class EE::Scene::Actions::Tint


#include <tint.hpp>

class Tint: public EE::Scene::Action {
    // enums

    enum TintType;

    // methods

    static Tint* New(
        const Color& start,
        const Color& end,
        const bool& interpolateAlpha,
        const Time& duration,
        const Ease::Interpolation& type = Ease::Linear,
        const TintType& colorInterpolationType = Background,
        const Uint32& elemIndex = 0

    virtual void start();
    virtual void stop();
    virtual void update(const Time& time);
    virtual bool isDone();
    virtual Action* clone() const;
    virtual Action* reverse() const;
    virtual Float getCurrentProgress();
    virtual Time getTotalTime();
    Interpolation1d getInterpolationR() const;
    void setInterpolationR(const Interpolation1d& interpolationR);
    Interpolation1d getInterpolationG() const;
    void setInterpolationG(const Interpolation1d& interpolationG);
    Interpolation1d getInterpolationB() const;
    void setInterpolationB(const Interpolation1d& interpolationB);
    Interpolation1d getInterpolationA() const;
    void setInterpolationA(const Interpolation1d& interpolationA);

Inherited Members

    // typedefs

    typedef std::function<void(Action*, const ActionType&)> ActionCallback;

    // enums

    enum ActionType;

    // methods

    virtual void start() = 0;
    virtual void stop() = 0;
    virtual void update(const Time& time) = 0;
    virtual bool isDone() = 0;
    virtual Float getCurrentProgress() = 0;
    virtual Time getTotalTime() = 0;
    virtual Action* clone() const;
    virtual Action* reverse() const;
    Uint32 getFlags() const;
    void setFlags(const Uint32& flags);
    String::HashType getTag() const;
    void setTag(const Uint32& tag);
    Node* getTarget() const;
    Uint32 addEventListener(const ActionType& actionType, const ActionCallback& callback);
    Action* on(const ActionType& actionType, const ActionCallback& callback);
    void removeEventListener(const Uint32& callbackId);
    void sendEvent(const ActionType& actionType);
    void setTarget(Node* target);
    void setId(const Uint32& id);
    const Uint32& getId();

Detailed Documentation


virtual void start()

Starts the action.

virtual void stop()

Stops the actions (pause it, it will not reset the animation state).

virtual void update(const Time& time)

Update the action state (shouldn’t be called manually unless you actually now what you are doing)

virtual bool isDone()


If the action is completed.

virtual Action* clone() const

Clones the action.

virtual Action* reverse() const

Clones and reverse the action sequence. Note: not all actions can be reversed.

virtual Float getCurrentProgress()


The current progress percentage. Normalized between 0 and 1.

virtual Time getTotalTime()

The total action time.