using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using RhythmBullet.Zer01HD.Utilities.UI; using System; using System.Collections.Generic; using System.Diagnostics; 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; public readonly Texture2D curtain; public Rectangle curtainSize; private Color color; private float progR, progG, progB, progA; private float rR, rG, rB, rA; internal FadeInTransition(GraphicsDevice graphicsDevice, Color startColor) { curtain = new Texture2D(graphicsDevice, 1, 1); curtain.SetData(new[] { Color.White }); 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; } internal bool Fade(float deltaf) { 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); } } public void Dispose() { curtain.Dispose(); } } }