Magic_Game/core/e2dtransition.h

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#pragma once
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#include "e2dutil.h"
namespace e2d
{
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class Game;
class Scene;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Transition :
public Ref
{
friend class Game;
public:
explicit Transition(
Scene* scene,
float duration
);
virtual ~Transition();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
bool IsDone();
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual bool Init(
Game * game,
Scene * prev
);
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual void Update();
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual void Draw();
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual void Stop();
// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual void Reset() { };
protected:
bool done_;
float duration_;
float delta_;
Time started_;
Scene* out_scene_;
Scene* in_scene_;
ID2D1Layer * out_layer_;
ID2D1Layer * in_layer_;
D2D1_LAYER_PARAMETERS out_layer_param_;
D2D1_LAYER_PARAMETERS in_layer_param_;
};
// <20><><EFBFBD><EFBFBD><EBB5AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class FadeTransition :
public Transition
{
public:
explicit FadeTransition(
Scene* scene, /* <20>л<EFBFBD><D0BB>ij<EFBFBD><C4B3><EFBFBD> */
float duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
protected:
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void Update() override;
virtual bool Init(
Game * game,
Scene * prev
) override;
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class EmergeTransition :
public Transition
{
public:
explicit EmergeTransition(
Scene* scene, /* <20>л<EFBFBD><D0BB>ij<EFBFBD><C4B3><EFBFBD> */
float duration /* <20><><EFBFBD>ֶ<EFBFBD><D6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
protected:
virtual void Update() override;
virtual bool Init(
Game * game,
Scene * prev
) override;
};
// <20><>״<EFBFBD><D7B4><EFBFBD><EFBFBD>
class BoxTransition :
public Transition
{
public:
explicit BoxTransition(
Scene* scene, /* <20>л<EFBFBD><D0BB>ij<EFBFBD><C4B3><EFBFBD> */
float duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
protected:
virtual void Update() override;
virtual bool Init(
Game * game,
Scene * prev
) override;
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class MoveTransition :
public Transition
{
public:
explicit MoveTransition(
Scene* scene, /* <20>л<EFBFBD><D0BB>ij<EFBFBD><C4B3><EFBFBD> */
float moveDuration, /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Direction direction = Direction::Left /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
);
protected:
virtual void Update() override;
virtual bool Init(
Game * game,
Scene * prev
) override;
virtual void Reset() override;
protected:
Direction direction_;
Point pos_delta_;
Point start_pos_;
};
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}