Magic_Game/core/e2dtransition.h

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#pragma once
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#include "e2dcommon.h"
namespace e2d
{
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class SceneManager;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Transition :
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public Object
{
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friend class SceneManager;
public:
Transition(double duration);
virtual ~Transition();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
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bool isDone();
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void onDestroy() override;
protected:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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virtual void _init(
Scene * prev,
Scene * next
);
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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virtual void _update();
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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virtual void _updateCustom() = 0;
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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virtual void _render();
// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual void _reset() = 0;
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
virtual void _stop();
protected:
bool _end;
double _last;
double _duration;
double _delta;
Size _windowSize;
Scene * _outScene;
Scene * _inScene;
ID2D1Layer * _outLayer;
ID2D1Layer * _inLayer;
D2D1_LAYER_PARAMETERS _outLayerParam;
D2D1_LAYER_PARAMETERS _inLayerParam;
};
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// <20><><EFBFBD><EFBFBD><EBB5AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class FadeTransition :
public Transition
{
public:
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FadeTransition(
double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
protected:
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void _updateCustom() override;
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virtual void _init(
Scene * prev,
Scene * next
) override;
virtual void _reset() override;
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class EmergeTransition :
public Transition
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{
public:
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EmergeTransition(
double duration /* <20><><EFBFBD>ֶ<EFBFBD><D6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
protected:
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void _updateCustom() override;
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virtual void _init(
Scene * prev,
Scene * next
) override;
virtual void _reset() override;
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};
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// <20><>״<EFBFBD><D7B4><EFBFBD><EFBFBD>
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class BoxTransition :
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public Transition
{
public:
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BoxTransition(
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double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
protected:
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
virtual void _updateCustom() override;
virtual void _init(
Scene * prev,
Scene * next
) override;
virtual void _reset() override;
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class MoveTransition :
public Transition
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{
public:
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MoveTransition(
double 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> */
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);
protected:
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void _updateCustom() override;
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virtual void _init(
Scene * prev,
Scene * next
) override;
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virtual void _reset() override;
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protected:
Direction _direction;
Vector _posDelta;
Point _startPos;
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};
}