2017-10-20 00:59:26 +08:00
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#pragma once
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2018-09-05 13:33:39 +08:00
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#include "e2dutil.h"
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2017-10-20 00:59:26 +08:00
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namespace e2d
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{
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2018-01-30 16:45:38 +08:00
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2018-09-05 13:38:30 +08:00
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class Game;
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class Scene;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class Transition :
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public Ref
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{
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friend class Game;
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public:
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explicit Transition(
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Scene* scene,
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float duration
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);
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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:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
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virtual bool Init(
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Game * game,
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Scene * prev
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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:
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bool done_;
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float duration_;
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float delta_;
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Time started_;
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Scene* out_scene_;
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Scene* in_scene_;
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ID2D1Layer * out_layer_;
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ID2D1Layer * in_layer_;
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D2D1_LAYER_PARAMETERS out_layer_param_;
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D2D1_LAYER_PARAMETERS in_layer_param_;
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};
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// <20><><EFBFBD>뵭<EFBFBD><EBB5AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class FadeTransition :
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public Transition
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{
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public:
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explicit FadeTransition(
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Scene* scene, /* <20>л<EFBFBD><D0BB>ij<EFBFBD><C4B3><EFBFBD> */
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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:
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// <20><><EFBFBD>¶<EFBFBD><C2B6><EFBFBD>
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virtual void Update() override;
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virtual bool Init(
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Game * game,
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Scene * prev
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) override;
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class EmergeTransition :
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public Transition
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{
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public:
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explicit EmergeTransition(
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Scene* scene, /* <20>л<EFBFBD><D0BB>ij<EFBFBD><C4B3><EFBFBD> */
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float duration /* <20><><EFBFBD>ֶ<EFBFBD><D6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
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protected:
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virtual void Update() override;
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virtual bool Init(
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Game * game,
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Scene * prev
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) override;
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};
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// <20><>״<EFBFBD><D7B4><EFBFBD><EFBFBD>
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class BoxTransition :
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public Transition
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{
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public:
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explicit BoxTransition(
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Scene* scene, /* <20>л<EFBFBD><D0BB>ij<EFBFBD><C4B3><EFBFBD> */
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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:
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virtual void Update() override;
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virtual bool Init(
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Game * game,
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Scene * prev
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) override;
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class MoveTransition :
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public Transition
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{
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public:
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explicit MoveTransition(
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Scene* scene, /* <20>л<EFBFBD><D0BB>ij<EFBFBD><C4B3><EFBFBD> */
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float moveDuration, /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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Direction direction = Direction::Left /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
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);
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protected:
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virtual void Update() override;
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virtual bool Init(
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Game * game,
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Scene * prev
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) override;
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virtual void Reset() override;
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protected:
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Direction direction_;
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Point pos_delta_;
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Point start_pos_;
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};
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2017-10-21 19:09:31 +08:00
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2017-10-20 00:59:26 +08:00
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}
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