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wiFadeManager.cpp
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#include "wiFadeManager.h"
namespace wi
{
void FadeManager::Clear()
{
opacity = 0;
state = FADE_FINISHED;
}
void FadeManager::Update(float dt)
{
fadeEventTriggeredThisFrame = false;
if (!IsActive())
return;
if (targetFadeTimeInSeconds <= 0)
{
// skip fade, just launch the job
onFade();
state = FADE_FINISHED;
fadeEventTriggeredThisFrame = true;
}
float t = timer / targetFadeTimeInSeconds;
timer += wi::math::Clamp(dt, 0, 0.033f);
if (state == FADE_IN)
{
opacity = wi::math::Lerp(0.0f, 1.0f, t);
if (t >= 1.0f)
{
state = FADE_MID;
opacity = 1.0f;
}
}
else if (state == FADE_MID)
{
state = FADE_OUT;
opacity = 1.0f;
onFade();
timer = 0;
fadeEventTriggeredThisFrame = true;
}
else if (state == FADE_OUT)
{
opacity = wi::math::Lerp(1.0f, 0.0f, t);
if (t >= 1.0f)
{
state = FADE_FINISHED;
opacity = 0.0f;
}
}
else if (state == FADE_FINISHED)
{
opacity = 0.0f;
onFade = [] {};
}
}
}