Manages three layered vignette effects:
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#include <VignetteWidget.hpp>
Manages three layered vignette effects:
- Red flash when the local player takes damage.
- Blue flash when the player's armor/shield is depleted.
- Black fade-in when the player is dead.
◆ VignetteWidget()
| VignetteWidget::VignetteWidget |
( |
| ) |
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◆ draw()
| void VignetteWidget::draw |
( |
HudContext & | ctx, |
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float | drawX, |
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float | drawY ) |
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overridevirtual |
Emit geometry into the draw context.
- Parameters
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| ctx | Immediate-mode draw API. |
| drawX | Resolved pixel X (anchor + offset already applied). |
| drawY | Resolved pixel Y. |
Implements HudWidget.
◆ update()
Called each frame before draw(). Update animation, consume events.
Implements HudWidget.
◆ damageAlpha_
| float VignetteWidget::damageAlpha_ = 0.f |
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private |
Red vignette intensity (fades out).
◆ deathAlpha_
| float VignetteWidget::deathAlpha_ = 0.f |
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private |
Black vignette intensity (fades in on death).
◆ screenH_
| float VignetteWidget::screenH_ = 720.f |
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private |
◆ screenW_
| float VignetteWidget::screenW_ = 1280.f |
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private |
◆ shieldAlpha_
| float VignetteWidget::shieldAlpha_ = 0.f |
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private |
Blue vignette intensity (fades out).
◆ wasDead_
| bool VignetteWidget::wasDead_ = false |
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private |
Tracks death state transitions.
The documentation for this struct was generated from the following files: