Magic_Game/core/e2dtransition.h

165 lines
2.6 KiB
C++

#pragma once
#include "e2dcommon.h"
namespace e2d
{
class SceneManager;
// 基础过渡动作
class Transition :
public Object
{
friend SceneManager;
public:
Transition(double duration);
virtual ~Transition();
// 场景切换动作是否结束
bool isDone();
// 销毁对象
virtual void onDestroy() override;
protected:
// 初始化场景动作
virtual void _init(
Scene * prev,
Scene * next
);
// 更新场景动作
virtual void _update();
// 更新场景动作
virtual void _updateCustom() = 0;
// 渲染场景动作
virtual void _render();
// 重置场景动作
virtual void _reset() = 0;
// 停止场景动作
virtual void _stop();
protected:
bool _end;
double _last;
double _duration;
double _delta;
Size _windowSize;
Scene * _outScene;
Scene * _inScene;
ID2D1Layer * _outLayer;
ID2D1Layer * _inLayer;
D2D1_LAYER_PARAMETERS _outLayerParam;
D2D1_LAYER_PARAMETERS _inLayerParam;
};
class TransitionFade :
public Transition
{
public:
TransitionFade(
double duration /* 动作持续时长 */
);
TransitionFade(
double fadeOutDuration, /* 前一场景淡出动作持续时长 */
double fadeInDuration /* 后一场景淡入动作持续时长 */
);
// 创建淡入淡出式的场景切换动作
static TransitionFade * create(
double duration /* 动作持续时长 */
);
// 创建淡入淡出式的场景切换动作
static TransitionFade * create(
double fadeOutDuration, /* 前一场景淡出动作持续时长 */
double fadeInDuration /* 后一场景淡入动作持续时长 */
);
protected:
// 更新动作
virtual void _updateCustom() override;
virtual void _init(
Scene * prev,
Scene * next
) override;
virtual void _reset() override;
protected:
double _fadeOutDuration;
double _fadeInDuration;
bool _fadeOutTransioning;
};
class TransitionEmerge :
public Transition
{
public:
TransitionEmerge(
double duration /* 浮现动作持续时长 */
);
// 创建浮现式的场景切换动作
static TransitionEmerge * create(
double duration /* 浮现动作持续时长 */
);
protected:
// 更新动作
virtual void _updateCustom() override;
virtual void _init(
Scene * prev,
Scene * next
) override;
virtual void _reset() override;
};
class TransitionMove :
public Transition
{
public:
TransitionMove(
double moveDuration, /* 场景移动动作持续时长 */
Direction direction = Direction::LEFT /* 场景移动方向 */
);
// 创建移动式的场景切换动作
static TransitionMove * create(
double moveDuration, /* 场景移动动作持续时长 */
Direction direction = Direction::LEFT /* 场景移动方向 */
);
protected:
// 更新动作
virtual void _updateCustom() override;
virtual void _init(
Scene * prev,
Scene * next
) override;
virtual void _reset() override;
protected:
Direction _direction;
Vector _posDelta;
Point _startPos;
};
}