SDLGameEngine

include/sgefadefx.h File Reference

Effects for fading between screens. More...

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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

SGEFADEFXsgeFadeFXNew (Uint32 type, Uint32 runTime, SGESPRITE *source, SGESPRITE *destination)
 create a new fade effect from between two sprites
SGEFADEFXsgeFadeFXNewSDLSurface (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

Detailed Description

Effects for fading between screens.

Definition in file sgefadefx.h.

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