public RoomTransitionDissolve(IGLUtils glUtils, float timeInSeconds = 1f, Func <float, float> easing = null, IGame game = null) { _timeInSeconds = timeInSeconds; _easing = easing ?? Ease.Linear; _game = game ?? AGSGame.Game; _screenVectors = new QuadVectors(_game, glUtils); }
public bool RenderTransition(IFrameBuffer from, IFrameBuffer to) { if (_tweenX.Task.IsCompleted && _tweenY.Task.IsCompleted) { return(false); } if (!_tweenX.Task.IsCompleted) { _visitTweenX(); } if (!_tweenY.Task.IsCompleted) { _visitTweenY(); } var quad = new QuadVectors(_x, _y, _width, _height, _glUtils); if (_slideIn) { _screenVectors.Render(from.Texture); quad.Render(to.Texture); } else { _screenVectors.Render(to.Texture); quad.Render(from.Texture); } return(true); }
public RoomTransitionDissolve(IGLUtils glUtils, IGraphicsBackend graphics, float timeInSeconds = 1f, Func<float, float> easing = null, IGame game = null) { _graphics = graphics; _timeInSeconds = timeInSeconds; _easing = easing ?? Ease.Linear; game = game ?? AGSGame.Game; _screenVectors = new QuadVectors (game, glUtils); }
public RoomTransitionCrossFade(IGLUtils glUtils, float timeInSeconds = 1f, Func<float, float> easingFadeOut = null, IGame game = null) { game = game ?? AGSGame.Game; _timeInSeconds = timeInSeconds / 2f; _easingFadeOut = easingFadeOut ?? Ease.Linear; _screenVectors = new QuadVectors (game, glUtils); }
public RoomTransitionCrossFade(IGLUtils glUtils, float timeInSeconds = 1f, Func <float, float> easingFadeOut = null, IGame game = null) { game = game ?? AGSGame.Game; _timeInSeconds = timeInSeconds / 2f; _easingFadeOut = easingFadeOut ?? Ease.Linear; _screenVectors = new QuadVectors(game, glUtils); }
public RoomTransitionBoxOut(IGLUtils glUtils, float timeInSeconds = 1f, Func <float, float> easingBoxOut = null, Func <float, float> easingBoxIn = null, IGame game = null) { _glUtils = glUtils; _timeInSeconds = timeInSeconds / 2f; _easingBoxOut = easingBoxOut ?? Ease.Linear; _easingBoxIn = easingBoxIn ?? Ease.Linear; game = game ?? AGSGame.Game; _screenVectors = new QuadVectors(game, glUtils); _screenWidth = game.Settings.VirtualResolution.Width; _screenHeight = game.Settings.VirtualResolution.Height; _screenHalfWidth = _screenWidth / 2f; _screenHalfHeight = _screenHeight / 2f; }
public RoomTransitionBoxOut(IGLUtils glUtils, float timeInSeconds = 1f, Func<float, float> easingBoxOut = null, Func<float, float> easingBoxIn = null, IGame game = null) { _glUtils = glUtils; _timeInSeconds = timeInSeconds / 2f; _easingBoxOut = easingBoxOut ?? Ease.Linear; _easingBoxIn = easingBoxIn ?? Ease.Linear; game = game ?? AGSGame.Game; _screenVectors = new QuadVectors (game, glUtils); _screenWidth = game.Settings.VirtualResolution.Width; _screenHeight = game.Settings.VirtualResolution.Height; _screenHalfWidth = _screenWidth / 2f; _screenHalfHeight = _screenHeight / 2f; }
public RoomTransitionSlide(IGLUtils glUtils, bool slideIn = false, float?x = null, float y = 0f, float timeInSeconds = 1f, Func <float, float> easingX = null, Func <float, float> easingY = null, IGame game = null) { _glUtils = glUtils; game = game ?? AGSGame.Game; _timeInSeconds = timeInSeconds; _slideIn = slideIn; _easingX = easingX ?? Ease.QuadIn; _easingY = easingY ?? Ease.QuadIn; _targetX = x == null ? game.Settings.VirtualResolution.Width : x.Value; _targetY = y; _width = game.Settings.VirtualResolution.Width; _height = game.Settings.VirtualResolution.Height; _screenVectors = new QuadVectors(game, glUtils); }
