Magic_Game/core/transitions/RotationTransition.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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RotationTransition::RotationTransition(float duration, float rotation)
: Transition(duration)
, rotation_(rotation)
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{
}
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void RotationTransition::Init(Scene * prev, Scene * next, Game * game)
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{
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Transition::Init(prev, next, game);
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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::Identity());
}
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in_layer_param_.opacity = 0;
}
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void RotationTransition::Update()
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{
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Transition::Update();
auto center_pos = D2D1::Point2F(
window_size_.width / 2,
window_size_.height / 2
);
if (process_ < .5f)
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{
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if (out_scene_)
{
out_scene_->SetTransform(
D2D1::Matrix3x2F::Scale(
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(.5f - process_) * 2,
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(.5f - process_) * 2,
center_pos
) * D2D1::Matrix3x2F::Rotation(
rotation_ * (.5f - process_) * 2,
center_pos
)
);
}
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}
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else
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{
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if (in_scene_)
{
out_layer_param_.opacity = 0;
in_layer_param_.opacity = 1;
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in_scene_->SetTransform(
D2D1::Matrix3x2F::Scale(
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(process_ - .5f) * 2,
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(process_ - .5f) * 2,
center_pos
) * D2D1::Matrix3x2F::Rotation(
rotation_ * (process_ - .5f) * 2,
center_pos
)
);
}
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}
}
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void RotationTransition::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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}