#pragma once #include "e2dutil.h" namespace e2d { class Game; class Scene; // 场景过渡 class Transition : public Ref { 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 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 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 delta_; Time started_; Scene* out_scene_; Scene* in_scene_; ID2D1Layer * out_layer_; ID2D1Layer * in_layer_; D2D1_LAYER_PARAMETERS out_layer_param_; D2D1_LAYER_PARAMETERS in_layer_param_; }; // 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 Init( Scene * prev, Scene * next ) override; }; // 渐变过渡 class EmergeTransition : public Transition { public: explicit EmergeTransition( float duration /* 浮现动画持续时长 */ ); protected: virtual void Update() override; virtual void Init( Scene * prev, Scene * next ) 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 Init( Scene * prev, Scene * next ) 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 */ ); protected: virtual void Update() override; virtual void Init( Scene * prev, Scene * next ) override; virtual void Reset() override; protected: Direction direction_; Point pos_delta_; Point start_pos_; }; }