449 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			449 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			C++
		
	
	
	
|  | // Copyright (c) 2016-2018 Easy2D - Nomango
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|  | // 
 | ||
|  | // 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
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|  | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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|  | // copies of the Software, and to permit persons to whom the Software is
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|  | // furnished to do so, subject to the following conditions:
 | ||
|  | // 
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|  | // The above copyright notice and this permission notice shall be included in
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|  | // all copies or substantial portions of the Software.
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|  | // 
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|  | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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|  | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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|  | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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|  | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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|  | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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|  | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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|  | // THE SOFTWARE.
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|  | 
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|  | #include "Transition.h"
 | ||
|  | #include "Node.h"
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|  | #include "Scene.h"
 | ||
|  | #include "render.h"
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|  | #include "window.h"
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|  | 
 | ||
|  | namespace easy2d | ||
|  | { | ||
|  | 	//-------------------------------------------------------
 | ||
|  | 	// Transition
 | ||
|  | 	//-------------------------------------------------------
 | ||
|  | 
 | ||
|  | 	Transition::Transition(float duration) | ||
|  | 		: done_(false) | ||
|  | 		, started_() | ||
|  | 		, process_(0) | ||
|  | 		, window_size_() | ||
|  | 		, out_scene_(nullptr) | ||
|  | 		, in_scene_(nullptr) | ||
|  | 		, out_layer_(nullptr) | ||
|  | 		, in_layer_(nullptr) | ||
|  | 		, out_layer_param_() | ||
|  | 		, in_layer_param_() | ||
|  | 	{ | ||
|  | 		duration_ = std::max(duration, 0.f); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	Transition::~Transition() | ||
|  | 	{ | ||
|  | 		SafeRelease(out_layer_); | ||
|  | 		SafeRelease(in_layer_); | ||
|  | 		SafeRelease(out_scene_); | ||
|  | 		SafeRelease(in_scene_); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	bool Transition::IsDone() | ||
|  | 	{ | ||
|  | 		return done_; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Transition::Initialize(Scene * prev, Scene * next, Game * game) | ||
|  | 	{ | ||
|  | 		started_ = time::Now(); | ||
|  | 		out_scene_ = prev; | ||
|  | 		in_scene_ = next; | ||
|  | 
 | ||
|  | 		if (out_scene_) | ||
|  | 			out_scene_->Retain(); | ||
|  | 
 | ||
|  | 		if (in_scene_) | ||
|  | 			in_scene_->Retain(); | ||
|  | 
 | ||
|  | 		if (in_scene_) | ||
|  | 		{ | ||
|  | 			ThrowIfFailed( | ||
|  | 				render::D2D.HwndRenderTarget->CreateLayer(&in_layer_) | ||
|  | 			); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (out_scene_) | ||
|  | 		{ | ||
|  | 			ThrowIfFailed( | ||
|  | 				render::D2D.HwndRenderTarget->CreateLayer(&out_layer_) | ||
|  | 			); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		window_size_ = window::instance.GetSize(); | ||
|  | 		out_layer_param_ = in_layer_param_ = D2D1::LayerParameters( | ||
|  | 			D2D1::RectF( | ||
|  | 				0.f, | ||
|  | 				0.f, | ||
|  | 				window_size_.width, | ||
|  | 				window_size_.height | ||
|  | 			), | ||
|  | 			nullptr, | ||
|  | 			D2D1_ANTIALIAS_MODE_PER_PRIMITIVE, | ||
|  | 			D2D1::Matrix3x2F::Identity(), | ||
|  | 			1.f, | ||
|  | 			render::D2D.SolidColorBrush, | ||
|  | 			D2D1_LAYER_OPTIONS_NONE | ||
|  | 		); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Transition::Update() | ||
|  | 	{ | ||
|  | 		if (duration_ == 0) | ||
|  | 		{ | ||
|  | 			process_ = 1; | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			process_ = (time::Now() - started_).Seconds() / duration_; | ||
|  | 			process_ = std::min(process_, 1.f); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (process_ >= 1) | ||
|  | 		{ | ||
|  | 			this->Stop(); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Transition::Draw() | ||
