Magic_Game/src/kiwano/2d/Transition.h

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// Copyright (c) 2016-2018 Kiwano - 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
// 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:
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//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
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//
// 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
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#include <kiwano/2d/Stage.h>
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#include <kiwano/render/LayerArea.h>
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namespace kiwano
{
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class Director;
class RenderContext;
KGE_DECLARE_SMART_PTR(Transition);
KGE_DECLARE_SMART_PTR(FadeTransition);
KGE_DECLARE_SMART_PTR(EmergeTransition);
KGE_DECLARE_SMART_PTR(BoxTransition);
KGE_DECLARE_SMART_PTR(MoveTransition);
KGE_DECLARE_SMART_PTR(RotationTransition);
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>̨<EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
*/
class KGE_API Transition : public virtual ObjectBase
{
friend class Director;
public:
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>յij<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
*/
explicit Transition(Duration duration);
virtual ~Transition();
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><EFBFBD>ѽ<EFBFBD><EFBFBD><EFBFBD>
*/
bool IsDone();
protected:
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>ʼ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param[in] prev ת<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @param[in] next ת<EFBFBD><EFBFBD><EFBFBD>
*/
virtual void Init(StagePtr prev, StagePtr next);
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD>¹<EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param dt <EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD>θ<EFBFBD><EFBFBD>µ<EFBFBD>ʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
virtual void Update(Duration dt);
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD>ȶ<EFBFBD><EFBFBD><EFBFBD>
* @param[in] ctx <EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
virtual void Render(RenderContext& ctx);
/**
* \~chinese
* @brief ֹͣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
virtual void Stop();
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD>ö<EFBFBD><EFBFBD><EFBFBD>
*/
virtual void Reset() {}
protected:
bool done_;
float process_;
Duration duration_;
Duration delta_;
Size window_size_;
StagePtr out_stage_;
StagePtr in_stage_;
LayerArea out_layer_;
LayerArea in_layer_;
};
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @details ǰһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>󣬺<EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
class FadeTransition : public Transition
{
public:
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
*/
explicit FadeTransition(Duration duration);
protected:
void Update(Duration dt) override;
virtual void Init(StagePtr prev, StagePtr next) override;
};
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @details ǰһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
class EmergeTransition : public Transition
{
public:
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
*/
explicit EmergeTransition(Duration duration);
protected:
void Update(Duration dt) override;
virtual void Init(StagePtr prev, StagePtr next) override;
};
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>״<EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @details ǰһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ժ<EFBFBD>״<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ժ<EFBFBD>״<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
class BoxTransition : public Transition
{
public:
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״<EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
*/
explicit BoxTransition(Duration duration);
protected:
void Update(Duration dt) override;
virtual void Init(StagePtr prev, StagePtr next) override;
};
/**
* \~chinese
* @brief λ<EFBFBD>ƹ<EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @details <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD>Ƶķ<EFBFBD>ʽ<EFBFBD>л<EFBFBD>
*/
class MoveTransition : public Transition
{
public:
/**
* \~chinese
* @brief λ<EFBFBD>Ʒ<EFBFBD>ʽ
*/
enum class Type : int
{
Up, ///< <20><><EFBFBD><EFBFBD>
Down, ///< <20><><EFBFBD><EFBFBD>
Left, ///< <20><><EFBFBD><EFBFBD>
Right ///< <20><><EFBFBD><EFBFBD>
};
/**
* \~chinese
* @brief λ<EFBFBD>ƹ<EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
* @param type λ<EFBFBD>Ʒ<EFBFBD>ʽ
*/
explicit MoveTransition(Duration duration, Type type);
protected:
void Update(Duration dt) override;
virtual void Init(StagePtr prev, StagePtr next) override;
void Reset() override;
private:
Type type_;
Point pos_delta_;
Point start_pos_;
};
/**
* \~chinese
* @brief <EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @details ǰһ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD>ʽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD>ʽ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
class RotationTransition : public Transition
{
public:
/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
* @param duration <EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
* @param rotation <EFBFBD><EFBFBD>ת<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
explicit RotationTransition(Duration duration, float rotation = 360);
protected:
void Update(Duration dt) override;
virtual void Init(StagePtr prev, StagePtr next) override;
void Reset() override;
private:
float rotation_;
};
} // namespace kiwano