Magic_Game/core/transitions/MoveTransition.cpp

89 lines
1.6 KiB
C++

#include "..\e2dtransition.h"
#include "..\e2dobject.h"
e2d::MoveTransition::MoveTransition(float duration, Direction direction)
: Transition(duration)
, direction_(direction)
{
}
void e2d::MoveTransition::Init(Scene * prev, Scene * next)
{
Transition::Init(prev, next);
switch (direction_)
{
case Direction::Up:
pos_delta_ = Point(0, -window_size_.height);
start_pos_ = Point(0, window_size_.height);
break;
case Direction::Down:
pos_delta_ = Point(0, window_size_.height);
start_pos_ = Point(0, -window_size_.height);
break;
case Direction::Left:
pos_delta_ = Point(-window_size_.width, 0);
start_pos_ = Point(window_size_.width, 0);
break;
case Direction::Right:
pos_delta_ = Point(window_size_.width, 0);
start_pos_ = Point(-window_size_.width, 0);
break;
}
if (out_scene_)
{
out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
}
if (in_scene_)
{
in_scene_->SetTransform(
D2D1::Matrix3x2F::Translation(
start_pos_.x,
start_pos_.y
)
);
}
}
void e2d::MoveTransition::Update()
{
Transition::Update();
if (out_scene_)
{
auto translation = pos_delta_ * process_;
out_scene_->SetTransform(
D2D1::Matrix3x2F::Translation(
translation.x,
translation.y
)
);
}
if (in_scene_)
{
auto translation = start_pos_ + pos_delta_ * process_;
in_scene_->SetTransform(
D2D1::Matrix3x2F::Translation(
translation.x,
translation.y
)
);
}
}
void e2d::MoveTransition::Reset()
{
if (out_scene_)
{
out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
}
if (in_scene_)
{
in_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
}
}