#pragma once #include "e2dcommon.h" namespace e2d { // 场景过渡 class Transition : public Ref { public: explicit Transition(float duration); virtual ~Transition(); // 场景过渡动画是否结束 bool isDone(); // 初始化场景过渡动画 virtual bool init( Scene * prev, Scene * next ); // 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() = 0; 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( float duration /* 动画持续时长 */ ); // 更新动画 virtual void update() override; virtual bool init( Scene * prev, Scene * next ) override; virtual void reset() override; }; // 渐变过渡 class EmergeTransition : public Transition { public: explicit EmergeTransition( float duration /* 浮现动画持续时长 */ ); // 更新动画 virtual void update() override; virtual bool init( Scene * prev, Scene * next ) override; virtual void reset() override; }; // 盒状过渡 class BoxTransition : public Transition { public: explicit BoxTransition( float duration /* 动画持续时长 */ ); // 更新动画 virtual void update() override; virtual bool init( Scene * prev, Scene * next ) override; virtual void reset() override; }; // 移入过渡 class MoveTransition : public Transition { public: explicit MoveTransition( float moveDuration, /* 场景移动动画持续时长 */ Direction direction = Direction::Left /* 场景移动方向 */ ); // 更新动画 virtual void update() override; virtual bool init( Scene * prev, Scene * next ) override; virtual void reset() override; protected: Direction _direction; Vector2 _posDelta; Point _startPos; }; }