Arma Reforger Script API
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Public Member Functions | Public Attributes | Static Public Attributes | Protected Attributes | List of all members
SCR_FadeInOutAnimator Interface Reference

This class helps with managing fade in and fade out animations properly: You can call FadeIn() once and it will fade in Then it will stay for a fixed amount of time in this state Later it will start the fade out animation and stay in this state Or you can call ForceVisible(true/false) periodically and it will handle the transitions itself ! Remember to call Update() yourself ! It won't get called automatically. More...

Public Member Functions

void SCR_FadeInOutAnimator (Widget w, float fadeInSpeed, float fadeOutSpeed, float fadeOutWaitTime, bool fadeOutSetVisibleFalse=false)
 
void Update (float timeSlice)
 
void FadeIn (bool fadeOut=true)
 
void FadeOut ()
 
void FadeOutInstantly ()
 
void ForceVisible (bool force)
 
int GetState ()
 Returns state. See STATE_ constants.
 
bool IsRunning ()
 Returns TRUE if animation is running.
 
ScriptInvoker GetOnStateChanged ()
 

Public Attributes

ref ScriptInvoker< int, int > m_OnStateChanged
 

Static Public Attributes

const int STATE_FADE_IN = 0
 
const int STATE_FADE_OUT_WAIT = 1
 
const int STATE_FADE_OUT = 2
 
const int STATE_FADING_DONE = 3
 

Protected Attributes

Widget m_Widget
 
int m_iState
 
int m_iFormerState float m_fFadeOutWaitTime
 
float m_fFadeInSpeed
 
float m_fFadeOutSpeed
 
bool m_bForceVisible
 
float m_fTimer
 
bool m_bFadeOutSetVisibleFalse
 
bool m_bAutoFadeOut
 

Detailed Description

This class helps with managing fade in and fade out animations properly: You can call FadeIn() once and it will fade in Then it will stay for a fixed amount of time in this state Later it will start the fade out animation and stay in this state Or you can call ForceVisible(true/false) periodically and it will handle the transitions itself ! Remember to call Update() yourself ! It won't get called automatically.

Constructor & Destructor Documentation

◆ SCR_FadeInOutAnimator()

void SCR_FadeInOutAnimator.SCR_FadeInOutAnimator ( Widget  w,
float  fadeInSpeed,
float  fadeOutSpeed,
float  fadeOutWaitTime,
bool  fadeOutSetVisibleFalse = false 
)

Member Function Documentation

◆ FadeIn()

void SCR_FadeInOutAnimator.FadeIn ( bool  fadeOut = true)

◆ FadeOut()

void SCR_FadeInOutAnimator.FadeOut ( )

◆ FadeOutInstantly()

void SCR_FadeInOutAnimator.FadeOutInstantly ( )

◆ ForceVisible()

void SCR_FadeInOutAnimator.ForceVisible ( bool  force)

◆ GetOnStateChanged()

ScriptInvoker SCR_FadeInOutAnimator.GetOnStateChanged ( )

◆ GetState()

int SCR_FadeInOutAnimator.GetState ( )

Returns state. See STATE_ constants.

◆ IsRunning()

bool SCR_FadeInOutAnimator.IsRunning ( )

Returns TRUE if animation is running.

◆ Update()

void SCR_FadeInOutAnimator.Update ( float  timeSlice)

Member Data Documentation

◆ m_bAutoFadeOut

bool SCR_FadeInOutAnimator.m_bAutoFadeOut
protected

◆ m_bFadeOutSetVisibleFalse

bool SCR_FadeInOutAnimator.m_bFadeOutSetVisibleFalse
protected

◆ m_bForceVisible

bool SCR_FadeInOutAnimator.m_bForceVisible
protected

◆ m_fFadeInSpeed

float SCR_FadeInOutAnimator.m_fFadeInSpeed
protected

◆ m_fFadeOutSpeed

float SCR_FadeInOutAnimator.m_fFadeOutSpeed
protected

◆ m_fFadeOutWaitTime

int m_iFormerState float SCR_FadeInOutAnimator.m_fFadeOutWaitTime
protected

◆ m_fTimer

float SCR_FadeInOutAnimator.m_fTimer
protected

◆ m_iState

int SCR_FadeInOutAnimator.m_iState
protected

◆ m_OnStateChanged

ref ScriptInvoker<int, int> SCR_FadeInOutAnimator.m_OnStateChanged

◆ m_Widget

Widget SCR_FadeInOutAnimator.m_Widget
protected

◆ STATE_FADE_IN

const int SCR_FadeInOutAnimator.STATE_FADE_IN = 0
static

◆ STATE_FADE_OUT

const int SCR_FadeInOutAnimator.STATE_FADE_OUT = 2
static

◆ STATE_FADE_OUT_WAIT

const int SCR_FadeInOutAnimator.STATE_FADE_OUT_WAIT = 1
static

◆ STATE_FADING_DONE

const int SCR_FadeInOutAnimator.STATE_FADING_DONE = 3
static

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