Magic_Game/core/Transition/BoxTransition.cpp

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#include "..\e2dtransition.h"
#include "..\e2dnode.h"
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e2d::BoxTransition::BoxTransition(Scene* scene, float duration)
: Transition(scene, duration)
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{
}
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bool e2d::BoxTransition::Init(Game * game, Scene * prev)
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{
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if (Transition::Init(game, prev))
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{
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in_layer_param_.opacity = 0;
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return true;
}
return false;
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}
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void e2d::BoxTransition::Update()
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{
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Transition::Update();
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auto size = Window::GetInstance()->GetSize();
if (delta_ <= 0.5)
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{
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out_layer_param_.contentBounds = D2D1::RectF(
size.width * delta_,
size.height * delta_,
size.width * (1 - delta_),
size.height * (1 - delta_)
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);
}
else
{
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out_layer_param_.opacity = 0;
in_layer_param_.opacity = 1;
in_layer_param_.contentBounds = D2D1::RectF(
size.width * (1 - delta_),
size.height * (1 - delta_),
size.width * delta_,
size.height * delta_
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);
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if (delta_ >= 1)
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{
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this->Stop();
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}
}
}