Magic_Game/core/transitions/MoveTransition.cpp

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// 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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MoveTransition::MoveTransition(float duration, Direction direction)
: Transition(duration)
, direction_(direction)
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{
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}
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void MoveTransition::Init(Scene * prev, Scene * next, Game * game)
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{
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Transition::Init(prev, next, game);
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switch (direction_)
{
case Direction::Up:
pos_delta_ = Point(0, -window_size_.height);
start_pos_ = Point(0, window_size_.height);
break;
case Direction::Down:
pos_delta_ = Point(0, window_size_.height);
start_pos_ = Point(0, -window_size_.height);
break;
case Direction::Left:
pos_delta_ = Point(-window_size_.width, 0);
start_pos_ = Point(window_size_.width, 0);
break;
case Direction::Right:
pos_delta_ = Point(window_size_.width, 0);
start_pos_ = Point(-window_size_.width, 0);
break;
}
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if (out_scene_)
{
out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
}
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if (in_scene_)
{
in_scene_->SetTransform(
D2D1::Matrix3x2F::Translation(
start_pos_.x,
start_pos_.y
)
);
}
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}
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void MoveTransition::Update()
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{
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Transition::Update();
if (out_scene_)
{
auto translation = pos_delta_ * process_;
out_scene_->SetTransform(
D2D1::Matrix3x2F::Translation(
translation.x,
translation.y
)
);
}
if (in_scene_)
{
auto translation = start_pos_ + pos_delta_ * process_;
in_scene_->SetTransform(
D2D1::Matrix3x2F::Translation(
translation.x,
translation.y
)
);
}
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}
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void MoveTransition::Reset()
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{
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if (out_scene_)
{
out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
}
if (in_scene_)
{
in_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
}
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}
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}