Magic_Game/core/Transition/TransitionBox.cpp

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2018-05-22 13:49:10 +08:00
#include "..\e2dtransition.h"
#include "..\e2dnode.h"
e2d::TransitionBox::TransitionBox(double duration)
: Transition(duration)
{
}
void e2d::TransitionBox::_init(Scene * prev, Scene * next)
{
Transition::_init(prev, next);
_inLayerParam.opacity = 0;
}
void e2d::TransitionBox::_updateCustom()
{
if (_delta <= 0.5)
{
_outLayerParam.contentBounds = D2D1::RectF(
float(_windowSize.width * _delta),
float(_windowSize.height * _delta),
float(_windowSize.width * (1 - _delta)),
float(_windowSize.height * (1 - _delta))
);
}
else
{
_outLayerParam.opacity = 0;
_inLayerParam.opacity = 1;
_inLayerParam.contentBounds = D2D1::RectF(
float(_windowSize.width * (1 - _delta)),
float(_windowSize.height * (1 - _delta)),
float(_windowSize.width * _delta),
float(_windowSize.height * _delta)
);
if (_delta >= 1)
{
this->_stop();
}
}
}
void e2d::TransitionBox::_reset()
{
}