EPOK RUNTIME
epok::TransitionState
Struct
Struct
Struct declared by the transition module for scene loading transitions and fade state.
Basic usage
This minimal snippet shows the normal syntax for reaching the type. Open a member below for an operation-specific example.
C++ example
#include "transition.hpp"
epok::TransitionState& value = /* obtain a valid instance from your game */;Fields and constants
audio_gainExposes `audio_gain` on `epok::TransitionState` for scene loading transitions and fade state.FieldbootExposes `boot` on `epok::TransitionState` for scene loading transitions and fade state.FieldopacityExposes `opacity` on `epok::TransitionState` for scene loading transitions and fade state.FieldoptionsExposes `options` on `epok::TransitionState` for scene loading transitions and fade state.FieldphaseExposes `phase` on `epok::TransitionState` for scene loading transitions and fade state.FieldpresentedExposes `presented` on `epok::TransitionState` for scene loading transitions and fade state.FieldstartedExposes `started` on `epok::TransitionState` for scene loading transitions and fade state.FieldtextExposes `text` on `epok::TransitionState` for scene loading transitions and fade state.FieldPublic methods
advancePerforms `advance` as part of scene loading transitions and fade state.MethodbeginBegins begin as part of scene loading transitions and fade state.MethodbusyPerforms `busy` as part of scene loading transitions and fade state.MethodfailPerforms `fail` as part of scene loading transitions and fade state.MethodloadedLoads ed as part of scene loading transitions and fade state.MethodloadingLoads ing as part of scene loading transitions and fade state.Method