openclonk/docs/sdk/script/fn/SetGamma.xml

91 lines
3.1 KiB
XML

<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE funcs
SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
<func>
<title>SetGamma</title>
<category>Global</category>
<version>5.1 OC</version>
<syntax>
<rtype>bool</rtype>
<params>
<param>
<type>int</type>
<name>color1</name>
<desc>Adjusting darker colors. Default <funclink>RGB</funclink>(0,0,0) for no adjustment.</desc>
</param>
<param>
<type>int</type>
<name>color2</name>
<desc>Adjusting medium colors. Default <funclink>RGB</funclink>(128,128,128) for no adjustment.</desc>
</param>
<param>
<type>int</type>
<name>color3</name>
<desc>Adjusting brighter colors. Default <funclink>RGB</funclink>(255,255,255) for no adjustment.</desc>
</param>
<param>
<type>int</type>
<name>ramp_index</name>
<desc>0-7: index of the gamma ramp to be changed. There are eight gamma ramps which are applied subsequently. In this way, e.g. global time-of-day objects can modify the global lighting situation without conflicting with secondary lighting effects such as a lightning flash.</desc>
</param>
</params>
</syntax>
<desc>Sets a gamma ramp. Using gamma ramps, the global light situation of the game can be adjusted by assigning an individual data table to each color channel from which a new brightness value is read. By doing this you can strengthen chosen color ranges, darken or lighten the complete game or even invert light and darkness.</desc>
<remark>
The eight gamma ramps have the following effects:<br/><br/>
<table>
<rowh>
<col>ramp_index</col>
<col>Function</col>
</rowh>
<row>
<col>0</col>
<col>Scenario global value</col>
</row>
<row>
<col>1</col>
<col>Climate/Seasons (will be used internally if activated in the scenario)</col>
</row>
<row>
<col>2</col>
<col>free</col>
</row>
<row>
<col>3</col>
<col>Day/Night</col>
</row>
<row>
<col>4</col>
<col>free</col>
</row>
<row>
<col>5</col>
<col>Lightning</col>
</row>
<row>
<col>6</col>
<col>Magic Effects</col>
</row>
<row>
<col>7</col>
<col>free</col>
</row>
</table>
<br/> Generally, lower ramp indices mean longer color changes; higher indices mean shorter effects.
</remark>
<examples>
<example>
<code>SetGamma(<funclink>RGB</funclink>(50,0,0), <funclink>RGB</funclink>(140,100,100), <funclink>RGB</funclink>(255,220,220));</code>
<text>Adds a light red hue to the game.</text>
</example>
</examples>
<related>
<funclink>ResetGamma</funclink>
<funclink>RGB</funclink>
</related>
</func>
<author>Sven2</author><date>2002-04</date>
</funcs>