Magic_Game/core/Transition/Transition.cpp

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#include "..\ebase.h"
#include "..\etransitions.h"
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e2d::Transition::Transition(double duration)
: m_bEnd(false)
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, m_fLast(0)
, m_fRateOfProgress(0)
, m_pPrevScene(nullptr)
, m_pNextScene(nullptr)
{
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m_fDuration = max(duration, 0);
}
bool e2d::Transition::isEnding()
{
return m_bEnd;
}
void e2d::Transition::_calcRateOfProgress()
{
// <20>ж<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
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if (m_fDuration == 0)
{
m_fRateOfProgress = 1;
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return;
}
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// <20><><EFBFBD><EFBFBD><E3B6AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
m_fRateOfProgress = min((Time::getTotalTime() - m_fLast) / m_fDuration, 1);
}
void e2d::Transition::_stop()
{
m_bEnd = true;
_reset();
}
void e2d::Transition::_setTarget(Scene * prev, Scene * next)
{
m_fLast = Time::getTotalTime();
m_pPrevScene = prev;
m_pNextScene = next;
_init();
}