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										 |  |  | // Copyright (c) 2016-2018 Easy2D - Nomango
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							|  |  |  | // 
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							|  |  |  | // Permission is hereby granted, free of charge, to any person obtaining a copy
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							|  |  |  | // of this software and associated documentation files (the "Software"), to deal
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							|  |  |  | // in the Software without restriction, including without limitation the rights
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							|  |  |  | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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							|  |  |  | // copies of the Software, and to permit persons to whom the Software is
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							|  |  |  | // furnished to do so, subject to the following conditions:
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							|  |  |  | // 
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							|  |  |  | // The above copyright notice and this permission notice shall be included in
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							|  |  |  | // all copies or substantial portions of the Software.
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							|  |  |  | // 
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							|  |  |  | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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							|  |  |  | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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							|  |  |  | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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							|  |  |  | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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							|  |  |  | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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							|  |  |  | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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							|  |  |  | // THE SOFTWARE.
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										 |  |  | #include "..\e2dtransition.h"
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										 |  |  | #include "..\e2dobject.h"
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							|  |  |  | e2d::RotationTransition::RotationTransition(float duration, float rotation) | 
					
						
							|  |  |  | 	: Transition(duration) | 
					
						
							|  |  |  | 	, rotation_(rotation) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::RotationTransition::Init(Scene * prev, Scene * next, Game * game) | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	Transition::Init(prev, next, game); | 
					
						
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										 |  |  | 
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							|  |  |  | 	if (out_scene_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		out_scene_->SetTransform(D2D1::Matrix3x2F::Identity()); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	if (in_scene_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		in_scene_->SetTransform(D2D1::Matrix3x2F::Identity()); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	in_layer_param_.opacity = 0; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void e2d::RotationTransition::Update() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	Transition::Update(); | 
					
						
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							|  |  |  | 	auto center_pos = D2D1::Point2F( | 
					
						
							|  |  |  | 		window_size_.width / 2, | 
					
						
							|  |  |  | 		window_size_.height / 2 | 
					
						
							|  |  |  | 	); | 
					
						
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							|  |  |  | 	if (process_ < .5f) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		if (out_scene_) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			out_scene_->SetTransform( | 
					
						
							|  |  |  | 				D2D1::Matrix3x2F::Scale( | 
					
						
							|  |  |  | 					(.5f - process_) * 2, | 
					
						
							|  |  |  | 					(.5f - process_) * 2, | 
					
						
							|  |  |  | 					center_pos | 
					
						
							|  |  |  | 				) * D2D1::Matrix3x2F::Rotation( | 
					
						
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										 |  |  | 					rotation_ * (.5f - process_) * 2, | 
					
						
							|  |  |  | 					center_pos | 
					
						
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										 |  |  | 				) | 
					
						
							|  |  |  | 			); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	else | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		if (in_scene_) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			out_layer_param_.opacity = 0; | 
					
						
							|  |  |  | 			in_layer_param_.opacity = 1; | 
					
						
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							|  |  |  | 			in_scene_->SetTransform( | 
					
						
							|  |  |  | 				D2D1::Matrix3x2F::Scale( | 
					
						
							|  |  |  | 					(process_ - .5f) * 2, | 
					
						
							|  |  |  | 					(process_ - .5f) * 2, | 
					
						
							|  |  |  | 					center_pos | 
					
						
							|  |  |  | 				) * D2D1::Matrix3x2F::Rotation( | 
					
						
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										 |  |  | 					rotation_ * (process_ - .5f) * 2, | 
					
						
							|  |  |  | 					center_pos | 
					
						
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										 |  |  | 				) | 
					
						
							|  |  |  | 			); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void e2d::RotationTransition::Reset() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (out_scene_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		out_scene_->SetTransform(D2D1::Matrix3x2F::Identity()); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	 | 
					
						
							|  |  |  | 	if (in_scene_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		in_scene_->SetTransform(D2D1::Matrix3x2F::Identity()); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } |