SpatialFear.SFFadeWindow

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//=============================================================================
// Spatial Fear
// Name: SFFadeWindow
// Description: Subclass of SFTextWindow, shows it's contents and fades away
//
// Author: Markus Nuebel
//=============================================================================


class SFFadeWindow extends SFTextWindow;



var float	m_fFadeOutTime; // Private: Time in seconds for the whole fade action
var float	m_fFadeOutDelay;	// Private: Time it takes, before finished running text fades out. Default: 3 seconds
var float	m_fFadeTime; // Priave: Current fade time
var bool	m_bFlicker; // Private: If set to true, the fading starts again, when having reached the lower bound. Default: false
var color   m_colStart; // Private: Color, starting the fade. Default: (R=255,G=255,B=255)
var color   m_colEnd; // Private: Color, ending the fade. Default: (R=0,G=0,B=0)
var bool	m_bReverse; // Private: Reverse the fading direction: Default: false
var bool	m_bNoFade; // Private: Enables/Disables fading. Default: false
var bool	m_bHideOnFullFade; // Private: Whether to hide the window after the fade finishes or not: Default:true;
var SFFadeWindow	m_wndFadeParent; // Private: Typed reference to parent, to prevent too much casting

simulated event FadedOut();

// Stops the current fade progress
simulated function stopFading()
{
	m_bNoFade	= true;
}

// Configures the window for a single fade in upward direction
simulated function setSingleFade(float fFadeTime)
{
	m_bReverse			= false;
	m_bNoFade			= false;
	m_bHideOnFullFade	= true;
	m_fFadeOutTime		= fFadeTime;
}

// Configures the window for a single fade in reverse direction
simulated function setSingleFadeReverse(float fFadeTime)
{
	m_bReverse			= true;
	m_bNoFade			= false;
	m_bHideOnFullFade	= false;
	m_fFadeOutTime		= fFadeTime;
}

// Check if we are in a fade move
simulated function bool isFading()
{
	return (!m_bRunningText) && (!m_bNoFade);
}

// Check if we are fading out
simulated function bool isFadingOut()
{
	return !m_bRunningText && !m_bNoFade && !m_bReverse;
}

// Check if we are fading in
simulated function bool isFadingIn()
{
	return !m_bRunningText && !m_bNoFade && m_bReverse;
}

// Check if we are fully faded in
simulated function bool isFadedIn()
{
	return (m_bNoFade && isVisible()) || m_bRunningText;
}

// Check if we are fully faded out
simulated function bool isFadedOut()
{
	return m_bNoFade && !isVisible();
}

// Clock down the fade time
simulated function Tick(float fDelta)
{
	// First check, if we use the parent settings
	if(None != m_wndFadeParent)
	{
		// Early out
		if(!m_wndFadeParent.m_bVisible)
			return;

		m_fFadeTime 	= m_wndFadeParent.m_fFadeTime;
		m_fFadeOutTime	= m_wndFadeParent.m_fFadeOutTime;
		m_bVisible 		= m_wndFadeParent.m_bVisible;
		m_bReverse		= m_wndFadeParent.m_bReverse;
		m_bVisible		= m_wndFadeParent.m_bVisible;
		m_bNoFade		= m_wndFadeParent.m_bNoFade;
	
		// Stop processing here
		return;
	}

	if(m_bRunningText)
		return;

	if(!m_bVisible)
		return;

	if(m_bNoFade)
		return;

	if((m_fFadeOutDelay	> 0) && !m_bReverse && m_bUsedRunningText)
	{
		m_fFadeOutDelay	-= fDelta;
		return;
	}

	// Do not use parent settings, calcualte your own	
	if(!m_bReverse)
	{
		// Fade down
		m_fFadeTime -= fDelta;
		if(0.0f > m_fFadeTime)
		{
			if(!m_bFlicker)
			{
				if(m_bHideOnFullFade)
					m_bVisible = false;
				else
					stopFading();
			}
			else
			{
				m_fFadeTime	= 0.0f;
				m_bReverse	= !m_bReverse;
			}
			// Call event
			FadedOut();
		}
	}
	else
	{
		// Fade up
		m_fFadeTime += fDelta;
		if(m_fFadeTime > m_fFadeOutTime)
		{
			if(!m_bFlicker)
			{
				if(m_bHideOnFullFade)
					m_bVisible = false;
				else
					stopFading();
			}
			else
			{
				m_fFadeTime	= m_fFadeOutTime;
				m_bReverse	= !m_bReverse;
			}
			// Call event
			FadedOut();
		}
	}



}

// Set up the canvas
simulated function prepareCanvas(Canvas C)
{
 	// Call to base class
	Super.prepareCanvas(C);
	if(!m_bNoFade)
		C.DrawColor = m_colStart * (m_fFadeTime/m_fFadeOutTime) + m_colEnd;
	else
		C.DrawColor = m_colStart;
}

simulated function resetFadeCounter()
{
	m_fFadeOutDelay	= Default.m_fFadeOutDelay;

	if(m_bReverse)
		m_fFadeTime = 0.0f;
	else
		m_fFadeTime = m_fFadeOutTime;
}

// Overwritten base class function to trackt the fade time
function show()
{
	// Call to base class
	Super.show();

	if(None != m_wndParent)
	{
		if(m_wndParent.IsA('SFFadeWindow'))
		{
			// Parent settings are used
			m_wndFadeParent	= SFFadeWindow(m_wndParent);
			m_fFadeTime		= m_wndFadeParent.m_fFadeTime;
			
			// Stop processing here
			return;
		}
		else
			m_wndFadeParent	= None;
	}

	resetFadeCounter();
}

defaultproperties
{
     m_fFadeOutTime=2.000000
     m_fFadeOutDelay=3.000000
     m_colStart=(R=255,G=255,B=255)
     m_bHideOnFullFade=True
}

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX