Updated standard source header. Created a time function mechanism that can be
used to easily plug in different methods of smoothly varying a value over time. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@3834 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -2,7 +2,7 @@
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// $Id$
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2005 Three Rings Design, Inc., All Rights Reserved
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// Copyright (C) 2002-2006 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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@@ -29,6 +29,9 @@ import com.jme.scene.shape.Quad;
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import com.jme.scene.state.AlphaState;
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import com.jme.system.DisplaySystem;
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import com.threerings.jme.util.LinearTimeFunction;
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import com.threerings.jme.util.TimeFunction;
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/**
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* Fades the screen in from a solid color or out to a solid color.
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*/
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@@ -36,13 +39,19 @@ public class FadeInOutEffect extends Quad
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{
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public FadeInOutEffect (ColorRGBA color, float startAlpha, float endAlpha,
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float duration, boolean overUI)
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{
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this(color, new LinearTimeFunction(startAlpha, endAlpha, duration),
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overUI);
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}
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public FadeInOutEffect (ColorRGBA color, TimeFunction alphaFunc,
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boolean overUI)
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{
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super("FadeInOut");
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_color = new ColorRGBA(color.r, color.g, color.b, startAlpha);
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_alpha = startAlpha;
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_deltaAlpha = (endAlpha-startAlpha);
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_duration = duration;
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_color = new ColorRGBA(
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color.r, color.g, color.b, alphaFunc.getValue(0));
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_alphaFunc = alphaFunc;
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// we need to render in the ortho queue
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setRenderQueueMode(Renderer.QUEUE_ORTHO);
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@@ -76,15 +85,14 @@ public class FadeInOutEffect extends Quad
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public void updateGeometricState (float time, boolean initiator)
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{
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super.updateGeometricState(time, initiator);
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if (_paused) {
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return;
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}
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if (!_paused && _elapsed < _duration) {
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_elapsed += time;
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float alpha = (_alpha + _deltaAlpha * _elapsed / _duration);
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_color.a = Math.min(1f, Math.max(0f, alpha));
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if (_elapsed >= _duration) {
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fadeComplete();
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}
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float alpha = _alphaFunc.getValue(time);
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_color.a = Math.min(1f, Math.max(0f, alpha));
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if (_alphaFunc.isComplete()) {
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fadeComplete();
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}
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}
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@@ -96,7 +104,6 @@ public class FadeInOutEffect extends Quad
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}
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protected ColorRGBA _color;
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protected float _alpha, _deltaAlpha;
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protected float _duration, _elapsed;
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protected TimeFunction _alphaFunc;
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protected boolean _paused;
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}
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@@ -0,0 +1,42 @@
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//
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// $Id: LinearTimeFunction.java 3122 2004-09-18 22:57:08Z mdb $
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2006 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.jme.util;
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/**
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* Varies a value linearly with time.
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*/
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public class LinearTimeFunction extends TimeFunction
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{
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public LinearTimeFunction (float start, float end, float duration)
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{
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super(start, end, duration);
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_range = (end - start);
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}
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// documentation inherited
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protected float computeValue ()
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{
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return (_elapsed * _range / _duration) + _start;
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}
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protected float _range;
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}
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@@ -0,0 +1,93 @@
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//
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// $Id: TimeFunction.java 3122 2004-09-18 22:57:08Z mdb $
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//
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// Narya library - tools for developing networked games
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// Copyright (C) 2002-2006 Three Rings Design, Inc., All Rights Reserved
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// http://www.threerings.net/code/narya/
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//
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// This library is free software; you can redistribute it and/or modify it
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// under the terms of the GNU Lesser General Public License as published
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// by the Free Software Foundation; either version 2.1 of the License, or
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// (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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package com.threerings.jme.util;
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/**
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* Used to vary a value over time where time is provided at discrete increments
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* (on the frame tick) and the value is computed appropriately. This can be
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* used for fades and other effects where different functions (linear, ease-in
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* ease-out, etc.) should be easy to plug in.
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*/
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public abstract class TimeFunction
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{
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/**
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* Every time function varies a value from some starting value to some
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* ending value over some duration. The way in which it varies
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* (linearly, for example) is up to the derived class.
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*
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* @param start the starting value.
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* @param end the ending value.
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* @param duration the duration in seconds.
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*/
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public TimeFunction (float start, float end, float duration)
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{
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_start = start;
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_end = end;
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_duration = duration;
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}
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/**
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* Returns the current value given the supplied elapsed time. The value
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* will be bounded to the originally supplied starting and ending values at
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* times 0 (and below) and {@link #_duration} (and above) respectively.
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*
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* @param deltaTime the amount of time that has elapsed since the last call
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* to this method.
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*/
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public float getValue (float deltaTime)
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{
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_elapsed += deltaTime;
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if (_elapsed <= 0) {
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return _start;
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} else if (_elapsed >= _duration) {
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return _end;
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} else {
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return computeValue();
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}
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}
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/**
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* Returns true if this function has proceeded the full length of its
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* duration. This should be called after a call to {@link #getValue} has
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* been made to update our internal elapsed time.
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*/
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public boolean isComplete ()
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{
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return _elapsed >= _duration;
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}
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/**
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* This must be implemented by our derived class to compute our value given
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* the currently stored {@link #_elapsed} time.
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*/
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protected abstract float computeValue ();
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/** Our starting and ending values. */
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protected float _start, _end;
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/** The number of milliseconds over which we vary our value. */
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protected float _duration;
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/** The number of seconds that have elapsed since we started. */
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protected float _elapsed;
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}
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