449 lines
9.3 KiB
C++
449 lines
9.3 KiB
C++
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// Copyright (c) 2016-2018 Easy2D - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#include "Transition.h"
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#include "Node.h"
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#include "Scene.h"
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#include "render.h"
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#include "window.h"
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namespace easy2d
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{
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//-------------------------------------------------------
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// Transition
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//-------------------------------------------------------
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Transition::Transition(float duration)
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: done_(false)
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, started_()
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, process_(0)
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, window_size_()
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, out_scene_(nullptr)
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, in_scene_(nullptr)
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, out_layer_(nullptr)
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, in_layer_(nullptr)
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, out_layer_param_()
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, in_layer_param_()
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{
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duration_ = std::max(duration, 0.f);
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}
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Transition::~Transition()
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{
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SafeRelease(out_layer_);
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SafeRelease(in_layer_);
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SafeRelease(out_scene_);
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SafeRelease(in_scene_);
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}
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bool Transition::IsDone()
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{
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return done_;
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}
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void Transition::Initialize(Scene * prev, Scene * next, Game * game)
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{
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started_ = time::Now();
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out_scene_ = prev;
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in_scene_ = next;
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if (out_scene_)
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out_scene_->Retain();
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if (in_scene_)
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in_scene_->Retain();
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if (in_scene_)
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{
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ThrowIfFailed(
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render::D2D.HwndRenderTarget->CreateLayer(&in_layer_)
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);
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}
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if (out_scene_)
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{
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ThrowIfFailed(
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render::D2D.HwndRenderTarget->CreateLayer(&out_layer_)
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);
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}
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window_size_ = window::instance.GetSize();
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out_layer_param_ = in_layer_param_ = D2D1::LayerParameters(
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D2D1::RectF(
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0.f,
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0.f,
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window_size_.width,
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window_size_.height
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),
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nullptr,
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D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
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D2D1::Matrix3x2F::Identity(),
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1.f,
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render::D2D.SolidColorBrush,
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D2D1_LAYER_OPTIONS_NONE
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);
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}
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void Transition::Update()
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{
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if (duration_ == 0)
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{
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process_ = 1;
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}
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else
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{
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process_ = (time::Now() - started_).Seconds() / duration_;
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process_ = std::min(process_, 1.f);
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}
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if (process_ >= 1)
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{
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this->Stop();
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}
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}
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void Transition::Draw()
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{
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auto render_target = render::D2D.HwndRenderTarget;
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if (out_scene_)
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{
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render_target->SetTransform(out_scene_->GetTransform());
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render_target->PushAxisAlignedClip(
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D2D1::RectF(
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0.f,
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0.f,
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window_size_.width,
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window_size_.height
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),
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D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
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);
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render_target->PushLayer(out_layer_param_, out_layer_);
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out_scene_->Draw();
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render_target->PopLayer();
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render_target->PopAxisAlignedClip();
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}
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if (in_scene_)
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{
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render_target->SetTransform(in_scene_->GetTransform());
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render_target->PushAxisAlignedClip(
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D2D1::RectF(
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0.f,
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0.f,
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window_size_.width,
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window_size_.height
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),
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D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
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);
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render_target->PushLayer(in_layer_param_, in_layer_);
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in_scene_->Draw();
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render_target->PopLayer();
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render_target->PopAxisAlignedClip();
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}
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}
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void Transition::Stop()
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{
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done_ = true;
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Reset();
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}
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//-------------------------------------------------------
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// BoxTransition
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//-------------------------------------------------------
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BoxTransition::BoxTransition(float duration)
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: Transition(duration)
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{
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}
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void BoxTransition::Initialize(Scene * prev, Scene * next, Game * game)
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{
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Transition::Initialize(prev, next, game);
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in_layer_param_.opacity = 0;
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}
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void BoxTransition::Update()
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{
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Transition::Update();
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if (process_ < .5f)
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{
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out_layer_param_.contentBounds = D2D1::RectF(
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window_size_.width * process_,
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window_size_.height * process_,
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window_size_.width * (1 - process_),
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window_size_.height * (1 - process_)
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);
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}
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else
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{
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out_layer_param_.opacity = 0;
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in_layer_param_.opacity = 1;
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in_layer_param_.contentBounds = D2D1::RectF(
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window_size_.width * (1 - process_),
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window_size_.height * (1 - process_),
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window_size_.width * process_,
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window_size_.height * process_
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);
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}
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}
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//-------------------------------------------------------
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// EmergeTransition
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//-------------------------------------------------------
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EmergeTransition::EmergeTransition(float duration)
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: Transition(duration)
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{
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}
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void EmergeTransition::Initialize(Scene * prev, Scene * next, Game * game)
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{
