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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright <EFBFBD> 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "DEFINES.h"
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#include "AdventuresInLestoria.h"
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#include "Overlay.h"
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#include "util.h"
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INCLUDE_game
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INCLUDE_ANIMATION_DATA
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const float Overlay::ALPHA_TIME{0.5f};
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Overlay::Overlay(std::string animationName,Pixel overlayCol)
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:animationName(animationName),overlayCol(overlayCol){}
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const Pixel&Overlay::GetOverlayCol()const{
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return overlayCol;
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}
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void Overlay::SetOverlayCol(Pixel newOverlayCol){
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overlayCol=newOverlayCol;
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}
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void Overlay::Enable(){
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alpha=0;
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alphaTimer=0.f;
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enabled=true;
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}
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void Overlay::Disable(){
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alpha=255;
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alphaTimer=0.f;
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enabled=false;
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}
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void Overlay::Draw(){
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alphaTimer+=game->GetElapsedTime();
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if(enabled)alpha=util::lerp(0,255,std::min(1.f,alphaTimer/ALPHA_TIME));
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else alpha=util::lerp(255,0,std::min(1.f,alphaTimer/ALPHA_TIME));
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const Animate2D::Frame&animationFrame{ANIMATION_DATA.at(animationName).GetFrame(game->GetRunTime())};
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game->DrawPartialDecal({},animationFrame.GetSourceRect().size,animationFrame.GetSourceImage()->Decal(),animationFrame.GetSourceRect().pos,animationFrame.GetSourceRect().size,{overlayCol.r,overlayCol.g,overlayCol.b,uint8_t(overlayCol.a*uint8_t(alpha/255.f))});
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}
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void Overlay::Reset(){
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animationName="pixel.png";
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overlayCol=BLANK;
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}
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