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								#include "..\e2dbase.h"
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								#include "..\e2dtransition.h"
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								#include "..\e2dnode.h"
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								e2d::Transition::Transition(double duration)
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									: _end(false)
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									, _last(0)
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									, _delta(0)
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									, _outScene(nullptr)
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									, _inScene(nullptr)
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									, _outLayer(nullptr)
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									, _inLayer(nullptr)
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									, _outLayerParam()
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									, _inLayerParam()
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								{
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									_duration = max(duration, 0);
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								}
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								e2d::Transition::~Transition()
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								{
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									SafeRelease(_outLayer);
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									SafeRelease(_inLayer);
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								}
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								bool e2d::Transition::isDone()
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								{
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									return _end;
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								}
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								void e2d::Transition::onDestroy()
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								{
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									GC::release(_outScene);
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									GC::release(_inScene);
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								}
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								void e2d::Transition::_init(Scene * prev, Scene * next)
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								{
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									// <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>
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									HRESULT hr = Renderer::getRenderTarget()->CreateLayer(&_inLayer);
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									if (SUCCEEDED(hr))
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									{
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										hr = Renderer::getRenderTarget()->CreateLayer(&_outLayer);
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									}
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									if (FAILED(hr))
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									{
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										throw SystemException(L"<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>ͼ<EFBFBD>㴴<EFBFBD><EFBFBD>ʧ<EFBFBD><EFBFBD>");
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									}
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									_last = Time::getTotalTime();
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									_outScene = prev;
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									_inScene = next;
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									if (_outScene) _outScene->retain();
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									if (_inScene) _inScene->retain();
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									_windowSize = Window::getSize();
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									_outLayerParam = _inLayerParam = D2D1::LayerParameters();
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								}
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								void e2d::Transition::_update()
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								{
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									// <20><><EFBFBD>㶯<EFBFBD><E3B6AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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									if (_duration == 0)
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									{
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										_delta = 1;
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									}
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									else
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									{
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										_delta = min((Time::getTotalTime() - _last) / _duration, 1);
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									}
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									this->_updateCustom();
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									// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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									if (_outScene)
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									{
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										_outScene->_update();
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									}
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									if (_inScene)
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									{
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										_inScene->_update();
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									}
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								}
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								void e2d::Transition::_render()
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								{
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									auto pRT = Renderer::getRenderTarget();
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									if (_outScene)
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									{
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										Point rootPos = _outScene->getRoot()->getPos();
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										auto clipRect = D2D1::RectF(
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											float(max(rootPos.x, 0)),
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											float(max(rootPos.y, 0)),
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											float(min(rootPos.x + _windowSize.width, _windowSize.width)),
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											float(min(rootPos.y + _windowSize.height, _windowSize.height))
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										);
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										pRT->SetTransform(D2D1::Matrix3x2F::Identity());
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										pRT->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
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										pRT->PushLayer(_outLayerParam, _outLayer);
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										_outScene->_render();
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										pRT->PopLayer();
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										pRT->PopAxisAlignedClip();
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									}
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									if (_inScene)
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									{
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										Point rootPos = _inScene->getRoot()->getPos();
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										auto clipRect = D2D1::RectF(
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											float(max(rootPos.x, 0)),
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											float(max(rootPos.y, 0)),
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											float(min(rootPos.x + _windowSize.width, _windowSize.width)),
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											float(min(rootPos.y + _windowSize.height, _windowSize.height))
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										);
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										pRT->SetTransform(D2D1::Matrix3x2F::Identity());
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										pRT->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
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										pRT->PushLayer(_inLayerParam, _inLayer);
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										_inScene->_render();
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										pRT->PopLayer();
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										pRT->PopAxisAlignedClip();
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									}
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								}
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								void e2d::Transition::_stop()
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								{
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									_end = true;
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									_reset();
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											2017-12-09 15:27:11 +08:00
										 
									 
								 
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								}
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