Magic_Game/src/core/Transition.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
#include "include-forwards.h"
#include "time.h"
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namespace easy2d
{
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class Scene;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class Transition
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: public virtual Object
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{
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friend class Application;
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public:
explicit Transition(
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Duration duration
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);
virtual ~Transition();
bool IsDone();
protected:
virtual void Init(
ScenePtr const& prev,
ScenePtr const& next
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);
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virtual void Update(Duration dt);
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virtual void Render();
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virtual void Stop();
virtual void Reset() { };
protected:
bool done_;
float process_;
Duration duration_;
Duration delta_;
Size window_size_;
ScenePtr out_scene_;
ScenePtr in_scene_;
D2DLayerPtr out_layer_;
D2DLayerPtr in_layer_;
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LayerProperties out_layer_prop_;
LayerProperties in_layer_prop_;
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};
// <20><><EFBFBD><EFBFBD><EBB5AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class FadeTransition
: public Transition
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{
public:
explicit FadeTransition(
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Duration duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
protected:
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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void Update(Duration dt) override;
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virtual void Init(
ScenePtr const& prev,
ScenePtr const& next
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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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Duration duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
protected:
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void Update(Duration dt) override;
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virtual void Init(
ScenePtr const& prev,
ScenePtr const& next
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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(
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Duration duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
protected:
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void Update(Duration dt) override;
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virtual void Init(
ScenePtr const& prev,
ScenePtr const& next
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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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Duration moveDuration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Direction direction /* <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
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);
protected:
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void Update(Duration dt) override;
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virtual void Init(
ScenePtr const& prev,
ScenePtr const& next
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) override;
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void Reset() override;
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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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Duration moveDuration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
float rotation = 360 /* <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD> */
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);
protected:
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void Update(Duration dt) override;
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virtual void Init(
ScenePtr const& prev,
ScenePtr const& next
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) override;
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void Reset() override;
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protected:
float rotation_;
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};
}