#pragma once #include "e2dcommon.h" namespace e2d { class SceneManager; // 基础过渡动作 class Transition : public Object { friend SceneManager; public: Transition(double duration); virtual ~Transition(); // 场景切换动作是否结束 bool isDone(); // 销毁对象 virtual void onDestroy() override; protected: // 初始化场景动作 virtual void _init( Scene * prev, Scene * next ); // 更新场景动作 virtual void _update(); // 更新场景动作 virtual void _updateCustom() = 0; // 渲染场景动作 virtual void _render(); // 重置场景动作 virtual void _reset() = 0; // 停止场景动作 virtual void _stop(); protected: bool _end; double _last; double _duration; double _delta; Size _windowSize; Scene * _outScene; Scene * _inScene; ID2D1Layer * _outLayer; ID2D1Layer * _inLayer; D2D1_LAYER_PARAMETERS _outLayerParam; D2D1_LAYER_PARAMETERS _inLayerParam; }; class TransitionFade : public Transition { public: // 创建淡入淡出式的场景切换动作 TransitionFade( double duration /* 动作持续时长 */ ); // 创建淡入淡出式的场景切换动作 TransitionFade( double fadeOutDuration, /* 前一场景淡出动作持续时长 */ double fadeInDuration /* 后一场景淡入动作持续时长 */ ); protected: // 更新动作 virtual void _updateCustom() override; virtual void _init( Scene * prev, Scene * next ) override; virtual void _reset() override; protected: double _fadeOutDuration; double _fadeInDuration; bool _fadeOutTransioning; }; class TransitionEmerge : public Transition { public: // 创建浮现式的场景切换动作 TransitionEmerge( double duration /* 浮现动作持续时长 */ ); protected: // 更新动作 virtual void _updateCustom() override; virtual void _init( Scene * prev, Scene * next ) override; virtual void _reset() override; }; class TransitionMove : public Transition { public: // 创建移动式的场景切换动作 TransitionMove( double moveDuration, /* 场景移动动作持续时长 */ Direction direction = Direction::LEFT /* 场景移动方向 */ ); protected: // 更新动作 virtual void _updateCustom() override; virtual void _init( Scene * prev, Scene * next ) override; virtual void _reset() override; protected: Direction _direction; Vector _posDelta; Point _startPos; }; }