Magic_Game/core/Transition/TransitionMove.cpp

64 lines
1.2 KiB
C++

#include "..\e2dtransition.h"
#include "..\e2dnode.h"
e2d::TransitionMove::TransitionMove(double duration, Direct direct)
: TransitionBase(duration)
, _Direct(direct)
{
}
void e2d::TransitionMove::_init(Scene * prev, Scene * next)
{
TransitionBase::_init(prev, next);
double width = _WindowSize.width;
double height = _WindowSize.height;
if (_Direct == Direct::UP)
{
_Vector = Vector(0, -height);
_NextPos = Point(0, height);
}
else if (_Direct == Direct::DOWN)
{
_Vector = Vector(0, height);
_NextPos = Point(0, -height);
}
else if (_Direct == Direct::LEFT)
{
_Vector = Vector(-width, 0);
_NextPos = Point(width, 0);
}
else if (_Direct == Direct::RIGHT)
{
_Vector = Vector(width, 0);
_NextPos = Point(-width, 0);
}
if (_pPrevScene) _pPrevScene->getRoot()->setPos(0, 0);
_pNextScene->getRoot()->setPos(_NextPos);
}
void e2d::TransitionMove::_updateCustom()
{
if (_pPrevScene)
{
_pPrevScene->getRoot()->setPos(_Vector * _delta);
}
if (_pNextScene)
{
_pNextScene->getRoot()->setPos(_NextPos + _Vector * _delta);
}
if (_delta >= 1)
{
this->_stop();
}
}
void e2d::TransitionMove::_reset()
{
if (_pPrevScene) _pPrevScene->getRoot()->setPos(0, 0);
_pNextScene->getRoot()->setPos(0, 0);
}