rhythmbullet/RhythmBullet/Zer01HD/Game/Screens/Transitions/FadeInTransition.cs

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using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using RhythmBullet.Zer01HD.Utilities.UI;
using System;
using System.Collections.Generic;
using System.Diagnostics;
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using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace RhythmBullet.Zer01HD.Game.Screens.Transitions
{
internal class FadeInTransition : IDisposable
{
private const float RATE = 0.3f;
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public readonly Texture2D curtain;
public Rectangle curtainSize;
private Color color;
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private float progR, progG, progB, progA;
private float rR, rG, rB, rA;
internal FadeInTransition(GraphicsDevice graphicsDevice, Color startColor)
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{
curtain = new Texture2D(graphicsDevice, 1, 1);
curtain.SetData(new[] { Color.White });
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color = startColor;
}
internal void Init(Rectangle dimensions)
{
curtainSize = dimensions;
rR = (0 - color.R) / RATE;
rG = (0 - color.G) / RATE;
rB = (0 - color.B) / RATE;
rA = (0 - color.A) / RATE;
progA = color.A;
progR = color.R;
progG = color.G;
progB = color.B;
}
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internal bool Fade(float deltaf)
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{
if (progR > 0 || progG > 0 || progB > 0)
{
progR += rR * deltaf;
progR = Math.Max(progR, 0);
progG += rG * deltaf;
progG = Math.Max(progG, 0);
progB += rB * deltaf;
progB = Math.Max(progB, 0);
progA += rA * deltaf;
progA = Math.Max(progA, 0);
color.R = (byte)progR;
color.G = (byte)progG;
color.B = (byte)progB;
color.A = (byte)progA;
return false;
}
return false;
}
internal void Draw(SpriteBatch batch)
{
if (curtain != null)
{
batch.Draw(curtain, curtainSize, color);
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}
}
public void Dispose()
{
curtain.Dispose();
}
}
}