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import "Turbine.UI"; |
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import "Turbine.UI.Lotro"; |
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Window = class( Turbine.UI.Lotro.GoldWindow ); |
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function Window:Constructor() |
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Turbine.UI.Lotro.GoldWindow.Constructor( self ); |
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self:SetFadeSpeed( 0.2 ); |
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self:SetOpacity( 1 ); |
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end |
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function Window:SetFadeSpeed( value ) |
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self.fadeSpeed = 1 / value; |
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end |
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function Window:SetVisible( value ) |
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if ( value == true ) then |
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Turbine.UI.Lotro.GoldWindow.SetOpacity( self, 0 ); |
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Turbine.UI.Lotro.GoldWindow.SetVisible( self, true ); |
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self:SetOpacity( self.realOpacity ); |
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else |
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self.hideOnClose = true; |
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local savedOpacity = self.realOpacity |
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self:SetOpacity( 0 ); |
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self.realOpacity = savedOpacity |
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end |
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end |
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function Window:SetOpacity( value ) |
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self.realOpacity = value; |
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self.currentTime = Turbine.Engine.GetGameTime(); |
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self.currentOpacity = Turbine.UI.Lotro.GoldWindow.GetOpacity( self ); |
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self.targetOpacity = value; |
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if ( self.targetOpacity ~= self.currentOpacity ) then |
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self:SetWantsUpdates( true ); |
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end |
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end |
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function Window:Update( sender, args ) |
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local newOpacity; |
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local now = Turbine.Engine.GetGameTime(); |
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local delta = now - self.currentTime; |
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self.currentTime = now; |
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delta = delta * self.fadeSpeed; |
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if ( self.currentOpacity < self.targetOpacity ) then |
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newOpacity = self.currentOpacity + delta; |
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if ( newOpacity > self.targetOpacity ) then |
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self:SetWantsUpdates( false ) |
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newOpacity = self.targetOpacity |
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end |
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else |
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newOpacity = self.currentOpacity - delta; |
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if ( newOpacity < self.targetOpacity ) then |
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self:SetWantsUpdates( false ) |
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newOpacity = self.targetOpacity |
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if ( self.hideOnClose ) then |
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Turbine.UI.Lotro.GoldWindow.SetVisible( self, false ); |
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self.hideOnClose = false |
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end |
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end |
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end |
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self.currentOpacity = newOpacity; |
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Turbine.UI.Lotro.GoldWindow.SetOpacity( self, newOpacity ); |
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end |