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")
local function changeAlpha( clr, alpha )
return Color( clr.r, clr.g, clr.b, alpha )
end
function fade.transition( parent, dt, start_delay, mid_delay, end_delay, inColor, isBlur, startFunc, endFunc )
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:MakePopup() -- make it so the player cant move around
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( changeAlpha( color, 255 * self.frac ) )
surface.DrawRect( 0, 0, w, h )
end
p.Think = function( self )
self.time = CurTime() - self.starttime
if( self.fadeIn ) then self.frac = Lerp( self.time / start_delay, 0, 1 ) else self.frac = Lerp( self.time / end_delay, 1, 0 ) end
if( self.time >= start_delay && self.fadeIn ) then
parent:Remove() -- remove the parent
Quantum.Client.Cam.Stop() -- stop the cinematic (if it exists)
if( !self.recordedMidStart ) then
self.midtrans_start = CurTime()
self.recordedMidStart = true
end
if( !self.runnedStartFunc ) then
if( CurTime() - self.midtrans_start >= mid_delay ) then
startFunc( dt )
self.runnedStartFunc = true
self.fadeIn = false -- reset the timer and invert the fading process
self.time = 0
self.starttime = CurTime()
end
end
Quantum.Debug("[Fade] First part done.")
elseif( self.time >= end_delay && !self.fadeIn ) then
if( !self.runnedEndFunc ) then
endFunc( dt )
self.runnedEndFunc = true
self:Remove() -- remove the panel when done
Quantum.Debug( "[Fade] Finished transition." )
end
end
end
end
return fade