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										 |  |  |  | // Copyright (c) 2016-2018 Easy2D - Nomango
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							|  |  |  |  | // 
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							|  |  |  |  | // Permission is hereby granted, free of charge, to any person obtaining a copy
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							|  |  |  |  | // of this software and associated documentation files (the "Software"), to deal
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							|  |  |  |  | // 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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							|  |  |  |  | // 
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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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										 |  |  |  | #pragma once
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							|  |  |  |  | #include "base.h"
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							|  |  |  |  | #include "time.h"
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							|  |  |  |  | #include "RefCounter.h"
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										 |  |  |  | namespace easy2d | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	class Game; | 
					
						
							|  |  |  |  | 	class Scene; | 
					
						
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							|  |  |  |  | 	// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										 |  |  |  | 	class Transition | 
					
						
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										 |  |  |  | 		: public RefCounter | 
					
						
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										 |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		friend class Game; | 
					
						
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							|  |  |  |  | 	public: | 
					
						
							|  |  |  |  | 		explicit Transition( | 
					
						
							|  |  |  |  | 			float duration | 
					
						
							|  |  |  |  | 		); | 
					
						
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							|  |  |  |  | 		virtual ~Transition(); | 
					
						
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							|  |  |  |  | 		// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 		bool IsDone(); | 
					
						
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							|  |  |  |  | 	protected: | 
					
						
							|  |  |  |  | 		// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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										 |  |  |  | 		virtual void Initialize( | 
					
						
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										 |  |  |  | 			Scene * prev, | 
					
						
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										 |  |  |  | 			Scene * next, | 
					
						
							|  |  |  |  | 			Game * game | 
					
						
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										 |  |  |  | 		); | 
					
						
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							|  |  |  |  | 		// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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							|  |  |  |  | 		virtual void Update(); | 
					
						
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							|  |  |  |  | 		// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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							|  |  |  |  | 		virtual void Draw(); | 
					
						
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							|  |  |  |  | 		// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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							|  |  |  |  | 		virtual void Stop(); | 
					
						
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							|  |  |  |  | 		// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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							|  |  |  |  | 		virtual void Reset() { }; | 
					
						
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							|  |  |  |  | 	protected: | 
					
						
							|  |  |  |  | 		bool	done_; | 
					
						
							|  |  |  |  | 		float	duration_; | 
					
						
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										 |  |  |  | 		float	process_; | 
					
						
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										 |  |  |  | 		time::TimePoint	started_; | 
					
						
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										 |  |  |  | 		Size	window_size_; | 
					
						
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										 |  |  |  | 		Scene*	out_scene_; | 
					
						
							|  |  |  |  | 		Scene*	in_scene_; | 
					
						
							|  |  |  |  | 		ID2D1Layer * out_layer_; | 
					
						
							|  |  |  |  | 		ID2D1Layer * in_layer_; | 
					
						
							|  |  |  |  | 		D2D1_LAYER_PARAMETERS out_layer_param_; | 
					
						
							|  |  |  |  | 		D2D1_LAYER_PARAMETERS in_layer_param_; | 
					
						
							|  |  |  |  | 	}; | 
					
						
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							|  |  |  |  | 	// <20><><EFBFBD>뵭<EFBFBD><EBB5AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										 |  |  |  | 	class FadeTransition | 
					
						
							|  |  |  |  | 		: public Transition | 
					
						
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										 |  |  |  | 	{ | 
					
						
							|  |  |  |  | 	public: | 
					
						
							|  |  |  |  | 		explicit FadeTransition( | 
					
						
							|  |  |  |  | 			float duration		/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */ | 
					
						
							|  |  |  |  | 		); | 
					
						
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							|  |  |  |  | 	protected: | 
					
						
							|  |  |  |  | 		// <20><><EFBFBD>¶<EFBFBD><C2B6><EFBFBD>
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							|  |  |  |  | 		virtual void Update() override; | 
					
						
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										 |  |  |  | 		virtual void Initialize( | 
					
						
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										 |  |  |  | 			Scene * prev, | 
					
						
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										 |  |  |  | 			Scene * next, | 
					
						
							|  |  |  |  | 			Game * game | 
					
						
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										 |  |  |  | 		) override; | 
					
						
							|  |  |  |  | 	}; | 
					
						
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							|  |  |  |  | 	// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										 |  |  |  | 	class EmergeTransition | 
					
						
							|  |  |  |  | 		: public Transition | 
					
						
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										 |  |  |  | 	{ | 
					
						
							|  |  |  |  | 	public: | 
					
						
							|  |  |  |  | 		explicit EmergeTransition( | 
					
						
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										 |  |  |  | 			float duration		/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */ | 
					
