Magic_Game/core/Transition/TransitionFade.cpp

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#include "..\e2dtransition.h"
#include "..\e2dnode.h"
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e2d::TransitionFade::TransitionFade(double duration)
: Transition(0)
, _fadeOutDuration(max(duration / 2, 0))
, _fadeInDuration(max(duration / 2, 0))
, _fadeOutTransioning(true)
{
}
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e2d::TransitionFade::TransitionFade(double fadeOutDuration, double fadeInDuration)
: Transition(0)
, _fadeOutDuration(max(fadeOutDuration, 0))
, _fadeInDuration(max(fadeInDuration, 0))
, _fadeOutTransioning(true)
{
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}
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e2d::TransitionFade * e2d::TransitionFade::create(double duration)
{
return Create<TransitionFade>(duration);
}
e2d::TransitionFade * e2d::TransitionFade::create(double fadeOutDuration, double fadeInDuration)
{
return Create<TransitionFade>(fadeOutDuration, fadeInDuration);
}
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void e2d::TransitionFade::_init(Scene * prev, Scene * next)
{
Transition::_init(prev, next);
if (_outScene)
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{
_fadeOutTransioning = true;
_duration = _fadeOutDuration;
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}
else
{
_fadeOutTransioning = false;
_duration = _fadeInDuration;
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}
_outLayerParam.opacity = 1;
_inLayerParam.opacity = 0;
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}
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void e2d::TransitionFade::_updateCustom()
{
if (_fadeOutTransioning)
{
_outLayerParam.opacity = float(1 - _delta);
if (_delta >= 1)
{
_fadeOutTransioning = false;
_duration = _fadeInDuration;
_last = Time::getTotalTime();
}
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}
else
{
_inLayerParam.opacity = float(_delta);
if (_delta >= 1)
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{
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this->_stop();
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}
}
}
void e2d::TransitionFade::_reset()
{
}