Magic_Game/core/Transition/Transition.cpp

136 lines
2.8 KiB
C++

#include "..\e2dbase.h"
#include "..\e2dtransition.h"
#include "..\e2dnode.h"
e2d::Transition::Transition(double duration)
: m_bEnd(false)
, m_fLast(0)
, m_fRateOfProgress(0)
, m_pPrevScene(nullptr)
, m_pNextScene(nullptr)
, m_pPrevLayer(nullptr)
, m_pNextLayer(nullptr)
, m_sPrevLayerParam()
, m_sNextLayerParam()
{
m_fDuration = max(duration, 0);
}
e2d::Transition::~Transition()
{
SafeReleaseInterface(&m_pPrevLayer);
SafeReleaseInterface(&m_pNextLayer);
}
bool e2d::Transition::isEnding()
{
return m_bEnd;
}
void e2d::Transition::destroy()
{
SafeRelease(&m_pPrevScene);
SafeRelease(&m_pNextScene);
}
void e2d::Transition::_init(Scene * prev, Scene * next)
{
// 创建图层
HRESULT hr = Renderer::getRenderTarget()->CreateLayer(&m_pNextLayer);
if (SUCCEEDED(hr))
{
hr = Renderer::getRenderTarget()->CreateLayer(&m_pPrevLayer);
}
if (FAILED(hr))
{
ASSERT(false, "Create layer failed!");
}
m_fLast = Time::getTotalTime();
m_pPrevScene = prev;
m_pNextScene = next;
if (m_pPrevScene) m_pPrevScene->retain();
if (m_pNextScene) m_pNextScene->retain();
m_WindowSize = Window::getSize();
m_sPrevLayerParam = m_sNextLayerParam = D2D1::LayerParameters();
}
void e2d::Transition::_update()
{
// 计算动画进度
if (m_fDuration == 0)
{
m_fRateOfProgress = 1;
}
else
{
m_fRateOfProgress = min((Time::getTotalTime() - m_fLast) / m_fDuration, 1);
}
this->_updateCustom();
// 更新场景内容
if (m_pPrevScene)
{
m_pPrevScene->_update();
}
if (m_pNextScene)
{
m_pNextScene->_update();
}
}
void e2d::Transition::_render()
{
auto pRT = Renderer::getRenderTarget();
if (m_pPrevScene)
{
Point rootPos = m_pPrevScene->getRoot()->getPos();
auto clipRect = D2D1::RectF(
float(max(rootPos.x, 0)),
float(max(rootPos.y, 0)),
float(min(rootPos.x + m_WindowSize.width, m_WindowSize.width)),
float(min(rootPos.y + m_WindowSize.height, m_WindowSize.height))
);
pRT->SetTransform(D2D1::Matrix3x2F::Identity());
pRT->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
pRT->PushLayer(m_sPrevLayerParam, m_pPrevLayer);
// 渲染场景
m_pPrevScene->_render();
pRT->PopLayer();
pRT->PopAxisAlignedClip();
}
if (m_pNextScene)
{
Point rootPos = m_pNextScene->getRoot()->getPos();
auto clipRect = D2D1::RectF(
float(max(rootPos.x, 0)),
float(max(rootPos.y, 0)),
float(min(rootPos.x + m_WindowSize.width, m_WindowSize.width)),
float(min(rootPos.y + m_WindowSize.height, m_WindowSize.height))
);
pRT->SetTransform(D2D1::Matrix3x2F::Identity());
pRT->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
pRT->PushLayer(m_sNextLayerParam, m_pNextLayer);
// 渲染场景
m_pNextScene->_render();
pRT->PopLayer();
pRT->PopAxisAlignedClip();
}
}
void e2d::Transition::_stop()
{
m_bEnd = true;
_reset();
}