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Facilities for making networked multiplayer games.
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//
// Nenya library - tools for developing networked games
// Copyright (C) 2002-2012 Three Rings Design, Inc., All Rights Reserved
// https://github.com/threerings/nenya
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published
// by the Free Software Foundation; either version 2.1 of the License, or
// (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
package com.threerings.media.animation;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import com.threerings.media.effects.FadeEffect;
/**
* An animation that displays an image fading from one alpha level to another in specified
* increments over time. The animation is finished when the specified target alpha is reached.
*/
public abstract class FadeAnimation extends Animation
{
/**
* Constructs a fade animation.
*
* @param bounds our bounds.
* @param alpha the starting alpha.
* @param step the alpha amount to step by each millisecond.
* @param target the target alpha level.
*/
protected FadeAnimation (Rectangle bounds, float alpha, float step, float target)
{
super(bounds);
_effect = new FadeEffect(alpha, step, target);
}
@Override
public void tick (long timestamp)
{
if (_effect.tick(timestamp)) {
_finished = _effect.finished();
invalidate();
}
}
@Override
public void paint (Graphics2D gfx)
{
_effect.beforePaint(gfx);
paintAnimation(gfx);
_effect.afterPaint(gfx);
}
@Override
protected void willStart (long tickStamp)
{
super.willStart(tickStamp);
_effect.init(tickStamp);
}
/**
* Here is where derived animations actually render their image.
*/
protected abstract void paintAnimation (Graphics2D gfx);
/** This handles the main work of fading. */
protected FadeEffect _effect;
}
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