Magic_Game/core/Transition/ETransition.cpp

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#include "..\etransitions.h"
#include "..\Win\winbase.h"
e2d::ETransition::ETransition(float duration)
: m_bEnd(false)
, m_fTotalDuration(duration * 1000)
, m_fDuration(0)
, m_fRateOfProgress(0)
, m_pPrevScene(nullptr)
, m_pNextScene(nullptr)
{
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SetInterval(m_nAnimationInterval, 15LL);
}
bool e2d::ETransition::isEnding()
{
return m_bEnd;
}
bool e2d::ETransition::_isDelayEnough()
{
// <20>ж<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
if (m_fTotalDuration == 0)
{
m_fRateOfProgress = 1;
return true;
}
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if (IsIntervalFull(m_tLast, m_nAnimationInterval))
{
// <20><><EFBFBD>¼<EFBFBD>¼ʱ<C2BC><CAB1>
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m_tLast.QuadPart += m_nAnimationInterval.QuadPart;
m_fDuration += static_cast<float>(ToMilliseconds(m_nAnimationInterval.QuadPart));
// <20><><EFBFBD><EFBFBD><E3B6AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
m_fRateOfProgress = m_fDuration / m_fTotalDuration;
return true;
}
return false;
}
void e2d::ETransition::_stop()
{
m_bEnd = true;
_reset();
}
void e2d::ETransition::_setTarget(EScene * prev, EScene * next)
{
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m_tLast = GetNow();
m_pPrevScene = prev;
m_pNextScene = next;
_init();
}