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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 "..\e2dtransition.h"
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										 |  |  | #include "..\e2dobject.h"
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										 |  |  | namespace easy2d | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | 	BoxTransition::BoxTransition(float duration) | 
					
						
							|  |  |  | 		: Transition(duration) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 
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										 |  |  | 	void BoxTransition::Init(Scene * prev, Scene * next, Game * game) | 
					
						
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										 |  |  | 	{ | 
					
						
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										 |  |  | 		Transition::Init(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) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			out_layer_param_.contentBounds = D2D1::RectF( | 
					
						
							|  |  |  | 				window_size_.width * process_, | 
					
						
							|  |  |  | 				window_size_.height * process_, | 
					
						
							|  |  |  | 				window_size_.width * (1 - process_), | 
					
						
							|  |  |  | 				window_size_.height * (1 - process_) | 
					
						
							|  |  |  | 			); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 		else | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			out_layer_param_.opacity = 0; | 
					
						
							|  |  |  | 			in_layer_param_.opacity = 1; | 
					
						
							|  |  |  | 			in_layer_param_.contentBounds = D2D1::RectF( | 
					
						
							|  |  |  | 				window_size_.width * (1 - process_), | 
					
						
							|  |  |  | 				window_size_.height * (1 - process_), | 
					
						
							|  |  |  | 				window_size_.width * process_, | 
					
						
							|  |  |  | 				window_size_.height * process_ | 
					
						
							|  |  |  | 			); | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 	} | 
					
						
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										 |  |  | } |