136 lines
2.8 KiB
C++
136 lines
2.8 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(double duration)
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: m_bEnd(false)
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, m_fLast(0)
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, m_fRateOfProgress(0)
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, m_pPrevScene(nullptr)
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, m_pNextScene(nullptr)
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, m_pPrevLayer(nullptr)
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, m_pNextLayer(nullptr)
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, m_sPrevLayerParam()
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, m_sNextLayerParam()
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{
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m_fDuration = max(duration, 0);
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}
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e2d::Transition::~Transition()
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{
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SafeReleaseInterface(&m_pPrevLayer);
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SafeReleaseInterface(&m_pNextLayer);
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}
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bool e2d::Transition::isEnding()
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{
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return m_bEnd;
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}
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void e2d::Transition::destroy()
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{
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SafeRelease(&m_pPrevScene);
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SafeRelease(&m_pNextScene);
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}
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void e2d::Transition::_init(Scene * prev, Scene * next)
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{
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// 创建图层
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HRESULT hr = Renderer::getRenderTarget()->CreateLayer(&m_pNextLayer);
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if (SUCCEEDED(hr))
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{
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hr = Renderer::getRenderTarget()->CreateLayer(&m_pPrevLayer);
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}
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if (FAILED(hr))
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{
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ASSERT(false, "Create layer failed!");
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}
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m_fLast = Time::getTotalTime();
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m_pPrevScene = prev;
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m_pNextScene = next;
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if (m_pPrevScene) m_pPrevScene->retain();
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if (m_pNextScene) m_pNextScene->retain();
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m_WindowSize = Window::getSize();
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m_sPrevLayerParam = m_sNextLayerParam = D2D1::LayerParameters();
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}
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void e2d::Transition::_update()
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{
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// 计算动画进度
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if (m_fDuration == 0)
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{
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m_fRateOfProgress = 1;
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}
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else
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{
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m_fRateOfProgress = min((Time::getTotalTime() - m_fLast) / m_fDuration, 1);
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}
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this->_updateCustom();
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// 更新场景内容
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if (m_pPrevScene)
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{
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m_pPrevScene->_update();
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}
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if (m_pNextScene)
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{
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m_pNextScene->_update();
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}
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}
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void e2d::Transition::_render()
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{
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auto pRT = Renderer::getRenderTarget();
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if (m_pPrevScene)
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{
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Point rootPos = m_pPrevScene->getRoot()->getPos();
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auto clipRect = D2D1::RectF(
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float(max(rootPos.x, 0)),
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float(max(rootPos.y, 0)),
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float(min(rootPos.x + m_WindowSize.width, m_WindowSize.width)),
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float(min(rootPos.y + m_WindowSize.height, m_WindowSize.height))
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);
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pRT->SetTransform(D2D1::Matrix3x2F::Identity());
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pRT->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
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pRT->PushLayer(m_sPrevLayerParam, m_pPrevLayer);
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// 渲染场景
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m_pPrevScene->_render();
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pRT->PopLayer();
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pRT->PopAxisAlignedClip();
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}
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if (m_pNextScene)
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{
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Point rootPos = m_pNextScene->getRoot()->getPos();
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auto clipRect = D2D1::RectF(
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float(max(rootPos.x, 0)),
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float(max(rootPos.y, 0)),
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float(min(rootPos.x + m_WindowSize.width, m_WindowSize.width)),
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float(min(rootPos.y + m_WindowSize.height, m_WindowSize.height))
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);
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pRT->SetTransform(D2D1::Matrix3x2F::Identity());
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pRT->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
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pRT->PushLayer(m_sNextLayerParam, m_pNextLayer);
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// 渲染场景
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m_pNextScene->_render();
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pRT->PopLayer();
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pRT->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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m_bEnd = true;
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_reset();
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}
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