						
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										 |  |  |  | 		); | 
					
						
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							|  |  |  |  | 	protected: | 
					
						
							|  |  |  |  | 		virtual void Update() override; | 
					
						
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										 |  |  |  | 		virtual void Initialize( | 
					
						
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										 |  |  |  | 			Scene * prev, | 
					
						
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										 |  |  |  | 			Scene * next, | 
					
						
							|  |  |  |  | 			Game * game | 
					
						
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										 |  |  |  | 		) override; | 
					
						
							|  |  |  |  | 	}; | 
					
						
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							|  |  |  |  | 	// <20><>״<EFBFBD><D7B4><EFBFBD><EFBFBD>
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										 |  |  |  | 	class BoxTransition | 
					
						
							|  |  |  |  | 		: public Transition | 
					
						
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										 |  |  |  | 	{ | 
					
						
							|  |  |  |  | 	public: | 
					
						
							|  |  |  |  | 		explicit BoxTransition( | 
					
						
							|  |  |  |  | 			float duration		/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */ | 
					
						
							|  |  |  |  | 		); | 
					
						
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							|  |  |  |  | 	protected: | 
					
						
							|  |  |  |  | 		virtual void Update() override; | 
					
						
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										 |  |  |  | 		virtual void Initialize( | 
					
						
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										 |  |  |  | 			Scene * prev, | 
					
						
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										 |  |  |  | 			Scene * next, | 
					
						
							|  |  |  |  | 			Game * game | 
					
						
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										 |  |  |  | 		) override; | 
					
						
							|  |  |  |  | 	}; | 
					
						
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										 |  |  |  | 	// λ<>ƹ<EFBFBD><C6B9><EFBFBD>
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										 |  |  |  | 	class MoveTransition | 
					
						
							|  |  |  |  | 		: public Transition | 
					
						
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										 |  |  |  | 	{ | 
					
						
							|  |  |  |  | 	public: | 
					
						
							|  |  |  |  | 		explicit MoveTransition( | 
					
						
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										 |  |  |  | 			float moveDuration,						/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */ | 
					
						
							|  |  |  |  | 			Direction direction = Direction::Left	/* <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */ | 
					
						
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										 |  |  |  | 		); | 
					
						
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							|  |  |  |  | 	protected: | 
					
						
							|  |  |  |  | 		virtual void Update() override; | 
					
						
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										 |  |  |  | 		virtual void Initialize( | 
					
						
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										 |  |  |  | 			Scene * prev, | 
					
						
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										 |  |  |  | 			Scene * next, | 
					
						
							|  |  |  |  | 			Game * game | 
					
						
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										 |  |  |  | 		) override; | 
					
						
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							|  |  |  |  | 		virtual void Reset() override; | 
					
						
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							|  |  |  |  | 	protected: | 
					
						
							|  |  |  |  | 		Direction	direction_; | 
					
						
							|  |  |  |  | 		Point		pos_delta_; | 
					
						
							|  |  |  |  | 		Point		start_pos_; | 
					
						
							|  |  |  |  | 	}; | 
					
						
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							|  |  |  |  | 	// <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD>
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							|  |  |  |  | 	class RotationTransition | 
					
						
							|  |  |  |  | 		: public Transition | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 	public: | 
					
						
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										 |  |  |  | 		explicit RotationTransition( | 
					
						
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										 |  |  |  | 			float moveDuration,		/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */ | 
					
						
							|  |  |  |  | 			float rotation = 360	/* <20><>ת<EFBFBD><D7AA><EFBFBD><EFBFBD> */ | 
					
						
							|  |  |  |  | 		); | 
					
						
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							|  |  |  |  | 	protected: | 
					
						
							|  |  |  |  | 		virtual void Update() override; | 
					
						
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										 |  |  |  | 		virtual void Initialize( | 
					
						
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										 |  |  |  | 			Scene * prev, | 
					
						
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										 |  |  |  | 			Scene * next, | 
					
						
							|  |  |  |  | 			Game * game | 
					
						
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										 |  |  |  | 		) override; | 
					
						
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							|  |  |  |  | 		virtual void Reset() override; | 
					
						
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							|  |  |  |  | 	protected: | 
					
						
							|  |  |  |  | 		float	rotation_; | 
					
						
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										 |  |  |  | 	}; | 
					
						
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										 |  |  |  | } |