@ -15,9 +15,11 @@ local sw, sh = ScrW(), ScrH()
local theme = Quantum.Client . Menu.GetAPI ( " theme " )
local theme = Quantum.Client . Menu.GetAPI ( " theme " )
function fade . menuTransition ( parent , dt , delay , inColor , isBlur , startFunc , endFunc )
local function changeAlpha ( clr , alpha )
return Color ( clr.r , clr.g , clr.b , alpha )
end
startFunc ( dt )
function fade . transition ( parent , dt , start_delay , mid_delay , end_delay , inColor , isBlur , startFunc , endFunc )
local color = inColor || Color ( 0 , 0 , 0 , 255 )
local color = inColor || Color ( 0 , 0 , 0 , 255 )
local p = vgui.Create ( " DPanel " )
local p = vgui.Create ( " DPanel " )
@ -27,12 +29,11 @@ function fade.menuTransition( parent, dt, delay, inColor, isBlur, startFunc, end
p.starttime = CurTime ( )
p.starttime = CurTime ( )
p : SetSize ( sw , sh )
p : SetSize ( sw , sh )
p : SetPos ( 0 , 0 )
p : SetPos ( 0 , 0 )
p : MakePopup ( ) -- make it so the player cant move around
p.Paint = function ( self , w , h )
p.Paint = function ( self , w , h )
if ( isBlur ) then theme.renderblur ( self , Lerp ( self.frac , 0 , 4 ) , Lerp ( self.frac , 0 , 8 ) ) end -- render blur
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.SetDrawColor ( color )
surface.SetAlphaMultiplier ( self.frac )
surface.DrawRect ( 0 , 0 , w , h )
surface.DrawRect ( 0 , 0 , w , h )
end
end
@ -40,18 +41,42 @@ function fade.menuTransition( parent, dt, delay, inColor, isBlur, startFunc, end
p.Think = function ( self )
p.Think = function ( self )
self.time = CurTime ( ) - self.starttime
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.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
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
parent : Remove ( ) -- remove the parent
elseif ( self.time >= delay && ! self.fadeIn ) then
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.frac = 0
self.starttime = CurTime ( )
end
end
Quantum.Debug ( " [Fade] First part done. " )
elseif ( self.time >= end_delay && ! self.fadeIn ) then
if ( ! self.runnedEndFunc ) then
if ( ! self.runnedEndFunc ) then
endFunc ( dt )
endFunc ( dt )
self.runnedEndFunc = true
self.runnedEndFunc = true
self : Remove ( ) -- remove the panel when done
self : Remove ( ) -- remove the panel when done
Quantum.Debug ( " [Fade] Finished transition. " )
end
end
end
end
end
end
end
end