Quantum is a Garry's Mod RPG framework.
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quantum/gamemode/engine/derma/lib/cl_menu_fade.lua

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-- __ _ _______ _ __
-- / / /\ | | |__ __| | | \ \
-- / / / \ | |_ __ ___ | | ___ ___| |__ \ \
-- < < / /\ \ | | '_ ` _ \| |/ _ \/ __| '_ \ > >
-- \ \ / ____ \| | | | | | | | __/ (__| | | | / /
-- \_\ /_/ \_\_|_| |_| |_|_|\___|\___|_| |_| /_/
local fade = {}
local scale = Quantum.Client.ResolutionScale
local padding = math.Round( 10 * scale )
local padding_s = math.Round( 4 * scale )
local sw, sh = ScrW(), ScrH()
local theme = Quantum.Client.Menu.GetAPI("theme")
function fade.menuTransition( parent, dt, delay, inColor, isBlur, startFunc, endFunc )
startFunc( dt )
local color = inColor || Color( 0, 0, 0, 255 )
local p = vgui.Create( "DPanel" )
p.frac = startFrac || 0
p.time = 0
p.fadeIn = true
p.starttime = CurTime()
p:SetSize( sw, sh )
p:SetPos( 0, 0 )
p.Paint = function( self, w, h )
5 years ago
if( isBlur ) then theme.renderblur( self, Lerp( self.frac, 0, 4 ), Lerp( self.frac, 0, 8 ) ) end -- render blur
surface.SetDrawColor( color )
surface.SetAlphaMultiplier( self.frac )
surface.DrawRect( 0, 0, w, h )
end
p.Think = function( self )
self.time = CurTime() - self.starttime
if( self.fadeIn ) then self.frac = math.Clamp( self.time / delay, 0, 1 ) else self.frac = math.Clamp( self.time / delay, 1, 0 ) end
if( self.time >= delay && self.fadeIn ) then
self.fadeIn = false -- reset the timer and invert the fading process
self.time = 0
parent:Remove() -- remove the parent
elseif( self.time >= delay && !self.fadeIn ) then
if( !self.runnedEndFunc ) then
endFunc( dt )
self.runnedEndFunc = true
self:Remove() -- remove the panel when done
end
end
end
end
return fade