Magic_Game/core/transitions/MoveTransition.cpp

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#include "..\e2dtransition.h"
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#include "..\e2dobject.h"
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e2d::MoveTransition::MoveTransition(float duration, Direction direction)
: Transition(duration)
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, direction_(direction)
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{
}
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void e2d::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_)
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{
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case Direction::Up:
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pos_delta_ = Point(0, -window_size_.height);
start_pos_ = Point(0, window_size_.height);
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break;
case Direction::Down:
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pos_delta_ = Point(0, window_size_.height);
start_pos_ = Point(0, -window_size_.height);
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break;
case Direction::Left:
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pos_delta_ = Point(-window_size_.width, 0);
start_pos_ = Point(window_size_.width, 0);
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break;
case Direction::Right:
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pos_delta_ = Point(window_size_.width, 0);
start_pos_ = Point(-window_size_.width, 0);
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break;
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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::Translation(
start_pos_.x,
start_pos_.y
)
);
}
}
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void e2d::MoveTransition::Update()
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{
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Transition::Update();
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if (out_scene_)
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{
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auto translation = pos_delta_ * process_;
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out_scene_->SetTransform(
D2D1::Matrix3x2F::Translation(
translation.x,
translation.y
)
);
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}
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if (in_scene_)
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{
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auto translation = start_pos_ + pos_delta_ * process_;
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in_scene_->SetTransform(
D2D1::Matrix3x2F::Translation(
translation.x,
translation.y
)
);
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}
}
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void e2d::MoveTransition::Reset()
{
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if (out_scene_)
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{
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out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
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}
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if (in_scene_)
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{
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in_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
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}
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}