Magic_Game/core/transitions/Transition.cpp

145 lines
2.5 KiB
C++

#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)
{
started_ = Time::Now();
out_scene_ = prev;
in_scene_ = next;
if (out_scene_)
out_scene_->Retain();
if (in_scene_)
in_scene_->Retain();
auto graphics = Graphics::GetInstance();
if (in_scene_)
{
ThrowIfFailed(
graphics->GetRenderTarget()->CreateLayer(&in_layer_)
);
}
if (out_scene_)
{
ThrowIfFailed(
graphics->GetRenderTarget()->CreateLayer(&out_layer_)
);
}
window_size_ = Window::GetInstance()->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 = Graphics::GetInstance()->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();
}