|  | 	{ | ||
|  | 		auto render_target = render::D2D.HwndRenderTarget; | ||
|  | 
 | ||
|  | 		if (out_scene_) | ||
|  | 		{ | ||
|  | 			render_target->SetTransform(out_scene_->GetTransform()); | ||
|  | 			render_target->PushAxisAlignedClip( | ||
|  | 				D2D1::RectF( | ||
|  | 					0.f, | ||
|  | 					0.f, | ||
|  | 					window_size_.width, | ||
|  | 					window_size_.height | ||
|  | 				), | ||
|  | 				D2D1_ANTIALIAS_MODE_PER_PRIMITIVE | ||
|  | 			); | ||
|  | 			render_target->PushLayer(out_layer_param_, out_layer_); | ||
|  | 
 | ||
|  | 			out_scene_->Draw(); | ||
|  | 
 | ||
|  | 			render_target->PopLayer(); | ||
|  | 			render_target->PopAxisAlignedClip(); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (in_scene_) | ||
|  | 		{ | ||
|  | 			render_target->SetTransform(in_scene_->GetTransform()); | ||
|  | 			render_target->PushAxisAlignedClip( | ||
|  | 				D2D1::RectF( | ||
|  | 					0.f, | ||
|  | 					0.f, | ||
|  | 					window_size_.width, | ||
|  | 					window_size_.height | ||
|  | 				), | ||
|  | 				D2D1_ANTIALIAS_MODE_PER_PRIMITIVE | ||
|  | 			); | ||
|  | 			render_target->PushLayer(in_layer_param_, in_layer_); | ||
|  | 
 | ||
|  | 			in_scene_->Draw(); | ||
|  | 
 | ||
|  | 			render_target->PopLayer(); | ||
|  | 			render_target->PopAxisAlignedClip(); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Transition::Stop() | ||
|  | 	{ | ||
|  | 		done_ = true; | ||
|  | 		Reset(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	//-------------------------------------------------------
 | ||
|  | 	// BoxTransition
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|  | 	//-------------------------------------------------------
 | ||
|  | 
 | ||
|  | 	BoxTransition::BoxTransition(float duration) | ||
|  | 		: Transition(duration) | ||
|  | 	{ | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void BoxTransition::Initialize(Scene * prev, Scene * next, Game * game) | ||
|  | 	{ | ||
|  | 		Transition::Initialize(prev, next, game); | ||
|  | 
 | ||
|  | 		in_layer_param_.opacity = 0; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void BoxTransition::Update() | ||
|  | 	{ | ||
|  | 		Transition::Update(); | ||
|  | 
 | ||
|  | 		if (process_ < .5f) | ||
|  | 		{ | ||
|  | 			out_layer_param_.contentBounds = D2D1::RectF( | ||
|  | 				window_size_.width * process_, | ||
|  | 				window_size_.height * process_, | ||
|  | 				window_size_.width * (1 - process_), | ||
|  | 				window_size_.height * (1 - process_) | ||
|  | 			); | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			out_layer_param_.opacity = 0; | ||
|  | 			in_layer_param_.opacity = 1; | ||
|  | 			in_layer_param_.contentBounds = D2D1::RectF( | ||
|  | 				window_size_.width * (1 - process_), | ||
|  | 				window_size_.height * (1 - process_), | ||
|  | 				window_size_.width * process_, | ||
|  | 				window_size_.height * process_ | ||
|  | 			); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	//-------------------------------------------------------
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|  | 	// EmergeTransition
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|  | 	//-------------------------------------------------------
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|  | 
 | ||
|  | 	EmergeTransition::EmergeTransition(float duration) | ||
|  | 		: Transition(duration) | ||
|  | 	{ | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void EmergeTransition::Initialize(Scene * prev, Scene * next, Game * game) | ||
|  | 	{ | ||
|  | 		Transition::Initialize(prev, next, game); | ||
|  | 
 | ||
|  | 		out_layer_param_.opacity = 1; | ||
|  | 		in_layer_param_.opacity = 0; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void EmergeTransition::Update() | ||
|  | 	{ | ||
|  | 		Transition::Update(); | ||
|  | 
 | ||
|  | 		out_layer_param_.opacity = 1 - process_; | ||
|  | 		in_layer_param_.opacity = process_; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	//-------------------------------------------------------
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|  | 	// FadeTransition
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|  | 	//-------------------------------------------------------
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|  | 
 | ||
|  | 	FadeTransition::FadeTransition(float duration) | ||
|  | 		: Transition(duration) | ||
|  | 	{ | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void FadeTransition::Initialize(Scene * prev, Scene * next, Game * game) | ||
|  | 	{ | ||
|  | 		Transition::Initialize(prev, next, game); | ||
|  | 
 | ||
|  | 		out_layer_param_.opacity = 1; | ||
|  | 		in_layer_param_.opacity = 0; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void FadeTransition::Update() | ||
|  | 	{ | ||
|  | 		Transition::Update(); | ||
|  | 
 | ||
|  | 		if (process_ < 0.5) | ||
|  | 		{ | ||
