Why use it
It provides direct, allocation-conscious access to the gameplay api module. No exception-based error path is implied by the signature.
EPOK RUNTIME
Method · 1 overload
The post-HUD fade to black, 0 clear to 255 opaque, clamped rather than rejected because every amount above the range has one nearest valid value.
static uint32_t screen_fade()The post-HUD fade to black, 0 clear to 255 opaque, clamped rather than rejected because every amount above the range has one nearest valid value.
This overload takes no parameters.
Returns: uint32_t. Check the value before continuing when it represents success, availability or a resource handle.
#include "gameplay_api.hpp"
auto result = epok::SceneLibrary::screen_fade();It provides direct, allocation-conscious access to the gameplay api module. No exception-based error path is implied by the signature.
Call it only in the lifecycle phase described by the module. Validate indices, capacities and object state before use.
Declared in runtime/gameplay_api.hpp:291
active_camera_actorPerforms `active camera actor` as part of the gameplay api module.MethodfogPerforms `fog` as part of the gameplay api module.MethodprojectPerforms `project` as part of the gameplay api module.MethodrequestRequests request as part of the gameplay api module.Methodrequest_with_transitionRequests with transition as part of the gameplay api module.Methodset_cameraSets camera as part of the gameplay api module.Methodset_fogSets fog as part of the gameplay api module.Methodset_screen_fadeSets screen fade as part of the gameplay api module.MethodsnapshotPerforms `snapshot` as part of the gameplay api module.Methodtransition_snapshotPerforms `transition snapshot` as part of the gameplay api module.Method