Magic_Game/core/e2dtransition.h

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#pragma once
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#include "e2dcommon.h"
namespace e2d
{
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Transition :
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public Ref
{
public:
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explicit Transition(float duration);
virtual ~Transition();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
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bool isDone();
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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virtual bool init(
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Scene * prev,
Scene * next
);
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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virtual void update();
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// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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virtual void render();
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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virtual void stop();
// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual void reset() = 0;
protected:
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bool _end;
float _duration;
float _delta;
Time _started;
Size _windowSize;
Scene* _outScene;
Scene* _inScene;
ID2D1Layer * _outLayer;
ID2D1Layer * _inLayer;
D2D1_LAYER_PARAMETERS _outLayerParam;
D2D1_LAYER_PARAMETERS _inLayerParam;
};
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// <20><><EFBFBD><EFBFBD><EBB5AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class FadeTransition :
public Transition
{
public:
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explicit FadeTransition(
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float duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void update() override;
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virtual bool init(
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Scene * prev,
Scene * next
) override;
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virtual void reset() override;
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class EmergeTransition :
public Transition
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{
public:
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explicit EmergeTransition(
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float duration /* <20><><EFBFBD>ֶ<EFBFBD><D6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void update() override;
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virtual bool init(
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Scene * prev,
Scene * next
) override;
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virtual void reset() override;
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};
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// <20><>״<EFBFBD><D7B4><EFBFBD><EFBFBD>
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class BoxTransition :
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public Transition
{
public:
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explicit BoxTransition(
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float duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void update() override;
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virtual bool init(
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Scene * prev,
Scene * next
) override;
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virtual void reset() override;
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};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class MoveTransition :
public Transition
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{
public:
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explicit MoveTransition(
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float moveDuration, /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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Direction direction = Direction::Left /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
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);
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void update() override;
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virtual bool init(
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Scene * prev,
Scene * next
) override;
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virtual void reset() override;
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protected:
Direction _direction;
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Vector2 _posDelta;
Point _startPos;
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};
}