Magic_Game/core/transitions/Transition.cpp

165 lines
3.6 KiB
C++

// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "..\e2dtransition.h"
#include "..\e2dobject.h"
#include "..\e2dmodule.h"
e2d::Transition::Transition(float duration)
: done_(false)
, started_()
, process_(0)
, window_size_()
, out_scene_(nullptr)
, in_scene_(nullptr)
, out_layer_(nullptr)
, in_layer_(nullptr)
, out_layer_param_()
, in_layer_param_()
{
duration_ = std::max(duration, 0.f);
}
e2d::Transition::~Transition()
{
SafeRelease(out_layer_);
SafeRelease(in_layer_);
SafeRelease(out_scene_);
SafeRelease(in_scene_);
}
bool e2d::Transition::IsDone()
{
return done_;
}
void e2d::Transition::Init(Scene * prev, Scene * next, Game * game)
{
started_ = Time::Now();
out_scene_ = prev;
in_scene_ = next;
if (out_scene_)
out_scene_->Retain();
if (in_scene_)
in_scene_->Retain();
auto graphics = Device::GetGraphics();
if (in_scene_)
{
ThrowIfFailed(
graphics->GetRenderTarget()->CreateLayer(&in_layer_)
);
}
if (out_scene_)
{
ThrowIfFailed(
graphics->GetRenderTarget()->CreateLayer(&out_layer_)
);
}
window_size_ = game->GetSize();
out_layer_param_ = in_layer_param_ = D2D1::LayerParameters(
D2D1::RectF(
0.f,
0.f,
window_size_.width,
window_size_.height
),
nullptr,
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
D2D1::Matrix3x2F::Identity(),
1.f,
graphics->GetSolidBrush(),
D2D1_LAYER_OPTIONS_NONE
);
}
void e2d::Transition::Update()
{
if (duration_ == 0)
{
process_ = 1;
}
else
{
process_ = (Time::Now() - started_).Seconds() / duration_;
process_ = std::min(process_, 1.f);
}
if (process_ >= 1)
{
this->Stop();
}
}
void e2d::Transition::Draw()
{
auto render_target = Device::GetGraphics()->GetRenderTarget();
if (out_scene_)
{
render_target->SetTransform(out_scene_->GetTransform());
render_target->PushAxisAlignedClip(
D2D1::RectF(
0.f,
0.f,
window_size_.width,
window_size_.height
),
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
);
render_target->PushLayer(out_layer_param_, out_layer_);
out_scene_->Draw();
render_target->PopLayer();
render_target->PopAxisAlignedClip();
}
if (in_scene_)
{
render_target->SetTransform(in_scene_->GetTransform());
render_target->PushAxisAlignedClip(
D2D1::RectF(
0.f,
0.f,
window_size_.width,
window_size_.height
),
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
);
render_target->PushLayer(in_layer_param_, in_layer_);
in_scene_->Draw();
render_target->PopLayer();
render_target->PopAxisAlignedClip();
}
}
void e2d::Transition::Stop()
{
done_ = true;
Reset();
}