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Transition::Initialize(prev, next, game);
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out_layer_param_.opacity = 1;
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in_layer_param_.opacity = 0;
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}
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void EmergeTransition::Update()
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{
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Transition::Update();
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out_layer_param_.opacity = 1 - process_;
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in_layer_param_.opacity = process_;
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}
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//-------------------------------------------------------
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// FadeTransition
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//-------------------------------------------------------
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FadeTransition::FadeTransition(float duration)
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: Transition(duration)
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{
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}
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void FadeTransition::Initialize(Scene * prev, Scene * next, Game * game)
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{
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Transition::Initialize(prev, next, game);
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out_layer_param_.opacity = 1;
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in_layer_param_.opacity = 0;
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}
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void FadeTransition::Update()
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{
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Transition::Update();
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if (process_ < 0.5)
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{
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out_layer_param_.opacity = 1 - process_ * 2;
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in_layer_param_.opacity = 0;
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}
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else
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{
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out_layer_param_.opacity = 0;
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in_layer_param_.opacity = (process_ - 0.5f) * 2;
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}
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}
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//-------------------------------------------------------
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// MoveTransition
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//-------------------------------------------------------
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MoveTransition::MoveTransition(float duration, Direction direction)
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: Transition(duration)
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, direction_(direction)
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{
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}
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void MoveTransition::Initialize(Scene * prev, Scene * next, Game * game)
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{
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Transition::Initialize(prev, next, game);
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switch (direction_)
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{
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case Direction::Up:
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pos_delta_ = Point(0, -window_size_.height);
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start_pos_ = Point(0, window_size_.height);
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break;
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case Direction::Down:
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pos_delta_ = Point(0, window_size_.height);
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start_pos_ = Point(0, -window_size_.height);
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break;
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case Direction::Left:
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pos_delta_ = Point(-window_size_.width, 0);
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start_pos_ = Point(window_size_.width, 0);
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break;
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case Direction::Right:
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pos_delta_ = Point(window_size_.width, 0);
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start_pos_ = Point(-window_size_.width, 0);
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break;
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}
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if (out_scene_)
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{
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out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
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}
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if (in_scene_)
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{
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in_scene_->SetTransform(
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D2D1::Matrix3x2F::Translation(
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start_pos_.x,
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start_pos_.y
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)
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);
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}
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}
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void MoveTransition::Update()
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{
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Transition::Update();
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if (out_scene_)
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{
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auto translation = pos_delta_ * process_;
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out_scene_->SetTransform(
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D2D1::Matrix3x2F::Translation(
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translation.x,
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translation.y
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)
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);
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}
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if (in_scene_)
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{
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auto translation = start_pos_ + pos_delta_ * process_;
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in_scene_->SetTransform(
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D2D1::Matrix3x2F::Translation(
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translation.x,
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translation.y
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)
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);
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}
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}
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void MoveTransition::Reset()
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{
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if (out_scene_)
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{
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out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
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}
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if (in_scene_)
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{
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in_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
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}
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}
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//-------------------------------------------------------
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// RotationTransition
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//-------------------------------------------------------
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RotationTransition::RotationTransition(float duration, float rotation)
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: Transition(duration)
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, rotation_(rotation)
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{
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}
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void RotationTransition::Initialize(Scene * prev, Scene * next, Game * game)
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{
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Transition::Initialize(prev, next, game);
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if (out_scene_)
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{
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out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
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}
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if (in_scene_)
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{
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in_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
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}
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in_layer_param_.opacity = 0;
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}
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void RotationTransition::Update()
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{
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Transition::Update();
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auto center_pos = D2D1::Point2F(
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window_size_.width / 2,
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window_size_.height / 2
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);
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if (process_ < .5f)
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{
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if (out_scene_)
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{
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out_scene_->SetTransform(
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D2D1::Matrix3x2F::Scale(
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(.5f - process_) * 2,
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(.5f - process_) * 2,
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center_pos
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) * D2D1::Matrix3x2F::Rotation(
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rotation_ * (.5f - process_) * 2,
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center_pos
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)
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);
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}
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}
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else
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{
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if (in_scene_)
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{
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out_layer_param_.opacity = 0;
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in_layer_param_.opacity = 1;
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in_scene_->SetTransform(
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D2D1::Matrix3x2F::Scale(
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(process_ - .5f) * 2,
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(process_ - .5f) * 2,
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center_pos
|
||
|
|
) * D2D1::Matrix3x2F::Rotation(
|
||
|
|
rotation_ * (process_ - .5f) * 2,
|
||
|
|
center_pos
|
||
|
|
)
|
||
|
|
);
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|
||
|
|
|
||
|
|
void RotationTransition::Reset()
|
||
|
|
{
|
||
|
|
if (out_scene_)
|
||
|
|
{
|
||
|
|
out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
|
||
|
|
}
|
||
|
|
|
||
|
|
if (in_scene_)
|
||
|
|
{
|
||
|
|
in_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
|
||
|
|
}
|
||
|
|
}
|
||
|
|
}
|