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engines/wintermute/base/base_fader.h
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61
engines/wintermute/base/base_fader.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program 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
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This file is based on WME Lite.
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* http://dead-code.org/redir.php?target=wmelite
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* Copyright (c) 2011 Jan Nedoma
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*/
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#ifndef WINTERMUTE_BASE_FADER_H
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#define WINTERMUTE_BASE_FADER_H
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#include "engines/wintermute/base/base_object.h"
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namespace Wintermute {
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class BaseFader : public BaseObject {
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public:
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bool _system;
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uint32 getCurrentColor();
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bool fadeOut(uint32 targetColor, uint32 duration, bool system = false);
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bool fadeIn(uint32 sourceColor, uint32 duration, bool system = false);
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bool deactivate();
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bool display() override;
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bool update() override;
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DECLARE_PERSISTENT(BaseFader, BaseObject)
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BaseFader(BaseGame *inGame);
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~BaseFader() override;
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bool _active;
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byte _red;
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byte _green;
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byte _blue;
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byte _currentAlpha;
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byte _targetAlpha;
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byte _sourceAlpha;
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uint32 _duration;
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uint32 _startTime;
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};
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} // End of namespace Wintermute
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#endif
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