Magic_Game/core/transitions/Transition.cpp

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#include "..\e2dmodule.h"
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#include "..\e2dtransition.h"
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#include "..\e2dobject.h"
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e2d::Transition::Transition(float duration)
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: done_(false)
, started_()
, delta_(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)
, in_layer_(nullptr)
, out_layer_param_()
, in_layer_param_()
{
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duration_ = std::max(duration, 0.f);
}
e2d::Transition::~Transition()
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{
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SafeRelease(out_layer_);
SafeRelease(in_layer_);
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SafeRelease(out_scene_);
SafeRelease(in_scene_);
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}
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bool e2d::Transition::IsDone()
{
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return done_;
}
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void e2d::Transition::Init(Scene * prev, Scene * next)
{
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started_ = Time::Now();
out_scene_ = prev;
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in_scene_ = next;
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if (out_scene_)
out_scene_->Retain();
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if (in_scene_)
in_scene_->Retain();
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auto renderer = Renderer::GetInstance();
if (in_scene_)
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{
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ThrowIfFailed(
renderer->GetRenderTarget()->CreateLayer(&in_layer_)
);
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}
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if (out_scene_)
{
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ThrowIfFailed(
renderer->GetRenderTarget()->CreateLayer(&out_layer_)
);
}
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window_size_ = Window::GetInstance()->GetSize();
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out_layer_param_ = in_layer_param_ = D2D1::LayerParameters(
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D2D1::RectF(
0.f,
0.f,
window_size_.width,
window_size_.height
),
nullptr,
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
D2D1::Matrix3x2F::Identity(),
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1.f,
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renderer->GetSolidBrush(),
D2D1_LAYER_OPTIONS_NONE
);
}
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void e2d::Transition::Update()
{
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if (duration_ == 0)
{
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delta_ = 1;
}
else
{
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delta_ = (Time::Now() - started_).Seconds() / duration_;
delta_ = std::min(delta_, 1.f);
}
}
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void e2d::Transition::Draw()
{
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auto render_target = Renderer::GetInstance()->GetRenderTarget();
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if (out_scene_)
{
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render_target->SetTransform(out_scene_->GetTransform());
render_target->PushAxisAlignedClip(
D2D1::RectF(
0.f,
0.f,
window_size_.width,
window_size_.height
),
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
);
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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();
render_target->PopAxisAlignedClip();
}
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if (in_scene_)
{
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render_target->SetTransform(in_scene_->GetTransform());
render_target->PushAxisAlignedClip(
D2D1::RectF(
0.f,
0.f,
window_size_.width,
window_size_.height
),
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
);
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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();
render_target->PopAxisAlignedClip();
}
}
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void e2d::Transition::Stop()
{
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done_ = true;
Reset();
}