Magic_Game/core/e2dtransition.h

142 lines
2.0 KiB
C++

#pragma once
#include "e2dcommon.h"
namespace e2d
{
// 场景过渡
class Transition :
public Ref
{
public:
explicit Transition(float duration);
virtual ~Transition();
// 场景过渡动画是否结束
bool isDone();
// 初始化场景过渡动画
virtual bool 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 render();
// 停止场景过渡动画
virtual void stop();
// 重置场景过渡动画
virtual void reset() = 0;
protected:
bool _end;
float _duration;
float _delta;
Time _started;
Size _windowSize;
Scene* _outScene;
Scene* _inScene;
ID2D1Layer * _outLayer;
ID2D1Layer * _inLayer;
D2D1_LAYER_PARAMETERS _outLayerParam;
D2D1_LAYER_PARAMETERS _inLayerParam;
};
// 淡入淡出过渡
class FadeTransition :
public Transition
{
public:
explicit FadeTransition(
float duration /* 动画持续时长 */
);
// 更新动画
virtual void update() override;
virtual bool init(
Scene * prev,
Scene * next
) override;
virtual void reset() override;
};
// 渐变过渡
class EmergeTransition :
public Transition
{
public:
explicit EmergeTransition(
float duration /* 浮现动画持续时长 */
);
// 更新动画
virtual void update() override;
virtual bool init(
Scene * prev,
Scene * next
) override;
virtual void reset() override;
};
// 盒状过渡
class BoxTransition :
public Transition
{
public:
explicit BoxTransition(
float duration /* 动画持续时长 */
);
// 更新动画
virtual void update() override;
virtual bool init(
Scene * prev,
Scene * next
) override;
virtual void reset() 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 */
);
// 更新动画
virtual void update() override;
virtual bool init(
Scene * prev,
Scene * next
) override;
virtual void reset() override;
protected:
Direction _direction;
Vector2 _posDelta;
Point _startPos;
};
}