Magic_Game/core/transitions/BoxTransition.cpp

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#include "..\e2dtransition.h"
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#include "..\e2dobject.h"
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e2d::BoxTransition::BoxTransition(float duration)
: Transition(duration)
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{
}
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void e2d::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 e2d::BoxTransition::Update()
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{
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Transition::Update();
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if (process_ < .5f)
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{
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out_layer_param_.contentBounds = D2D1::RectF(
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window_size_.width * process_,
window_size_.height * process_,
window_size_.width * (1 - process_),
window_size_.height * (1 - process_)
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);
}
else
{
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out_layer_param_.opacity = 0;
in_layer_param_.opacity = 1;
in_layer_param_.contentBounds = D2D1::RectF(
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window_size_.width * (1 - process_),
window_size_.height * (1 - process_),
window_size_.width * process_,
window_size_.height * process_
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);
}
}