBase_c::EStatus status)
Sets the fader's status.
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::Window * mpWnd[W_COUNT]
The window panes used for the fader.
nw4r::lyt::Pane * mpRootPane
The root pane of the fader layout.
LytBase_c mLyt
The layout for the fader.
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.