Magic_Game/core/transitions/RotationTransition.cpp

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#include "..\e2dtransition.h"
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#include "..\e2dobject.h"
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e2d::RotationTransition::RotationTransition(float duration, float rotation)
: Transition(duration)
, rotation_(rotation)
{
}
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void e2d::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());
}
if (in_scene_)
{
in_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
}
in_layer_param_.opacity = 0;
}
void e2d::RotationTransition::Update()
{
Transition::Update();
auto center_pos = D2D1::Point2F(
window_size_.width / 2,
window_size_.height / 2
);
if (process_ < .5f)
{
if (out_scene_)
{
out_scene_->SetTransform(
D2D1::Matrix3x2F::Scale(
(.5f - process_) * 2,
(.5f - process_) * 2,
center_pos
) * D2D1::Matrix3x2F::Rotation(
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rotation_ * (.5f - process_) * 2,
center_pos
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)
);
}
}
else
{
if (in_scene_)
{
out_layer_param_.opacity = 0;
in_layer_param_.opacity = 1;
in_scene_->SetTransform(
D2D1::Matrix3x2F::Scale(
(process_ - .5f) * 2,
(process_ - .5f) * 2,
center_pos
) * D2D1::Matrix3x2F::Rotation(
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rotation_ * (process_ - .5f) * 2,
center_pos
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)
);
}
}
}
void e2d::RotationTransition::Reset()
{
if (out_scene_)
{
out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
}
if (in_scene_)
{
in_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
}
}