Magic_Game/core/Transition/Transition.cpp

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#include "..\e2dbase.h"
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#include "..\e2dtransition.h"
#include "..\e2dnode.h"
e2d::Transition::Transition(double duration)
: _end(false)
, _last(0)
, _delta(0)
, _outScene(nullptr)
, _inScene(nullptr)
, _outLayer(nullptr)
, _inLayer(nullptr)
, _outLayerParam()
, _inLayerParam()
{
_duration = max(duration, 0);
}
e2d::Transition::~Transition()
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{
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SafeRelease(_outLayer);
SafeRelease(_inLayer);
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}
bool e2d::Transition::isDone()
{
return _end;
}
void e2d::Transition::onDestroy()
{
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GC::release(_outScene);
GC::release(_inScene);
}
void e2d::Transition::_init(Scene * prev, Scene * next)
{
// <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>
HRESULT hr = Renderer::getRenderTarget()->CreateLayer(&_inLayer);
if (SUCCEEDED(hr))
{
hr = Renderer::getRenderTarget()->CreateLayer(&_outLayer);
}
if (FAILED(hr))
{
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throw SystemException(L"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD><EFBFBD>");
}
_last = Time::getTotalTime();
_outScene = prev;
_inScene = next;
if (_outScene) _outScene->retain();
if (_inScene) _inScene->retain();
_windowSize = Window::getSize();
_outLayerParam = _inLayerParam = D2D1::LayerParameters();
}
void e2d::Transition::_update()
{
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// <20><><EFBFBD><EFBFBD><E3B6AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (_duration == 0)
{
_delta = 1;
}
else
{
_delta = min((Time::getTotalTime() - _last) / _duration, 1);
}
this->_updateCustom();
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (_outScene)
{
_outScene->_update();
}
if (_inScene)
{
_inScene->_update();
}
}
void e2d::Transition::_render()
{
auto pRT = Renderer::getRenderTarget();
if (_outScene)
{
Point rootPos = _outScene->getRoot()->getPos();
auto clipRect = D2D1::RectF(
float(max(rootPos.x, 0)),
float(max(rootPos.y, 0)),
float(min(rootPos.x + _windowSize.width, _windowSize.width)),
float(min(rootPos.y + _windowSize.height, _windowSize.height))
);
pRT->SetTransform(D2D1::Matrix3x2F::Identity());
pRT->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
pRT->PushLayer(_outLayerParam, _outLayer);
_outScene->_render();
pRT->PopLayer();
pRT->PopAxisAlignedClip();
}
if (_inScene)
{
Point rootPos = _inScene->getRoot()->getPos();
auto clipRect = D2D1::RectF(
float(max(rootPos.x, 0)),
float(max(rootPos.y, 0)),
float(min(rootPos.x + _windowSize.width, _windowSize.width)),
float(min(rootPos.y + _windowSize.height, _windowSize.height))
);
pRT->SetTransform(D2D1::Matrix3x2F::Identity());
pRT->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
pRT->PushLayer(_inLayerParam, _inLayer);
_inScene->_render();
pRT->PopLayer();
pRT->PopAxisAlignedClip();
}
}
void e2d::Transition::_stop()
{
_end = true;
_reset();
}