|  | 			out_layer_param_.opacity = 1 - process_ * 2; | ||
|  | 			in_layer_param_.opacity = 0; | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			out_layer_param_.opacity = 0; | ||
|  | 			in_layer_param_.opacity = (process_ - 0.5f) * 2; | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	//-------------------------------------------------------
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|  | 	// MoveTransition
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|  | 	//-------------------------------------------------------
 | ||
|  | 
 | ||
|  | 	MoveTransition::MoveTransition(float duration, Direction direction) | ||
|  | 		: Transition(duration) | ||
|  | 		, direction_(direction) | ||
|  | 	{ | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void MoveTransition::Initialize(Scene * prev, Scene * next, Game * game) | ||
|  | 	{ | ||
|  | 		Transition::Initialize(prev, next, game); | ||
|  | 
 | ||
|  | 		switch (direction_) | ||
|  | 		{ | ||
|  | 		case Direction::Up: | ||
|  | 			pos_delta_ = Point(0, -window_size_.height); | ||
|  | 			start_pos_ = Point(0, window_size_.height); | ||
|  | 			break; | ||
|  | 		case Direction::Down: | ||
|  | 			pos_delta_ = Point(0, window_size_.height); | ||
|  | 			start_pos_ = Point(0, -window_size_.height); | ||
|  | 			break; | ||
|  | 		case Direction::Left: | ||
|  | 			pos_delta_ = Point(-window_size_.width, 0); | ||
|  | 			start_pos_ = Point(window_size_.width, 0); | ||
|  | 			break; | ||
|  | 		case Direction::Right: | ||
|  | 			pos_delta_ = Point(window_size_.width, 0); | ||
|  | 			start_pos_ = Point(-window_size_.width, 0); | ||
|  | 			break; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (out_scene_) | ||
|  | 		{ | ||
|  | 			out_scene_->SetTransform(D2D1::Matrix3x2F::Identity()); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (in_scene_) | ||
|  | 		{ | ||
|  | 			in_scene_->SetTransform( | ||
|  | 				D2D1::Matrix3x2F::Translation( | ||
|  | 					start_pos_.x, | ||
|  | 					start_pos_.y | ||
|  | 				) | ||
|  | 			); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void MoveTransition::Update() | ||
|  | 	{ | ||
|  | 		Transition::Update(); | ||
|  | 
 | ||
|  | 		if (out_scene_) | ||
|  | 		{ | ||
|  | 			auto translation = pos_delta_ * process_; | ||
|  | 			out_scene_->SetTransform( | ||
|  | 				D2D1::Matrix3x2F::Translation( | ||
|  | 					translation.x, | ||
|  | 					translation.y | ||
|  | 				) | ||
|  | 			); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (in_scene_) | ||
|  | 		{ | ||
|  | 			auto translation = start_pos_ + pos_delta_ * process_; | ||
|  | 			in_scene_->SetTransform( | ||
|  | 				D2D1::Matrix3x2F::Translation( | ||
|  | 					translation.x, | ||
|  | 					translation.y | ||
|  | 				) | ||
|  | 			); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void MoveTransition::Reset() | ||
|  | 	{ | ||
|  | 		if (out_scene_) | ||
|  | 		{ | ||
|  | 			out_scene_->SetTransform(D2D1::Matrix3x2F::Identity()); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (in_scene_) | ||
|  | 		{ | ||
|  | 			in_scene_->SetTransform(D2D1::Matrix3x2F::Identity()); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	//-------------------------------------------------------
 | ||
|  | 	// RotationTransition
 | ||
|  | 	//-------------------------------------------------------
 | ||
|  | 
 | ||
|  | 	RotationTransition::RotationTransition(float duration, float rotation) | ||
|  | 		: Transition(duration) | ||
|  | 		, rotation_(rotation) | ||
|  | 	{ | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void RotationTransition::Initialize(Scene * prev, Scene * next, Game * game) | ||
|  | 	{ | ||
|  | 		Transition::Initialize(prev, next, game); | ||
|  | 
 | ||
|  | 		if (out_scene_) | ||
|  | 		{ | ||
|  | 			out_scene_->SetTransform(D2D1::Matrix3x2F::Identity()); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (in_scene_) | ||
|  | 		{ | ||
|  | 			in_scene_->SetTransform(D2D1::Matrix3x2F::Identity()); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		in_layer_param_.opacity = 0; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void 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( | ||
|  | 						rotation_ * (.5f - process_) * 2, | ||
|  | 						center_pos | ||
|  | 					) | ||
|  | 				); | ||
|  | 			} | ||
|  | 		} | ||
|  | 		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( | ||
|  | 						rotation_ * (process_ - .5f) * 2, | ||
|  | 						center_pos | ||
|  | 					) | ||
|  | 				); | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void RotationTransition::Reset() | ||
|  | 	{ | ||
|  | 		if (out_scene_) | ||
|  | 		{ | ||
|  | 			out_scene_->SetTransform(D2D1::Matrix3x2F::Identity()); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (in_scene_) | ||
|  | 		{ | ||
|  | 			in_scene_->SetTransform(D2D1::Matrix3x2F::Identity()); | ||
|  | 		} | ||
|  | 	} | ||
|  | } |