29#ifndef NOMLIB_ACTIONS_FADE_IN_ACTION_HPP
30#define NOMLIB_ACTIONS_FADE_IN_ACTION_HPP
34#include "nomlib/config.hpp"
35#include "nomlib/actions/IActionObject.hpp"
36#include "nomlib/math/Color4.hpp"
51 typedef IActionObject derived_type;
57 FadeInAction(
const std::shared_ptr<Sprite>& drawable, real32 seconds);
61 virtual std::unique_ptr<IActionObject>
clone()
const override;
67 virtual void pause(real32 delta_time)
override;
69 virtual void resume(real32 delta_time)
override;
71 virtual void rewind(real32 delta_time)
override;
76 static const char* DEBUG_CLASS_NAME;
80 void first_frame(real32 delta_time);
81 void last_frame(real32 delta_time);
84 real32 initial_alpha_ = 0.0f;
86 std::shared_ptr<Sprite> drawable_;
virtual void pause(real32 delta_time) override
Freeze the action's internal state.
uint8 alpha_
The current alpha value of the drawable.
virtual IActionObject::FrameState prev_frame(real32 delta_time) override
Play the action backwards in time by one time step.
virtual std::unique_ptr< IActionObject > clone() const override
Create a deep copy instance of the action.
virtual void resume(real32 delta_time) override
Resume the internal state of the action.
virtual IActionObject::FrameState next_frame(real32 delta_time) override
Play the action forward in time by one time step.
virtual void release() override
Free externally referenced resources held by the action.
virtual void rewind(real32 delta_time) override
Reset the internal state of the action back to its initial starting values.
FadeInAction(const std::shared_ptr< Sprite > &drawable, real32 seconds)
Fade a sprite in to full opacity.
friend class ActionTest
Allow access into our private parts for unit testing.
FrameState
The update status of the action.
Base class for bitmap objects.
static const int16 ALPHA_OPAQUE