136 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			136 lines
		
	
	
		
			2.7 KiB
		
	
	
	
		
			C++
		
	
	
	
| #include "..\e2dbase.h"
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| #include "..\e2dtransition.h"
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| #include "..\e2dnode.h"
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| 
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| e2d::TransitionBase::TransitionBase(double duration)
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| 	: _bEnd(false)
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| 	, _fLast(0)
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| 	, _delta(0)
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| 	, _pPrevScene(nullptr)
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| 	, _pNextScene(nullptr)
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| 	, _pPrevLayer(nullptr)
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| 	, _pNextLayer(nullptr)
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| 	, _sPrevLayerParam()
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| 	, _sNextLayerParam()
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| {
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| 	_duration = max(duration, 0);
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| }
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| 
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| e2d::TransitionBase::~TransitionBase()
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| {
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| 	SafeReleaseInterface(&_pPrevLayer);
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| 	SafeReleaseInterface(&_pNextLayer);
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| }
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| 
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| bool e2d::TransitionBase::isDone()
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| {
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| 	return _bEnd;
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| }
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| 
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| void e2d::TransitionBase::onDestroy()
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| {
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| 	SafeRelease(&_pPrevScene);
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| 	SafeRelease(&_pNextScene);
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| }
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| 
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| void e2d::TransitionBase::_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(&_pNextLayer);
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| 
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| 	if (SUCCEEDED(hr))
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| 	{
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| 		hr = Renderer::getRenderTarget()->CreateLayer(&_pPrevLayer);
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| 	}
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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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| 
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| 	_fLast = Time::getTotalTime();
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| 	_pPrevScene = prev;
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| 	_pNextScene = next;
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| 	if (_pPrevScene) _pPrevScene->retain();
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| 	if (_pNextScene) _pNextScene->retain();
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| 
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| 	_WindowSize = Window::getSize();
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| 	_sPrevLayerParam = _sNextLayerParam = D2D1::LayerParameters();
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| }
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| 
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| void e2d::TransitionBase::_update()
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| {
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| 	// 计算动画进度
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| 	if (_duration == 0)
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| 	{
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| 		_delta = 1;
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| 	}
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| 	else
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| 	{
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| 		_delta = min((Time::getTotalTime() - _fLast) / _duration, 1);
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| 	}
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| 
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| 	this->_updateCustom();
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| 
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| 	// 更新场景内容
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| 	if (_pPrevScene)
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| 	{
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| 		_pPrevScene->_update();
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| 	}
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| 	if (_pNextScene)
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| 	{
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| 		_pNextScene->_update();
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| 	}
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| }
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| 
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| void e2d::TransitionBase::_render()
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| {
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| 	auto pRT = Renderer::getRenderTarget();
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| 
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| 	if (_pPrevScene)
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| 	{
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| 		Point rootPos = _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 + _WindowSize.width, _WindowSize.width)),
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| 			float(min(rootPos.y + _WindowSize.height, _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(_sPrevLayerParam, _pPrevLayer);
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| 
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| 		// 渲染场景
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| 		_pPrevScene->_render();
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| 
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| 		pRT->PopLayer();
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| 		pRT->PopAxisAlignedClip();
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| 	}
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| 
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| 	if (_pNextScene)
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| 	{
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| 		Point rootPos = _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 + _WindowSize.width, _WindowSize.width)),
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| 			float(min(rootPos.y + _WindowSize.height, _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(_sNextLayerParam, _pNextLayer);
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| 
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| 		// 渲染场景
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| 		_pNextScene->_render();
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| 
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| 		pRT->PopLayer();
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| 		pRT->PopAxisAlignedClip();
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| 	}
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| }
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| 
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| void e2d::TransitionBase::_stop()
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| {
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| 	_bEnd = true;
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| 	_reset();
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| }
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