public RoomTransitionSlide(IGLUtils glUtils, bool slideIn = false, float? x = null, float y = 0f, float timeInSeconds = 1f, Func<float, float> easingX = null, Func<float, float> easingY = null, IGame game = null) { _glUtils = glUtils; game = game ?? AGSGame.Game; _timeInSeconds = timeInSeconds; _slideIn = slideIn; _easingX = easingX ?? Ease.QuadIn; _easingY = easingY ?? Ease.QuadIn; _targetX = x == null ? game.Settings.VirtualResolution.Width : x.Value; _targetY = y; _width = game.Settings.VirtualResolution.Width; _height = game.Settings.VirtualResolution.Height; _screenVectors = new QuadVectors (game, glUtils); }
public bool RenderTransition(IFrameBuffer from, IFrameBuffer to) { if (_tweenX.Task.IsCompleted && _tweenY.Task.IsCompleted) { return false; } if (!_tweenX.Task.IsCompleted) _visitTweenX(); if (!_tweenY.Task.IsCompleted) _visitTweenY(); var quad = new QuadVectors (_x, _y, _width, _height, _glUtils); if (_slideIn) { _screenVectors.Render(from.Texture); quad.Render(to.Texture); } else { _screenVectors.Render(to.Texture); quad.Render(from.Texture); } return true; }
public bool RenderTransition(IFrameBuffer from, IFrameBuffer to) { if (_tweenWidth.Task.IsCompleted) { if (_isBoxIn) { _isBoxIn = false; return(false); } _isBoxIn = true; _tweenWidth = Tween.RunWithExternalVisit(0f, _screenWidth, f => _boxWidth = f, _timeInSeconds, _easingBoxIn, out _visitTweenWidth); Tween.RunWithExternalVisit(0f, _screenHeight, f => _boxHeight = f, _timeInSeconds, _easingBoxIn, out _visitTweenHeight); } _visitTweenWidth(); _visitTweenHeight(); if (_isBoxIn) { _screenVectors.Render(to.Texture); float x = _screenHalfWidth - _boxWidth / 2; float y = _screenHalfHeight - _boxHeight / 2; QuadVectors left = new QuadVectors(0f, 0f, x, _screenHeight, _glUtils); QuadVectors right = new QuadVectors(_screenWidth - x, 0f, x, _screenHeight, _glUtils); QuadVectors top = new QuadVectors(0f, 0f, _screenWidth, y, _glUtils); QuadVectors bottom = new QuadVectors(0f, _screenHeight - y, _screenWidth, y, _glUtils); renderBlackQuads(left, right, top, bottom); } else { _screenVectors.Render(from.Texture); QuadVectors quad = new QuadVectors(_screenHalfWidth - _boxWidth / 2, _screenHalfHeight - _boxHeight / 2, _boxWidth, _boxHeight, _glUtils); renderBlackQuads(quad); } return(true); }
public bool RenderTransition(IFrameBuffer from, IFrameBuffer to) { if (_tweenWidth.Task.IsCompleted) { if (_isBoxIn) { _isBoxIn = false; return false; } _isBoxIn = true; _tweenWidth = Tween.RunWithExternalVisit(0f, _screenWidth, f => _boxWidth = f, _timeInSeconds, _easingBoxIn, out _visitTweenWidth); Tween.RunWithExternalVisit(0f, _screenHeight, f => _boxHeight = f, _timeInSeconds, _easingBoxIn, out _visitTweenHeight); } _visitTweenWidth(); _visitTweenHeight(); if (_isBoxIn) { _screenVectors.Render(to.Texture); float x = _screenHalfWidth - _boxWidth / 2; float y = _screenHalfHeight - _boxHeight / 2; QuadVectors left = new QuadVectors (0f, 0f, x, _screenHeight, _glUtils); QuadVectors right = new QuadVectors (_screenWidth - x, 0f, x, _screenHeight, _glUtils); QuadVectors top = new QuadVectors (0f, 0f, _screenWidth, y, _glUtils); QuadVectors bottom = new QuadVectors (0f, _screenHeight - y, _screenWidth, y, _glUtils); renderBlackQuads(left, right, top, bottom); } else { _screenVectors.Render(from.Texture); QuadVectors quad = new QuadVectors (_screenHalfWidth - _boxWidth / 2, _screenHalfHeight - _boxHeight / 2, _boxWidth, _boxHeight, _glUtils); renderBlackQuads(quad); } return true; }