Files
OpenRA/OpenRA.Mods.Common/Traits/PaletteEffects/MenuPostProcessEffect.cs

89 lines
2.8 KiB
C#

#region Copyright & License Information
/*
* Copyright (c) The OpenRA Developers and Contributors
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using OpenRA.Graphics;
using OpenRA.Traits;
using OpenRA.Widgets;
namespace OpenRA.Mods.Common.Traits
{
[TraitLocation(SystemActors.World | SystemActors.EditorWorld)]
[Desc("Fades the world from/to black at the start/end of the game, and can (optionally) desaturate the world")]
public class MenuPostProcessEffectInfo : TraitInfo
{
[Desc("Time (in ticks) to fade between states")]
public readonly int FadeLength = 10;
[Desc("Effect style to fade to during gameplay. Accepts values of None or Desaturated.")]
public readonly MenuPostProcessEffect.EffectType Effect = MenuPostProcessEffect.EffectType.None;
[Desc("Effect style to fade to when opening the in-game menu. Accepts values of None, Black or Desaturated.")]
public readonly MenuPostProcessEffect.EffectType MenuEffect = MenuPostProcessEffect.EffectType.None;
public override object Create(ActorInitializer init) { return new MenuPostProcessEffect(this); }
}
public class MenuPostProcessEffect : RenderPostProcessPassBase, IWorldLoaded, INotifyGameLoaded
{
public enum EffectType { None, Black, Desaturated }
public readonly MenuPostProcessEffectInfo Info;
EffectType from = EffectType.Black;
EffectType to = EffectType.Black;
long startTime;
long endTime;
public MenuPostProcessEffect(MenuPostProcessEffectInfo info)
: base("menufade", PostProcessPassType.AfterShroud)
{
Info = info;
}
public void Fade(EffectType type)
{
startTime = Game.RunTime;
endTime = startTime + Ui.Timestep * Info.FadeLength;
from = to;
to = type;
}
protected override bool Enabled => to != EffectType.None || endTime != 0;
protected override void PrepareRender(WorldRenderer wr, IShader shader)
{
var blend = (endTime - Game.RunTime) * 1f / (endTime - startTime);
if (blend < 0)
blend = startTime = endTime = 0;
shader.SetVec("From", (int)from);
shader.SetVec("To", (int)to);
shader.SetVec("Blend", blend);
}
void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
{
// HACK: Defer fade-in until the GameLoaded notification for game saves
if (!w.IsLoadingGameSave)
Fade(Info.Effect);
}
void INotifyGameLoaded.GameLoaded(World world)
{
// HACK: Let the menu opening trigger the fade for game saves
// to avoid glitches resulting from trying to trigger both
// the standard and menu fades at the same time
if (world.IsReplay)
Fade(Info.Effect);
}
}
}