Magic_Game/core/Transition/Transition.cpp

134 lines
2.7 KiB
C++

#include "..\e2dbase.h"
#include "..\e2dtransition.h"
#include "..\e2dnode.h"
e2d::Transition::Transition(Scene* scene, float duration)
: done_(false)
, started_()
, delta_(0)
, out_scene_(nullptr)
, in_scene_(scene)
, out_layer_(nullptr)
, in_layer_(nullptr)
, out_layer_param_()
, in_layer_param_()
{
duration_ = std::max(duration, 0.f);
if (in_scene_)
in_scene_->Retain();
}
e2d::Transition::~Transition()
{
SafeRelease(out_layer_);
SafeRelease(in_layer_);
GC::GetInstance()->SafeRelease(out_scene_);
GC::GetInstance()->SafeRelease(in_scene_);
}
bool e2d::Transition::IsDone()
{
return done_;
}
bool e2d::Transition::Init(Game * game, Scene * prev)
{
started_ = Time::Now();
out_scene_ = prev;
if (out_scene_)
out_scene_->Retain();
HRESULT hr = S_OK;
auto renderer = Renderer::GetInstance();
if (in_scene_)
{
hr = renderer->GetRenderTarget()->CreateLayer(&in_layer_);
}
if (SUCCEEDED(hr) && out_scene_)
{
hr = renderer->GetRenderTarget()->CreateLayer(&out_layer_);
}
if (FAILED(hr))
{
return false;
}
out_layer_param_ = in_layer_param_ = D2D1::LayerParameters(
D2D1::InfiniteRect(),
nullptr,
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE,
D2D1::Matrix3x2F::Identity(),
1.f,
renderer->GetSolidBrush(),
D2D1_LAYER_OPTIONS_NONE
);
return true;
}
void e2d::Transition::Update()
{
if (duration_ == 0)
{
delta_ = 1;
}
else
{
delta_ = (Time::Now() - started_).Seconds() / duration_;
delta_ = std::min(delta_, 1.f);
}
}
void e2d::Transition::Draw()
{
auto render_target = Renderer::GetInstance()->GetRenderTarget();
auto size = Window::GetInstance()->GetSize();
if (out_scene_)
{
auto rootPos = out_scene_->GetPos();
auto clipRect = D2D1::RectF(
std::max(rootPos.x, 0.f),
std::max(rootPos.y, 0.f),
std::min(rootPos.x + size.width, size.width),
std::min(rootPos.y + size.height, size.height)
);
render_target->SetTransform(D2D1::Matrix3x2F::Identity());
render_target->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
render_target->PushLayer(out_layer_param_, out_layer_);
out_scene_->Visit();
render_target->PopLayer();
render_target->PopAxisAlignedClip();
}
if (in_scene_)
{
Point rootPos = in_scene_->GetPos();
auto clipRect = D2D1::RectF(
std::max(rootPos.x, 0.f),
std::max(rootPos.y, 0.f),
std::min(rootPos.x + size.width, size.width),
std::min(rootPos.y + size.height, size.height)
);
render_target->SetTransform(D2D1::Matrix3x2F::Identity());
render_target->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
render_target->PushLayer(in_layer_param_, in_layer_);
in_scene_->Visit();
render_target->PopLayer();
render_target->PopAxisAlignedClip();
}
}
void e2d::Transition::Stop()
{
done_ = true;
Reset();
}