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screen-colour-fader.inc
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#if defined _SCF_included
#endinput
#endif
#define _SCF_included
#include <a_samp>
#include <colour-manipulation>
#define SetPlayerScreenColor SetPlayerScreenColour
#define GetPlayerScreenColor GetPlayerScreenColour
#define FadePlayerScreenColor FadePlayerScreenColour
#define StopPlayerScreenColorFade StopPlayerScreenColourFade
#define OnScreenColorFadeComplete OnScreenColourFadeComplete
enum screenColourFadeData {
sSteps,
sCurrentStep,
sOriginalColour,
sFinalColour,
sTimer
}
static
ScreenColour[MAX_PLAYERS],
Text:ScreenColourTD,
ScreenColourFadeData[MAX_PLAYERS][screenColourFadeData]
;
forward public OnScreenColourFadeComplete(playerid);
static stock _SetPlayerScreenColour(playerid, colour) {
ScreenColour[playerid] = colour;
TextDrawBoxColor(ScreenColourTD, ScreenColour[playerid]);
TextDrawShowForPlayer(playerid, ScreenColourTD);
}
stock SetPlayerScreenColour(playerid, colour) {
if (!IsPlayerConnected(playerid)) {
return 0;
}
_SetPlayerScreenColour(playerid, colour);
return 1;
}
stock GetPlayerScreenColour(playerid) {
if (!IsPlayerConnected(playerid)) {
return 0x00000000;
}
return ScreenColour[playerid];
}
static stock _KillScreenColourFadeTimer(playerid) {
KillTimer(ScreenColourFadeData[playerid][sTimer]);
ScreenColourFadeData[playerid][sTimer] = -1;
}
stock FadePlayerScreenColour(playerid, colour, time, steps) {
if (!IsPlayerConnected(playerid) || steps < 1 || time < 0) {
return 0;
}
if (ScreenColourFadeData[playerid][sTimer] != -1) {
KillTimer(ScreenColourFadeData[playerid][sTimer]);
}
ScreenColourFadeData[playerid][sOriginalColour] = ScreenColour[playerid];
ScreenColourFadeData[playerid][sFinalColour] = colour;
ScreenColourFadeData[playerid][sSteps] = steps;
ScreenColourFadeData[playerid][sCurrentStep] = 0;
ScreenColourFadeData[playerid][sTimer] = SetTimerEx("ScreenColourFadeTimer", time / steps, true, "i", playerid);
return 1;
}
stock StopPlayerScreenColourFade(playerid) {
if (!IsPlayerConnected(playerid) || ScreenColourFadeData[playerid][sTimer] == -1) {
return 0;
}
_KillScreenColourFadeTimer(playerid);
return 1;
}
forward public ScreenColourFadeTimer(playerid);
public ScreenColourFadeTimer(playerid) {
if (ScreenColourFadeData[playerid][sCurrentStep] == ScreenColourFadeData[playerid][sSteps]) {
_KillScreenColourFadeTimer(playerid);
CallLocalFunction("OnScreenColourFadeComplete", "i", playerid);
return 1;
}
_SetPlayerScreenColour(playerid, InterpolateColours(ScreenColourFadeData[playerid][sOriginalColour], ScreenColourFadeData[playerid][sFinalColour], float(ScreenColourFadeData[playerid][sCurrentStep] + 1) / float(ScreenColourFadeData[playerid][sSteps])));
ScreenColourFadeData[playerid][sCurrentStep]++;
return 1;
}
public OnGameModeInit() {
ScreenColourTD = TextDrawCreate(0.0, 0.0, "_");
TextDrawTextSize(ScreenColourTD, 640.0, 480.0);
TextDrawLetterSize(ScreenColourTD, 0.0, 50.0);
TextDrawUseBox(ScreenColourTD, true);
#if defined SCF_OnGameModeInit
return SCF_OnGameModeInit();
#else
return 1;
#endif
}
#if defined _ALS_OnGameModeInit
#undef OnGameModeInit
#else
#define _ALS_OnGameModeInit
#endif
#define OnGameModeInit SCF_OnGameModeInit
#if defined SCF_OnGameModeInit
forward SCF_OnGameModeInit();
#endif
public OnPlayerConnect(playerid) {
ScreenColourFadeData[playerid][sTimer] = -1;
_SetPlayerScreenColour(playerid, 0x00000000);
#if defined SCF_OnPlayerConnect
return SCF_OnPlayerConnect(playerid);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerConnect
#undef OnPlayerConnect
#else
#define _ALS_OnPlayerConnect
#endif
#define OnPlayerConnect SCF_OnPlayerConnect
#if defined SCF_OnPlayerConnect
forward SCF_OnPlayerConnect(playerid);
#endif
public OnPlayerDisconnect(playerid, reason) {
if (ScreenColourFadeData[playerid][sTimer] != -1) {
_KillScreenColourFadeTimer(playerid);
}
#if defined SCF_OnPlayerDisconnect
return SCF_OnPlayerDisconnect(playerid, reason);
#else
return 1;
#endif
}
#if defined _ALS_OnPlayerDisconnect
#undef OnPlayerDisconnect
#else
#define _ALS_OnPlayerDisconnect
#endif
#define OnPlayerDisconnect SCF_OnPlayerDisconnect
#if defined SCF_OnPlayerDisconnect
forward SCF_OnPlayerDisconnect(playerid, reason);
#endif