#pragma once #include "ecommon.h" namespace e2d { class SceneManager; class Transition : public Obj { friend SceneManager; public: Transition(float duration); // 场景切换动画是否结束 bool isEnding(); protected: // 更新场景动画 virtual void _update() = 0; // 初始化场景动画 virtual void _init() = 0; // 重置场景动画 virtual void _reset() = 0; // 停止场景动画 virtual void _stop(); // 计算场景动画进度 void _calcRateOfProgress(); // 保存当前场景和下一场景的指针 void _setTarget( Scene * prev, Scene * next ); protected: bool m_bEnd; float m_fLast; float m_fDuration; float m_fRateOfProgress; Scene * m_pPrevScene; Scene * m_pNextScene; }; class TransitionFade : public Transition { public: // 创建淡入淡出式的场景切换动画 TransitionFade( float fadeOutDuration, /* 前一场景淡出动画持续时长 */ float fadeInDuration /* 后一场景淡入动画持续时长 */ ); protected: // 更新动画 virtual void _update() override; virtual void _init() override; virtual void _reset() override; protected: float m_fFadeOutDuration; float m_fFadeInDuration; bool m_bFadeOutTransioning; }; class TransitionEmerge : public Transition { public: // 创建浮现式的场景切换动画 TransitionEmerge( float duration /* 浮现动画持续时长 */ ); protected: // 更新动画 virtual void _update() override; virtual void _init() override; virtual void _reset() override; }; class TransitionMove : public Transition { public: enum MOVE_DIRECT { UP, DOWN, LEFT, RIGHT }; // 创建移动式的场景切换动画 TransitionMove( float moveDuration, /* 场景移动动画持续时长 */ MOVE_DIRECT direct = LEFT /* 场景移动方向 */ ); protected: // 更新动画 virtual void _update() override; virtual void _init() override; virtual void _reset() override; protected: MOVE_DIRECT m_Direct; Vector m_Vec; Point m_NextPos; }; }