Renamed Sce to SceneFader
This commit is contained in:
@@ -29,7 +29,7 @@ namespace _2DGAMELIB
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public Bitmap Hit;
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public Bitmap Hit;
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public Graphics HitGraphics;
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public Graphics HitGraphics;
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public Sce Sce;
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public SceneFader SceneFader;
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public FPS FPSF = new FPS(60.0);
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public FPS FPSF = new FPS(60.0);
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private Size BaseSize = Size.Empty;
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private Size BaseSize = Size.Empty;
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@@ -84,12 +84,12 @@ namespace _2DGAMELIB
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public void FadeIn(double Rate)
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public void FadeIn(double Rate)
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{
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{
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Sce.TransformAlpha(DisplayGraphics, Rate);
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SceneFader.TransformAlpha(DisplayGraphics, Rate);
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}
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}
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public void FadeOut(double Rate)
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public void FadeOut(double Rate)
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{
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{
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Sce.TransD(DisplayGraphics, Rate);
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SceneFader.TransD(DisplayGraphics, Rate);
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}
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}
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public void InitializeModes(string Mode, Func<ModeEventDispatcher, Dictionary<string, Module>> GetModes)
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public void InitializeModes(string Mode, Func<ModeEventDispatcher, Dictionary<string, Module>> GetModes)
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@@ -121,7 +121,7 @@ namespace _2DGAMELIB
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WidthM = Hit.Width - 1;
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WidthM = Hit.Width - 1;
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HeightM = Hit.Height - 1;
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HeightM = Hit.Height - 1;
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Sce = new Sce(BaseSize.Width, BaseSize.Height);
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SceneFader = new SceneFader(BaseSize.Width, BaseSize.Height);
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Modes = GetModes(this);
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Modes = GetModes(this);
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@@ -5,7 +5,7 @@ namespace _2DGAMELIB
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{
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{
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//Basically used to animate switching between two static images
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//Basically used to animate switching between two static images
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public class Sce
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public class SceneFader
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{
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{
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private Bitmap Start;
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private Bitmap Start;
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private Graphics GS;
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private Graphics GS;
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@@ -23,7 +23,7 @@ namespace _2DGAMELIB
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private ImageAttributes ia = new ImageAttributes();
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private ImageAttributes ia = new ImageAttributes();
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public Sce(int Width, int Height)
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public SceneFader(int Width, int Height)
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{
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{
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w = Width;
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w = Width;
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h = Height;
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h = Height;
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@@ -22,7 +22,8 @@ namespace _2DGAMELIB
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.Add("_2DGAMELIB.Joi", typeof(JointPoint))
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.Add("_2DGAMELIB.Joi", typeof(JointPoint))
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.Add("_2DGAMELIB.Dif", typeof(MorphVariant))
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.Add("_2DGAMELIB.Dif", typeof(MorphVariant))
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.Add("_2DGAMELIB.Difs", typeof(VariantGrid))
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.Add("_2DGAMELIB.Difs", typeof(VariantGrid))
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.Add("_2DGAMELIB.Obj", typeof(BodyTemplate));
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.Add("_2DGAMELIB.Obj", typeof(BodyTemplate))
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.Add("_2DGAMELIB.Sce", typeof(SceneFader));
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private static BinaryFormatter NewFormatter()
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private static BinaryFormatter NewFormatter()
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{
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{
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@@ -556,8 +556,8 @@ namespace SlaveMatrix
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{
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{
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Med.Mode = Mode;
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Med.Mode = Mode;
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描画(drawArea, Med.FPSF);
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描画(drawArea, Med.FPSF);
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Med.Sce.DrawStart(Are);
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Med.SceneFader.DrawStart(Are);
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Med.Sce.DrawEnd(drawArea);
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Med.SceneFader.DrawEnd(drawArea);
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fade_in = true;
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fade_in = true;
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}
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}
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@@ -565,8 +565,8 @@ namespace SlaveMatrix
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{
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{
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調教描画(drawArea, Med.FPSF);
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調教描画(drawArea, Med.FPSF);
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Color col = Color.FromArgb(128, Color.White);
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Color col = Color.FromArgb(128, Color.White);
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Med.Sce.ClearStart(ref col);
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Med.SceneFader.ClearStart(ref col);
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Med.Sce.DrawEnd(drawArea);
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Med.SceneFader.DrawEnd(drawArea);
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fade_in = true;
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fade_in = true;
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}
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}
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@@ -1172,8 +1172,8 @@ namespace SlaveMatrix
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{
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{
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DrawBuffer.Clear(Col.Black);
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DrawBuffer.Clear(Col.Black);
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DrawBuffer.Draw(label.ShapePartT);
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DrawBuffer.Draw(label.ShapePartT);
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Med.Sce.DrawStart(BlackBackground);
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Med.SceneFader.DrawStart(BlackBackground);
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Med.Sce.DrawEnd(DrawBuffer);
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Med.SceneFader.DrawEnd(DrawBuffer);
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v = 0.0;
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v = 0.0;
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fadeIn = true;
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fadeIn = true;
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fadeOut = false;
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fadeOut = false;
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@@ -1218,8 +1218,8 @@ namespace SlaveMatrix
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mv.ResetValue();
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mv.ResetValue();
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Med.Draw(DrawBuffer);
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Med.Draw(DrawBuffer);
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fadeOut = true;
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fadeOut = true;
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Med.Sce.DrawStart(DrawBuffer);
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Med.SceneFader.DrawStart(DrawBuffer);
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Med.Sce.DrawEnd(BlackBackground);
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Med.SceneFader.DrawEnd(BlackBackground);
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}
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}
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}
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}
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}
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}
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@@ -1292,8 +1292,8 @@ namespace SlaveMatrix
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ll = false;
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ll = false;
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DrawBuffer.Clear(Col.Black);
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DrawBuffer.Clear(Col.Black);
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DrawBuffer.Draw(label.ShapePartT);
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DrawBuffer.Draw(label.ShapePartT);
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Med.Sce.DrawStart(BlackBackground);
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Med.SceneFader.DrawStart(BlackBackground);
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Med.Sce.DrawEnd(DrawBuffer);
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Med.SceneFader.DrawEnd(DrawBuffer);
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v = 0.0;
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v = 0.0;
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b1 = true;
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b1 = true;
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mv.ResetValue();
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mv.ResetValue();
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