created new fade in transition
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using RhythmBullet.Zer01HD.Utilities.UI;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace RhythmBullet.Zer01HD.Game.Screens.Transitions
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{
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internal class FadeInTransition : IDisposable
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{
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public readonly Texture2D curtain;
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Rectangle curtainSize;
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Color color;
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private float progR, progG, progB, progA;
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private float rR, rG, rB, rA;
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private bool recorded;
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internal FadeInTransition(GraphicsDevice graphicsDevice, Color startColor, Vector2 dimensions)
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{
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curtain = new Texture2D(graphicsDevice, 1, 1);
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curtain.SetData(new[] { startColor });
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curtainSize.Width = (int)dimensions.X;
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curtainSize.Height = (int)dimensions.Y;
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color = startColor;
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}
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internal void Fade(SpriteBatch batch, float deltaf)
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{
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if (progR > 0 || progG > 0 || progB > 0)
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{
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if (!recorded)
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{
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rR = (0 - color.R) / 1f;
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rG = (0 - color.G) / 1f;
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rB = (0 - color.B) / 1f;
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rA = (0 - color.A) / 1f;
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recorded = true;
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}
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progR += rR * deltaf;
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progR = Math.Max(progR, 0);
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progG += rG * deltaf;
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progG = Math.Max(progG, 0);
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progB += rB * deltaf;
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progB = Math.Max(progB, 0);
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progA += rA * deltaf;
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progA = Math.Max(progA, 0);
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color.R = (byte)progR;
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color.G = (byte)progG;
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color.B = (byte)progB;
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color.A = (byte)progA;
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}
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batch.Draw(curtain, curtainSize, color);
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}
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public void Dispose()
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{
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curtain.Dispose();
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}
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}
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}
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