#pragma once #include "e2dcommon.h" namespace e2d { class Scene; class SceneManager; // 场景过渡 class Transition : public Ref { friend class SceneManager; public: explicit Transition( Scene* scene, float duration ); virtual ~Transition(); // 场景过渡动画是否结束 bool isDone(); protected: // 初始化场景过渡动画 virtual bool _init( Scene * prev ); // 更新场景过渡动画 virtual void _update(); // 渲染场景过渡动画 virtual void _render(); // 停止场景过渡动画 virtual void _stop(); // 重置场景过渡动画 virtual void _reset() { }; protected: bool _end; float _duration; float _delta; Time _started; Size _windowSize; Scene* _outScene; Scene* _inScene; ID2D1Layer * _outLayer; ID2D1Layer * _inLayer; D2D1_LAYER_PARAMETERS _outLayerParam; D2D1_LAYER_PARAMETERS _inLayerParam; }; // 淡入淡出过渡 class FadeTransition : public Transition { public: explicit FadeTransition( Scene* scene, /* 切换的场景 */ float duration /* 动画持续时长 */ ); protected: // 更新动画 virtual void _update() override; virtual bool _init( Scene * prev ) override; }; // 渐变过渡 class EmergeTransition : public Transition { public: explicit EmergeTransition( Scene* scene, /* 切换的场景 */ float duration /* 浮现动画持续时长 */ ); protected: virtual void _update() override; virtual bool _init( Scene * prev ) override; }; // 盒状过渡 class BoxTransition : public Transition { public: explicit BoxTransition( Scene* scene, /* 切换的场景 */ float duration /* 动画持续时长 */ ); protected: virtual void _update() override; virtual bool _init( Scene * prev ) override; }; // 移入过渡 class MoveTransition : public Transition { public: explicit MoveTransition( Scene* scene, /* 切换的场景 */ float moveDuration, /* 场景移动动画持续时长 */ Direction direction = Direction::Left /* 场景移动方向 */ ); protected: virtual void _update() override; virtual bool _init( Scene * prev ) override; virtual void _reset() override; protected: Direction _direction; Vector2 _posDelta; Point _startPos; }; }