197 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			197 lines
		
	
	
		
			3.7 KiB
		
	
	
	
		
			C++
		
	
	
	
| // Copyright (c) 2016-2018 Easy2D - Nomango
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| // 
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| // Permission is hereby granted, free of charge, to any person obtaining a copy
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| // of this software and associated documentation files (the "Software"), to deal
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| // in the Software without restriction, including without limitation the rights
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| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| // copies of the Software, and to permit persons to whom the Software is
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| // furnished to do so, subject to the following conditions:
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| // 
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| // The above copyright notice and this permission notice shall be included in
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| // all copies or substantial portions of the Software.
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| // 
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| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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| // THE SOFTWARE.
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| 
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| #pragma once
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| #include "base.h"
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| #include "time.h"
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| #include "render.h"
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| #include "RefCounter.h"
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| 
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| namespace easy2d
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| {
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| 	class Game;
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| 	class Scene;
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| 
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| 	// 场景过渡
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| 	class Transition
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| 		: public RefCounter
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| 	{
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| 		friend class Game;
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| 
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| 	public:
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| 		explicit Transition(
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| 			float duration
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| 		);
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| 
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| 		virtual ~Transition();
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| 
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| 		// 场景过渡动画是否结束
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| 		bool IsDone();
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| 
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| 	protected:
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| 		// 初始化场景过渡动画
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| 		virtual void Initialize(
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| 			Scene * prev,
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| 			Scene * next,
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| 			Game * game
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| 		);
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| 
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| 		// 更新场景过渡动画
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| 		virtual void Update();
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| 
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| 		// 渲染场景过渡动画
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| 		virtual void Draw();
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| 
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| 		// 停止场景过渡动画
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| 		virtual void Stop();
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| 
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| 		// 重置场景过渡动画
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| 		virtual void Reset() { };
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| 
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| 	protected:
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| 		bool			done_;
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| 		float			duration_;
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| 		float			process_;
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| 		time::TimePoint	started_;
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| 		Size			window_size_;
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| 		Scene*			out_scene_;
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| 		Scene*			in_scene_;
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| 		ID2D1Layer*		out_layer_;
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| 		ID2D1Layer*		in_layer_;
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| 		render::LayerProperties out_layer_prop_;
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| 		render::LayerProperties in_layer_prop_;
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| 	};
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| 
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| 
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| 	// 淡入淡出过渡
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| 	class FadeTransition
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| 		: public Transition
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| 	{
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| 	public:
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| 		explicit FadeTransition(
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| 			float duration		/* 动画持续时长 */
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| 		);
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| 
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| 	protected:
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| 		// 更新动画
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| 		virtual void Update() override;
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| 
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| 		virtual void Initialize(
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| 			Scene * prev,
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| 			Scene * next,
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| 			Game * game
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| 		) override;
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| 	};
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| 
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| 
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| 	// 渐变过渡
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| 	class EmergeTransition
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| 		: public Transition
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| 	{
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| 	public:
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| 		explicit EmergeTransition(
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| 			float duration		/* 动画持续时长 */
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| 		);
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| 
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| 	protected:
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| 		virtual void Update() override;
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| 
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| 		virtual void Initialize(
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| 			Scene * prev,
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| 			Scene * next,
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| 			Game * game
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| 		) override;
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| 	};
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| 
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| 
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| 	// 盒状过渡
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| 	class BoxTransition
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| 		: public Transition
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| 	{
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| 	public:
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| 		explicit BoxTransition(
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| 			float duration		/* 动画持续时长 */
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| 		);
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| 
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| 	protected:
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| 		virtual void Update() override;
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| 
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| 		virtual void Initialize(
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| 			Scene * prev,
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| 			Scene * next,
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| 			Game * game
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| 		) override;
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| 	};
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| 
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| 
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| 	// 位移过渡
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| 	class MoveTransition
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| 		: public Transition
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| 	{
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| 	public:
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| 		explicit MoveTransition(
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| 			float moveDuration,						/* 动画持续时长 */
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| 			Direction direction = Direction::Left	/* 移动方向 */
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| 		);
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| 
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| 	protected:
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| 		virtual void Update() override;
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| 
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| 		virtual void Initialize(
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| 			Scene * prev,
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| 			Scene * next,
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| 			Game * game
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| 		) override;
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| 
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| 		virtual void Reset() override;
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| 
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| 	protected:
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| 		Direction	direction_;
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| 		Point		pos_delta_;
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| 		Point		start_pos_;
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| 	};
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| 
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| 
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| 	// 旋转过渡
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| 	class RotationTransition
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| 		: public Transition
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| 	{
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| 	public:
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| 		explicit RotationTransition(
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| 			float moveDuration,		/* 动画持续时长 */
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| 			float rotation = 360	/* 旋转度数 */
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| 		);
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| 
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| 	protected:
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| 		virtual void Update() override;
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| 
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| 		virtual void Initialize(
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| 			Scene * prev,
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| 			Scene * next,
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| 			Game * game
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| 		) override;
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| 
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| 		virtual void Reset() override;
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| 
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| 	protected:
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| 		float	rotation_;
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| 	};
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| }
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