Magic_Game/core/e2dtransition.h

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#pragma once
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#include "e2dcommon.h"
namespace e2d
{
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class SceneManager;
class TransitionEmerge;
class TransitionFade;
class TransitionMove;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Transition
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB5AD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
static TransitionFade * Fade(
double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB5AD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
static TransitionFade * Fade(
double fadeOutDuration, /* ǰһ<C7B0><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double fadeInDuration /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB6AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
static TransitionEmerge * Emerge(
double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
static TransitionMove * Move(
double duration, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Direct direct = Direct::LEFT /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
);
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><C9B6><EFBFBD>
class TransitionBase :
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public Object
{
friend SceneManager;
public:
TransitionBase(double duration);
virtual ~TransitionBase();
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// <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
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bool isDone();
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void destroy() override;
protected:
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _init(
Scene * prev,
Scene * next
);
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void _update();
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _updateCustom() = 0;
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _render();
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// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _reset() = 0;
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _stop();
protected:
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bool _bEnd;
double _fLast;
double _fDuration;
double _fRateOfProgress;
Size _WindowSize;
Scene * _pPrevScene;
Scene * _pNextScene;
ID2D1Layer * _pPrevLayer;
ID2D1Layer * _pNextLayer;
D2D1_LAYER_PARAMETERS _sPrevLayerParam;
D2D1_LAYER_PARAMETERS _sNextLayerParam;
};
class TransitionFade :
public TransitionBase
{
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB5AD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
TransitionFade(
double duration /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB5AD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
TransitionFade(
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double fadeOutDuration, /* ǰһ<C7B0><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
double fadeInDuration /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB6AF><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
);
protected:
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void _updateCustom() override;
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virtual void _init(
Scene * prev,
Scene * next
) override;
virtual void _reset() override;
protected:
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double _fFadeOutDuration;
double _fFadeInDuration;
bool _bFadeOutTransioning;
};
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class TransitionEmerge :
public TransitionBase
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
TransitionEmerge(
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double duration /* <20><><EFBFBD>ֶ<EFBFBD><D6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
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);
protected:
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void _updateCustom() override;
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virtual void _init(
Scene * prev,
Scene * next
) override;
virtual void _reset() override;
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};
class TransitionMove :
public TransitionBase
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{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>ʽ<EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
TransitionMove(
double moveDuration, /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1> */
Direct direct = Direct::LEFT /* <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD> */
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);
protected:
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
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virtual void _updateCustom() override;
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virtual void _init(
Scene * prev,
Scene * next
) override;
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virtual void _reset() override;
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protected:
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Direct _Direct;
Vector _Vector;
Point _NextPos;
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};
}