nomlib
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nom::FadeInAction Class Reference

Fade a sprite in to full opacity. More...

#include <FadeInAction.hpp>

Inheritance diagram for nom::FadeInAction:
[legend]

Public Types

typedef FadeInAction self_type
typedef IActionObject derived_type
Public Types inherited from nom::IActionObject
enum  FrameState { COMPLETED , PLAYING }
 The update status of the action. More...
typedef IActionObject self_type
typedef std::function< real32(real32, real32, real32, real32)> timing_curve_func
 A function pointer to a timing mode.

Public Member Functions

 FadeInAction (const std::shared_ptr< Sprite > &drawable, real32 seconds)
 Fade a sprite in to full opacity.
virtual std::unique_ptr< IActionObject > clone () const override
 Create a deep copy instance of the action.
virtual IActionObject::FrameState next_frame (real32 delta_time) override
 Play the action forward in time by one time step.
virtual IActionObject::FrameState prev_frame (real32 delta_time) override
 Play the action backwards in time by one time step.
virtual void pause (real32 delta_time) override
 Freeze the action's internal state.
virtual void resume (real32 delta_time) override
 Resume the internal state of the action.
virtual void rewind (real32 delta_time) override
 Reset the internal state of the action back to its initial starting values.
virtual void release () override
 Free externally referenced resources held by the action.
Public Member Functions inherited from nom::IActionObject
const std::string & name () const
 Get the unique identifier of the action.
real32 duration () const
 Get the duration of the action.
real32 speed () const
 Get the speed modifier of the action.
const IActionObject::timing_curve_functiming_curve () const
 Get the timing mode function used by the action.
void set_name (const std::string &action_id)
 Set the unique identifier of the action.
virtual void set_speed (real32 speed)
 Set the speed factor of the action.
virtual void set_timing_curve (const IActionObject::timing_curve_func &mode)
 Set the timing mode of the action.

Private Member Functions

IActionObject::FrameState update (real32 t, real32 b, real32 c, real32 d)
void first_frame (real32 delta_time)
void last_frame (real32 delta_time)

Private Attributes

const real32 total_displacement_ = Color4i::ALPHA_OPAQUE
real32 initial_alpha_ = 0.0f
std::shared_ptr< Spritedrawable_
uint8 alpha_ = 0
 The current alpha value of the drawable.

Static Private Attributes

static const char * DEBUG_CLASS_NAME

Friends

class ActionTest
 Allow access into our private parts for unit testing.

Additional Inherited Members

Protected Member Functions inherited from nom::IActionObject
IActionObject::FrameState status () const
 Get the current state of the action.
void set_duration (real32 seconds)
 Set the duration of the action.
void set_status (FrameState state)
 Set the state of the action.
Protected Attributes inherited from nom::IActionObject
real32 elapsed_frames_ = 0.0f
 Internal frames counter.
Timer timer_
 Internal time clock (milliseconds resolution).

Detailed Description

Fade a sprite in to full opacity.

...

Remarks
This action is reversible; the reverse is created as if the following code was executed:
FadeOutAction(drawable, seconds);
Fade a sprite out to zero opacity.

Definition at line 44 of file FadeInAction.hpp.

Member Typedef Documentation

◆ derived_type

typedef IActionObject nom::FadeInAction::derived_type

Definition at line 51 of file FadeInAction.hpp.

◆ self_type

typedef FadeInAction nom::FadeInAction::self_type

Definition at line 50 of file FadeInAction.hpp.

Constructor & Destructor Documentation

◆ FadeInAction()

nom::FadeInAction::FadeInAction ( const std::shared_ptr< Sprite > & drawable,
real32 seconds )

Fade a sprite in to full opacity.

Parameters
drawableA valid nom::Sprite instance.
secondsThe duration of the animation.

Member Function Documentation

◆ clone()

virtual std::unique_ptr< IActionObject > nom::FadeInAction::clone ( ) const
overridevirtual

Create a deep copy instance of the action.

Remarks
A cloned instance is created using the action's attributes at the time of construction. External resources of the action – i.e.: nom::Sprite – are not modified, and you may need to reset the state appropriately if the action has been ran previously.

Implements nom::IActionObject.

◆ next_frame()

virtual IActionObject::FrameState nom::FadeInAction::next_frame ( real32 delta_time)
overridevirtual

Play the action forward in time by one time step.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::DispatchQueue

Implements nom::IActionObject.

◆ pause()

virtual void nom::FadeInAction::pause ( real32 delta_time)
overridevirtual

Freeze the action's internal state.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::DispatchQueue

Implements nom::IActionObject.

◆ prev_frame()

virtual IActionObject::FrameState nom::FadeInAction::prev_frame ( real32 delta_time)
overridevirtual

Play the action backwards in time by one time step.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
Remarks
Not all actions are reversible – see the action's documentation for its implementation details.
See also
nom::ReversedAction

Implements nom::IActionObject.

◆ release()

virtual void nom::FadeInAction::release ( )
overridevirtual

Free externally referenced resources held by the action.

Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::RemoveAction

Implements nom::IActionObject.

◆ resume()

virtual void nom::FadeInAction::resume ( real32 delta_time)
overridevirtual

Resume the internal state of the action.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::DispatchQueue

Implements nom::IActionObject.

◆ rewind()

virtual void nom::FadeInAction::rewind ( real32 delta_time)
overridevirtual

Reset the internal state of the action back to its initial starting values.

Parameters
delta_timeReserved for application-defined implementations.
Note
This method should not normally need to be called externally! Exceptions might include: a) implementing a new action; b) advanced debugging
See also
nom::RepeatForAction, nom::RepeatForeverAction

Implements nom::IActionObject.

◆ ActionTest

friend class ActionTest
friend

Allow access into our private parts for unit testing.

Definition at line 48 of file FadeInAction.hpp.

Member Data Documentation

◆ alpha_

uint8 nom::FadeInAction::alpha_ = 0
private

The current alpha value of the drawable.

Definition at line 89 of file FadeInAction.hpp.

◆ DEBUG_CLASS_NAME

const char* nom::FadeInAction::DEBUG_CLASS_NAME
staticprivate

Definition at line 76 of file FadeInAction.hpp.

◆ drawable_

std::shared_ptr<Sprite> nom::FadeInAction::drawable_
private

Definition at line 86 of file FadeInAction.hpp.

◆ initial_alpha_

real32 nom::FadeInAction::initial_alpha_ = 0.0f
private

Definition at line 84 of file FadeInAction.hpp.

◆ total_displacement_

const real32 nom::FadeInAction::total_displacement_ = Color4i::ALPHA_OPAQUE
private

Definition at line 83 of file FadeInAction.hpp.


The documentation for this class was generated from the following file: