Fade in/out should now work with models and sprites

This commit is contained in:
Tleety
2016-03-13 02:03:49 +01:00
parent 13f44c2086
commit bbe61f300c
11 changed files with 71 additions and 45 deletions
+1 -1
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@@ -68,7 +68,7 @@ protected:
const std::string m_ComponentType;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& scoreScreen, double dt) = 0;
virtual void UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFade, double dt) = 0;
};
class ImpureSystem : public virtual System
@@ -1,14 +1,15 @@
#ifndef FadeOutSystem_h__
#define FadeOutSystem_h__
#ifndef FadeSystem_h__
#define FadeSystem_h__
#include "Core/System.h"
#include "GLM.h"
class FadeOutSystem : public PureSystem
class FadeSystem : public PureSystem
{
public:
FadeOutSystem(SystemParams params)
FadeSystem(SystemParams params)
: System(params)
, PureSystem("FadeOut")
, PureSystem("Fade")
{
}
+1 -1
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@@ -69,5 +69,5 @@
<xs:include schemaLocation="Components/ServerIdentity.xsd"/>
<xs:include schemaLocation="Components/ServerList.xsd"/>
<xs:include schemaLocation="Components/EndScreen.xsd"/>
<xs:include schemaLocation="Components/FadeOut.xsd"/>
<xs:include schemaLocation="Components/Fade.xsd"/>
</xs:schema>
+6
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@@ -0,0 +1,6 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<Fade xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="Fade.xsd">
<FadeTime>1</FadeTime>
<Time>0</Time>
<Out>true</Out>
</Fade>
+17
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@@ -0,0 +1,17 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="Fade">
<xs:complexType>
<xs:all>
<xs:element name="FadeTime" type="t:double" minOccurs="0"/>
<xs:element name="Time" type="t:double" minOccurs="0"/>
<xs:element name="Out" type="t:bool" minOccurs="0">
<xs:annotation><xs:documentation>If the entity should fade out or in.</xs:documentation></xs:annotation>
</xs:element>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
-4
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@@ -1,4 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<FadeOut xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="FadeOut.xsd">
<FadeOut>0</FadeOut>
</FadeOut>
-13
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@@ -1,13 +0,0 @@
<?xml version="1.0"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema" xmlns:t="types">
<xs:import schemaLocation="../Types.xsd" namespace="types"/>
<xs:element name="FadeOut">
<xs:complexType>
<xs:all>
<xs:element name="FadeOut" type="t:double" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
</xs:schema>
+1 -1
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@@ -72,7 +72,7 @@
<xs:element ref="c:ServerIdentity" minOccurs="0"/>
<xs:element ref="c:ServerList" minOccurs="0"/>
<xs:element ref="c:EndScreen" minOccurs="0"/>
<xs:element ref="c:FadeOut" minOccurs="0"/>
<xs:element ref="c:Fade" minOccurs="0"/>
</xs:all>
</xs:complexType>
</xs:element>
+2 -1
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@@ -41,7 +41,7 @@
#include "Game/Systems/ServerListSystem.h"
#include "Game/Systems/StartSystem.h"
#include "Game/Systems/EndScreenSystem.h"
#include "Game/Systems/FadeOutSystem.h"
#include "Game/Systems/FadeSystem.h"
#include "Rendering/TextureSprite.h"
@@ -160,6 +160,7 @@ Game::Game(int argc, char* argv[])
m_SystemPipeline->AddSystem<ServerListSystem>(updateOrderLevel, m_Renderer);
m_SystemPipeline->AddSystem<StartSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<EndScreenSystem>(updateOrderLevel);
m_SystemPipeline->AddSystem<FadeSystem>(updateOrderLevel);
// Populate Octree with collidables
++updateOrderLevel;
m_SystemPipeline->AddSystem<FillOctreeSystem>(updateOrderLevel, m_OctreeCollision, "Collidable");
-19
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@@ -1,19 +0,0 @@
#include "Systems/FadeOutSystem.h"
void FadeOutSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFadeOut, double dt)
{
//if (dt == 0.0) {
// return;
//}
//if (!entity.Valid()) {
// return;
//}
//double& lifetime = cLifetime["Lifetime"];
//lifetime -= dt;
//if (lifetime <= 0.0) {
// m_Deletions.push_back(entity);
//}
}
+37
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@@ -0,0 +1,37 @@
#include "Systems/FadeSystem.h"
void FadeSystem::UpdateComponent(EntityWrapper& entity, ComponentWrapper& cFade, double dt)
{
double dTime = dt;
if (dTime == 0.0) {
return;
}
if (!entity.Valid()) {
return;
}
if (!(bool)cFade["Out"]) {
dTime *= -1;
}
double fadeTime = cFade["FadeTime"];
double& currentTime = cFade["Time"];
currentTime += dTime;
if(currentTime > fadeTime) {
currentTime = 0.0;
}
if(currentTime < 0.0) {
currentTime = fadeTime;
}
double ratio = currentTime/fadeTime;
if(entity.HasComponent("Model")){
((glm::vec4&)entity["Model"]["Color"]).a = ratio;
}
if (entity.HasComponent("Sprite")) {
((glm::vec4&)entity["Sprite"]["Color"]).a = ratio;
}
}