107 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			107 lines
		
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
| // Copyright (c) 2016-2018 Easy2D - Nomango
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| // 
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| // Permission is hereby granted, free of charge, to any person obtaining a copy
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| // of this software and associated documentation files (the "Software"), to deal
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| // in the Software without restriction, including without limitation the rights
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| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| // copies of the Software, and to permit persons to whom the Software is
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| // furnished to do so, subject to the following conditions:
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| // 
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| // The above copyright notice and this permission notice shall be included in
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| // all copies or substantial portions of the Software.
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| // 
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| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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| // THE SOFTWARE.
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| 
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| #include "..\e2dtransition.h"
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| #include "..\e2dobject.h"
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| 
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| namespace easy2d
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| {
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| 	RotationTransition::RotationTransition(float duration, float rotation)
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| 		: Transition(duration)
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| 		, rotation_(rotation)
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| 	{
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| 	}
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| 
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| 	void RotationTransition::Init(Scene * prev, Scene * next, Game * game)
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| 	{
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| 		Transition::Init(prev, next, game);
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| 
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| 		if (out_scene_)
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| 		{
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| 			out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
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| 		}
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| 
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| 		if (in_scene_)
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| 		{
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| 			in_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
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| 		}
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| 
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| 		in_layer_param_.opacity = 0;
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| 	}
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| 
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| 	void RotationTransition::Update()
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| 	{
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| 		Transition::Update();
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| 
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| 		auto center_pos = D2D1::Point2F(
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| 			window_size_.width / 2,
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| 			window_size_.height / 2
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| 		);
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| 
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| 		if (process_ < .5f)
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| 		{
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| 			if (out_scene_)
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| 			{
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| 				out_scene_->SetTransform(
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| 					D2D1::Matrix3x2F::Scale(
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| 					(.5f - process_) * 2,
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| 						(.5f - process_) * 2,
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| 						center_pos
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| 					) * D2D1::Matrix3x2F::Rotation(
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| 						rotation_ * (.5f - process_) * 2,
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| 						center_pos
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| 					)
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| 				);
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| 			}
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| 		}
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| 		else
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| 		{
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| 			if (in_scene_)
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| 			{
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| 				out_layer_param_.opacity = 0;
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| 				in_layer_param_.opacity = 1;
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| 
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| 				in_scene_->SetTransform(
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| 					D2D1::Matrix3x2F::Scale(
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| 					(process_ - .5f) * 2,
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| 						(process_ - .5f) * 2,
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| 						center_pos
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| 					) * D2D1::Matrix3x2F::Rotation(
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| 						rotation_ * (process_ - .5f) * 2,
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| 						center_pos
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| 					)
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| 				);
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| 			}
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| 		}
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| 	}
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| 
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| 	void RotationTransition::Reset()
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| 	{
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| 		if (out_scene_)
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| 		{
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| 			out_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
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| 		}
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| 
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| 		if (in_scene_)
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| 		{
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| 			in_scene_->SetTransform(D2D1::Matrix3x2F::Identity());
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| 		}
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| 	}
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| } |