#pragma once #include "ecommon.h" namespace e2d { class SceneManager; class Transition : public Object { friend SceneManager; public: Transition(double duration); virtual ~Transition(); // 场景切换动画是否结束 bool isEnding(); protected: // 初始化场景动画 virtual void _init( Scene * prev, Scene * next ); // 更新场景动画 virtual void _update(); // 更新场景动画 virtual void _updateCustom() = 0; // 渲染场景动画 virtual void _render(); // 重置场景动画 virtual void _reset() = 0; // 停止场景动画 virtual void _stop(); protected: bool m_bEnd; double m_fLast; double m_fDuration; double m_fRateOfProgress; Scene * m_pPrevScene; Scene * m_pNextScene; ID2D1Layer * m_pPrevLayer; ID2D1Layer * m_pNextLayer; D2D1_LAYER_PARAMETERS m_sPrevLayerParam; D2D1_LAYER_PARAMETERS m_sNextLayerParam; }; class TransitionFade : public Transition { public: // 创建淡入淡出式的场景切换动画 TransitionFade( double duration /* 动画持续时长 */ ); // 创建淡入淡出式的场景切换动画 TransitionFade( double fadeOutDuration, /* 前一场景淡出动画持续时长 */ double fadeInDuration /* 后一场景淡入动画持续时长 */ ); protected: // 更新动画 virtual void _updateCustom() override; virtual void _init( Scene * prev, Scene * next ) override; virtual void _reset() override; protected: double m_fFadeOutDuration; double m_fFadeInDuration; bool m_bFadeOutTransioning; }; class TransitionEmerge : public Transition { public: // 创建浮现式的场景切换动画 TransitionEmerge( double duration /* 浮现动画持续时长 */ ); protected: // 更新动画 virtual void _updateCustom() override; virtual void _init( Scene * prev, Scene * next ) override; virtual void _reset() override; }; class TransitionMove : public Transition { public: // 创建移动式的场景切换动画 TransitionMove( double moveDuration, /* 场景移动动画持续时长 */ int direct = Direct::LEFT /* 场景移动方向 */ ); protected: // 更新动画 virtual void _updateCustom() override; virtual void _init( Scene * prev, Scene * next ) override; virtual void _reset() override; protected: int m_Direct; Vector m_Vector; Point m_NextPos; Size m_WindowSize; }; }