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SDLGameEngine
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Effects for fading between screens. More...
Go to the source code of this file.
Data Structures | |
| struct | SGEFADEFX |
Defines | |
| #define | sgeFadeFXDeleteSprites(fx, yesno) sgeFadeFXDeleteSurfaces(fx, yesno) |
| when destroying the effect, should the image resources be destroyed too? | |
Enumerations | |
| enum | SGEFADEFX_TYPES { SGEFADEFX_FADE, SGEFADEFX_WIPE_LEFT, SGEFADEFX_WIPE_RIGHT, SGEFADEFX_WIPE_TOP, SGEFADEFX_WIPE_BOTTOM, SGEFADEFX_SCROLL_LEFT, SGEFADEFX_SCROLL_RIGHT, SGEFADEFX_SCROLL_TOP, SGEFADEFX_SCROLL_BOTTOM } |
Functions | |
| SGEFADEFX * | sgeFadeFXNew (Uint32 type, Uint32 runTime, SGESPRITE *source, SGESPRITE *destination) |
| create a new fade effect from between two sprites | |
| SGEFADEFX * | sgeFadeFXNewSDLSurface (Uint32 type, Uint32 runTime, SDL_Surface *source, SDL_Surface *destination) |
| create a new fade effect from between two SDL_Surface images | |
| void | sgeFadeFXDestroy (SGEFADEFX *fx) |
| destroy the SGEFADEFX and free resources | |
| void | sgeFadeFXDeleteSurfaces (SGEFADEFX *fx, Uint8 yesno) |
| when destroying the effect, should the image resources be destroyed too? | |
| void | sgeFadeFXPreDelay (SGEFADEFX *fx, Uint32 delay) |
| set a delay before starting the fade | |
| void | sgeFadeFXPostDelay (SGEFADEFX *fx, Uint32 delay) |
| set a delay between the actual fade beeing finished and sgeFadeFXFinished returning true | |
| void | sgeFadeFXSetTarget (SGEFADEFX *fx, SDL_Surface *surface) |
| set the render target of the effect | |
| void | sgeFadeFXDraw (SGEFADEFX *fx) |
| draw the effect | |
| int | sgeFadeFXFinished (SGEFADEFX *fx) |
| check if the effect is finished | |
Effects for fading between screens.
Definition in file sgefadefx.h.