Magic_Game/src/kiwano/2d/Transition.h

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// Copyright (c) 2016-2018 Kiwano - 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 <kiwano/2d/Stage.h>
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#include <kiwano/renderer/LayerArea.h>
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namespace kiwano
{
class Director;
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class RenderContext;
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KGE_DECLARE_SMART_PTR(Transition);
KGE_DECLARE_SMART_PTR(FadeTransition);
KGE_DECLARE_SMART_PTR(EmergeTransition);
KGE_DECLARE_SMART_PTR(BoxTransition);
KGE_DECLARE_SMART_PTR(MoveTransition);
KGE_DECLARE_SMART_PTR(RotationTransition);
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>̨<EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
*/
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class KGE_API Transition
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: public virtual ObjectBase
{
friend class Director;
public:
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>յij<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
*/
explicit Transition(
Duration duration
);
virtual ~Transition();
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD>ѽ<EFBFBD><EFBFBD><EFBFBD>
*/
bool IsDone();
protected:
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param[in] prev ת<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @param[in] next ת<EFBFBD><EFBFBD><EFBFBD>
*/
virtual void Init(
StagePtr prev,
StagePtr next
);
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD>¹<EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param dt <EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>θ<EFBFBD><EFBFBD>µ<EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
virtual void Update(Duration dt);
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD>ȶ<EFBFBD><EFBFBD><EFBFBD>
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* @param[in] ctx <EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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*/
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virtual void Render(RenderContext& ctx);
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/**
* \~chinese
* @brief ֹͣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
virtual void Stop();
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD>ö<EFBFBD><EFBFBD><EFBFBD>
*/
virtual void Reset() {}
protected:
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bool done_;
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float process_;
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Duration duration_;
Duration delta_;
Size window_size_;
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StagePtr out_stage_;
StagePtr in_stage_;
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LayerArea out_layer_;
LayerArea in_layer_;
};
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @details ǰһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>󣬺<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
class FadeTransition
: public Transition
{
public:
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
*/
explicit FadeTransition(
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Duration duration
);
protected:
void Update(Duration dt) override;
virtual void Init(
StagePtr prev,
StagePtr next
) override;
};
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @details ǰһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
class EmergeTransition
: public Transition
{
public:
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
*/
explicit EmergeTransition(
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Duration duration
);
protected:
void Update(Duration dt) override;
virtual void Init(
StagePtr prev,
StagePtr next
) override;
};
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD>״<EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @details ǰһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ժ<EFBFBD>״<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ժ<EFBFBD>״<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
class BoxTransition
: public Transition
{
public:
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״<EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
*/
explicit BoxTransition(
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Duration duration
);
protected:
void Update(Duration dt) override;
virtual void Init(
StagePtr prev,
StagePtr next
) override;
};
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/**
* \~chinese
* @brief λ<EFBFBD>ƹ<EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @details <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>Ƶķ<EFBFBD>ʽ<EFBFBD>л<EFBFBD>
*/
class MoveTransition
: public Transition
{
public:
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/**
* \~chinese
* @brief λ<EFBFBD>Ʒ<EFBFBD>ʽ
*/
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enum class Type : int
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{
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Up, ///< <20><><EFBFBD><EFBFBD>
Down, ///< <20><><EFBFBD><EFBFBD>
Left, ///< <20><><EFBFBD><EFBFBD>
Right ///< <20><><EFBFBD><EFBFBD>
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};
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/**
* \~chinese
* @brief λ<EFBFBD>ƹ<EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
* @param type λ<EFBFBD>Ʒ<EFBFBD>ʽ
*/
explicit MoveTransition(
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Duration duration,
Type type
);
protected:
void Update(Duration dt) override;
virtual void Init(
StagePtr prev,
StagePtr next
) override;
void Reset() override;
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private:
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Type type_;
Point pos_delta_;
Point start_pos_;
};
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @details ǰһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD>ʽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD>ʽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
class RotationTransition
: public Transition
{
public:
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
* @param rotation <EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
explicit RotationTransition(
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Duration duration,
float rotation = 360
);
protected:
void Update(Duration dt) override;
virtual void Init(
StagePtr prev,
StagePtr next
) override;
void Reset() override;
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private:
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float rotation_;
};
}