// Copyright (c) 2016-2018 Easy2D - Nomango // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. #pragma once #include "base.h" #include "time.h" #include "render.h" #include "RefCounter.h" namespace easy2d { class Game; class Scene; // 场景过渡 class Transition : public RefCounter { friend class Game; public: explicit Transition( 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 void Initialize( Scene * prev, Scene * next, Game * game ); // 更新场景过渡动画 virtual void Update(); // 渲染场景过渡动画 virtual void Draw(); // 停止场景过渡动画 virtual void Stop(); // 重置场景过渡动画 virtual void Reset() { }; protected: bool done_; float duration_; float process_; time::TimePoint started_; Size window_size_; Scene* out_scene_; Scene* in_scene_; ID2D1Layer* out_layer_; ID2D1Layer* in_layer_; render::LayerProperties out_layer_prop_; render::LayerProperties in_layer_prop_; }; // 淡入淡出过渡 class FadeTransition : public Transition { public: explicit FadeTransition( float duration /* 动画持续时长 */ ); protected: // 更新动画 virtual void Update() override; virtual void Initialize( Scene * prev, Scene * next, Game * game ) override; }; // 渐变过渡 class EmergeTransition : public Transition { public: explicit EmergeTransition( float duration /* 动画持续时长 */ ); protected: virtual void Update() override; virtual void Initialize( Scene * prev, Scene * next, Game * game ) override; }; // 盒状过渡 class BoxTransition : public Transition { public: explicit BoxTransition( float duration /* 动画持续时长 */ ); protected: virtual void Update() override; virtual void Initialize( Scene * prev, Scene * next, Game * game ) override; }; // 位移过渡 class MoveTransition : public Transition { public: explicit MoveTransition( float moveDuration, /* 动画持续时长 */ Direction direction = Direction::Left /* 移动方向 */ ); protected: virtual void Update() override; virtual void Initialize( Scene * prev, Scene * next, Game * game ) override; virtual void Reset() override; protected: Direction direction_; Point pos_delta_; Point start_pos_; }; // 旋转过渡 class RotationTransition : public Transition { public: explicit RotationTransition( float moveDuration, /* 动画持续时长 */ float rotation = 360 /* 旋转度数 */ ); protected: virtual void Update() override; virtual void Initialize( Scene * prev, Scene * next, Game * game ) override; virtual void Reset() override; protected: float rotation_; }; }