2017-10-20 00:59:26 +08:00
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#pragma once
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#include "ebase.h"
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namespace e2d
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{
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class ETransition :
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public EObject
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{
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friend EApp;
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public:
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2017-10-21 19:09:31 +08:00
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ETransition() { this->autoRelease(); }
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2017-10-20 00:59:26 +08:00
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protected:
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// <20><><EFBFBD>浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>룬<EFBFBD>Ϳ<EFBFBD><CDBF>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB>ı<EFBFBD><C4B1><EFBFBD>
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virtual void _setTarget(
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EScene * prev,
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EScene * next,
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bool &transitional
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) = 0;
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};
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class ETransitionFade :
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public ETransition
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{
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public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>뵭<EFBFBD><EBB5AD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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ETransitionFade(
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float fadeOutDuration, /* ǰһ<C7B0><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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float fadeInDuration /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>붯<EFBFBD><EBB6AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
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protected:
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// <20><><EFBFBD>浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>룬<EFBFBD>Ϳ<EFBFBD><CDBF>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB>ı<EFBFBD><C4B1><EFBFBD>
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virtual void _setTarget(
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EScene * prev,
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EScene * next,
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bool &transitional
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) override;
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protected:
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float m_fFadeOutDuration;
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float m_fFadeInDuration;
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};
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2017-10-21 19:09:31 +08:00
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class ETransitionEmerge :
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public ETransition
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{
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public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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ETransitionEmerge(
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float emergeDuration /* <20><><EFBFBD>ֶ<EFBFBD><D6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
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protected:
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// <20><><EFBFBD>浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>룬<EFBFBD>Ϳ<EFBFBD><CDBF>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB>ı<EFBFBD><C4B1><EFBFBD>
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virtual void _setTarget(
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EScene * prev,
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EScene * next,
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bool &transitional
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) override;
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protected:
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float m_fEmergeDuration;
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};
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class ETransitionMove :
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public ETransition
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{
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public:
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enum MOVE_DIRECT
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{
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UP,
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DOWN,
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LEFT,
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RIGHT
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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ETransitionMove(
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float moveDuration, /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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MOVE_DIRECT direct /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
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);
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protected:
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// <20><><EFBFBD>浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>룬<EFBFBD>Ϳ<EFBFBD><CDBF>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB>ı<EFBFBD><C4B1><EFBFBD>
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virtual void _setTarget(
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EScene * prev,
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EScene * next,
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bool &transitional
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) override;
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protected:
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float m_fMoveDuration;
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MOVE_DIRECT m_Direct;
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};
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class ETransitionScale :
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public ETransition
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{
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public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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ETransitionScale(
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float scaleOutDuration, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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float scaleInDuration /* <20>ڶ<EFBFBD><DAB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŷ<EFBFBD><C5B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
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protected:
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// <20><><EFBFBD>浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>룬<EFBFBD>Ϳ<EFBFBD><CDBF>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB>ı<EFBFBD><C4B1><EFBFBD>
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virtual void _setTarget(
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EScene * prev,
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EScene * next,
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bool &transitional
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) override;
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protected:
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float m_fScaleOutDuration;
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float m_fScaleInDuration;
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};
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class ETransitionScaleEmerge :
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public ETransition
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{
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public:
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enum SCALE_EMERGE_MODE
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{
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ENTER,
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BACK
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ÿ<EFBFBD><C5B8><EFBFBD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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ETransitionScaleEmerge(
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float duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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SCALE_EMERGE_MODE mode /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
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);
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protected:
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// <20><><EFBFBD>浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>룬<EFBFBD>Ϳ<EFBFBD><CDBF>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB>ı<EFBFBD><C4B1><EFBFBD>
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virtual void _setTarget(
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EScene * prev,
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EScene * next,
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bool &transitional
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) override;
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protected:
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float m_fDuration;
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SCALE_EMERGE_MODE m_Mode;
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};
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2017-10-20 00:59:26 +08:00
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}
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