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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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										 |  |  | 	 | 
					
						
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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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										 |  |  | } | 
					
						
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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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										 |  |  | 
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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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										 |  |  | { | 
					
						
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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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										 |  |  | } |