Magic_Game/kiwano/2d/Transition.h

182 lines
3.5 KiB
C
Raw Normal View History

2019-04-11 14:40:54 +08:00
// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "include-forwards.h"
#include <d2d1.h>
2019-04-11 14:40:54 +08:00
namespace kiwano
{
class Scene;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2019-04-11 14:40:54 +08:00
class KGE_API Transition
: public Object
{
friend class Application;
public:
explicit Transition(
Duration duration
);
virtual ~Transition();
bool IsDone();
protected:
virtual void Init(
ScenePtr prev,
ScenePtr next
);
virtual void Update(Duration dt);
virtual void Render();
virtual void Stop();
virtual void Reset() { };
protected:
bool done_;
float process_;
Duration duration_;
Duration delta_;
Size window_size_;
ScenePtr out_scene_;
ScenePtr in_scene_;
ComPtr<ID2D1Layer> out_layer_;
ComPtr<ID2D1Layer> in_layer_;
LayerProperties out_layer_prop_;
LayerProperties in_layer_prop_;
};
// <20><><EFBFBD><EFBFBD><EBB5AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class FadeTransition
: public Transition
{
public:
explicit FadeTransition(
Duration duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
protected:
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
void Update(Duration dt) override;
virtual void Init(
ScenePtr prev,
ScenePtr next
) override;
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class EmergeTransition
: public Transition
{
public:
explicit EmergeTransition(
Duration duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
protected:
void Update(Duration dt) override;
virtual void Init(
ScenePtr prev,
ScenePtr next
) override;
};
// <20><>״<EFBFBD><D7B4><EFBFBD><EFBFBD>
class BoxTransition
: public Transition
{
public:
explicit BoxTransition(
Duration duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
protected:
void Update(Duration dt) override;
virtual void Init(
ScenePtr prev,
ScenePtr next
) override;
};
// λ<>ƹ<EFBFBD><C6B9><EFBFBD>
class MoveTransition
: public Transition
{
public:
explicit MoveTransition(
Duration moveDuration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Direction direction /* <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
);
protected:
void Update(Duration dt) override;
virtual void Init(
ScenePtr prev,
ScenePtr next
) override;
void Reset() override;
protected:
Direction direction_;
Point pos_delta_;
Point start_pos_;
};
// <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
class RotationTransition
: public Transition
{
public:
explicit RotationTransition(
Duration moveDuration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
float rotation = 360 /* <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD> */
);
protected:
void Update(Duration dt) override;
virtual void Init(
ScenePtr prev,
ScenePtr next
) override;
void Reset() override;
protected:
float rotation_;
};
}