134 lines
2.7 KiB
C++
134 lines
2.7 KiB
C++
#include "..\e2dbase.h"
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#include "..\e2dtransition.h"
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#include "..\e2dnode.h"
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e2d::Transition::Transition(Scene* scene, float duration)
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: _end(false)
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, _started()
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, _delta(0)
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, _outScene(nullptr)
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, _inScene(scene)
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, _outLayer(nullptr)
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, _inLayer(nullptr)
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, _outLayerParam()
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, _inLayerParam()
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{
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_duration = std::max(duration, 0.f);
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if (_inScene)
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_inScene->retain();
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}
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e2d::Transition::~Transition()
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{
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SafeRelease(_outLayer);
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SafeRelease(_inLayer);
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GC::instance()->safeRelease(_outScene);
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GC::instance()->safeRelease(_inScene);
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}
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bool e2d::Transition::done()
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{
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return _end;
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}
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bool e2d::Transition::_init(Game * game, Scene * prev)
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{
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_started = Time::now();
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_outScene = prev;
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if (_outScene)
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_outScene->retain();
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HRESULT hr = S_OK;
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auto renderer = game->renderer();
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if (_inScene)
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{
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hr = renderer->renderTarget()->CreateLayer(&_inLayer);
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}
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if (SUCCEEDED(hr) && _outScene)
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{
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hr = renderer->renderTarget()->CreateLayer(&_outLayer);
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}
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if (FAILED(hr))
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{
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return false;
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}
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_windowSize = game->window()->size();
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_outLayerParam = _inLayerParam = D2D1::LayerParameters(
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D2D1::InfiniteRect(),
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nullptr,
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D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
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D2D1::Matrix3x2F::Identity(),
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1.f,
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renderer->solidBrush(),
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D2D1_LAYER_OPTIONS_NONE
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);
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return true;
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}
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void e2d::Transition::_update()
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{
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if (_duration == 0)
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{
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_delta = 1;
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}
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else
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{
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_delta = (Time::now() - _started).seconds() / _duration;
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_delta = std::min(_delta, 1.f);
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}
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}
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void e2d::Transition::_render(Game * game)
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{
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auto renderTarget = game->renderer()->renderTarget();
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if (_outScene)
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{
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Point rootPos = _outScene->position();
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auto clipRect = D2D1::RectF(
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std::max(rootPos.x, 0.f),
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std::max(rootPos.y, 0.f),
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std::min(rootPos.x + _windowSize.width, _windowSize.width),
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std::min(rootPos.y + _windowSize.height, _windowSize.height)
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);
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renderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
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renderTarget->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
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renderTarget->PushLayer(_outLayerParam, _outLayer);
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_outScene->visit(game);
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renderTarget->PopLayer();
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renderTarget->PopAxisAlignedClip();
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}
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if (_inScene)
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{
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Point rootPos = _inScene->position();
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auto clipRect = D2D1::RectF(
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std::max(rootPos.x, 0.f),
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std::max(rootPos.y, 0.f),
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std::min(rootPos.x + _windowSize.width, _windowSize.width),
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std::min(rootPos.y + _windowSize.height, _windowSize.height)
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);
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renderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
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renderTarget->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
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renderTarget->PushLayer(_inLayerParam, _inLayer);
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_inScene->visit(game);
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renderTarget->PopLayer();
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renderTarget->PopAxisAlignedClip();
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}
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}
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void e2d::Transition::_stop()
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{
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_end = true;
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_reset();
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}
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