Magic_Game/core/e2dtransition.h

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
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#include "e2dutil.h"
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namespace easy2d
{
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class Game;
class Scene;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class Transition
: public Ref
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{
friend class Game;
public:
explicit Transition(
float duration
);
virtual ~Transition();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
bool IsDone();
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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virtual void Init(
Scene * prev,
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Scene * next,
Game * game
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);
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual void Update();
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual void Draw();
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual void Stop();
// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual void Reset() { };
protected:
bool done_;
float duration_;
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float process_;
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Time started_;
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Size window_size_;
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Scene* out_scene_;
Scene* in_scene_;
ID2D1Layer * out_layer_;
ID2D1Layer * in_layer_;
D2D1_LAYER_PARAMETERS out_layer_param_;
D2D1_LAYER_PARAMETERS in_layer_param_;
};
// <20><><EFBFBD><EFBFBD><EBB5AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class FadeTransition
: public Transition
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{
public:
explicit FadeTransition(
float duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
protected:
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void Update() override;
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virtual void Init(
Scene * prev,
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Scene * next,
Game * game
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) override;
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class EmergeTransition
: public Transition
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{
public:
explicit EmergeTransition(
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float duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
protected:
virtual void Update() override;
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virtual void Init(
Scene * prev,
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Scene * next,
Game * game
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) override;
};
// <20><>״<EFBFBD><D7B4><EFBFBD><EFBFBD>
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class BoxTransition
: public Transition
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{
public:
explicit BoxTransition(
float duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
protected:
virtual void Update() override;
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virtual void Init(
Scene * prev,
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Scene * next,
Game * game
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) override;
};
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// λ<>ƹ<EFBFBD><C6B9><EFBFBD>
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class MoveTransition
: public Transition
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{
public:
explicit MoveTransition(
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float moveDuration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Direction direction = Direction::Left /* <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
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);
protected:
virtual void Update() override;
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virtual void Init(
Scene * prev,
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Scene * next,
Game * game
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) override;
virtual void Reset() override;
protected:
Direction direction_;
Point pos_delta_;
Point start_pos_;
};
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// <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
class RotationTransition
: public Transition
{
public:
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explicit RotationTransition(
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float moveDuration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
float rotation = 360 /* <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD> */
);
protected:
virtual void Update() override;
virtual void Init(
Scene * prev,
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Scene * next,
Game * game
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) override;
virtual void Reset() override;
protected:
float rotation_;
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};
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}