Magic_Game/kiwano/2d/Transition.cpp

397 lines
8.3 KiB
C++

// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "Transition.h"
#include "Node.h"
#include "Scene.h"
#include "../base/window.h"
#include "../base/logs.h"
#include "../renderer/render.h"
namespace kiwano
{
//-------------------------------------------------------
// Transition
//-------------------------------------------------------
Transition::Transition(Duration duration)
: done_(false)
, duration_(duration)
, delta_()
, process_(0)
, window_size_()
, out_scene_(nullptr)
, in_scene_(nullptr)
, out_layer_(nullptr)
, in_layer_(nullptr)
, out_layer_prop_()
, in_layer_prop_()
{
}
Transition::~Transition()
{
}
bool Transition::IsDone()
{
return done_;
}
void Transition::Init(ScenePtr prev, ScenePtr next)
{
process_ = 0;
delta_ = Duration{};
out_scene_ = prev;
in_scene_ = next;
if (in_scene_)
{
ThrowIfFailed(
Renderer::Instance()->CreateLayer(in_layer_)
);
}
if (out_scene_)
{
ThrowIfFailed(
Renderer::Instance()->CreateLayer(out_layer_)
);
}
window_size_ = Renderer::Instance()->GetOutputSize();
out_layer_prop_ = in_layer_prop_ = LayerProperties{ Rect(Point(), window_size_),1.f };
}
void Transition::Update(Duration dt)
{
if (duration_.IsZero())
{
process_ = 1;
}
else
{
delta_ += dt;
process_ = std::min(delta_ / duration_, 1.f);
}
if (process_ >= 1)
{
this->Stop();
}
}
void Transition::Render()
{
auto renderer = Renderer::Instance();
if (out_scene_)
{
renderer->PushClip(
out_scene_->GetTransformMatrix(),
window_size_
);
renderer->PushLayer(out_layer_, out_layer_prop_);
out_scene_->Render();
renderer->PopLayer();
renderer->PopClip();
}
if (in_scene_)
{
renderer->PushClip(
in_scene_->GetTransformMatrix(),
window_size_
);
renderer->PushLayer(in_layer_, in_layer_prop_);
in_scene_->Render();
renderer->PopLayer();
renderer->PopClip();
}
}
void Transition::Stop()
{
done_ = true;
Reset();
}
//-------------------------------------------------------
// BoxTransition
//-------------------------------------------------------
BoxTransition::BoxTransition(Duration duration)
: Transition(duration)
{
}
void BoxTransition::Init(ScenePtr prev, ScenePtr next)
{
Transition::Init(prev, next);
in_layer_prop_.opacity = 0;
}
void BoxTransition::Update(Duration dt)
{
Transition::Update(dt);
if (process_ < .5f)
{
out_layer_prop_.area = Rect(
window_size_.x * process_,
window_size_.y * process_,
window_size_.x * (1 - process_ * 2),
window_size_.y * (1 - process_ * 2)
);
}
else
{
out_layer_prop_.opacity = 0;
in_layer_prop_.opacity = 1;
in_layer_prop_.area = Rect(
window_size_.x * (1 - process_),
window_size_.y * (1 - process_),
window_size_.x * (2 * process_ - 1),
window_size_.y * (2 * process_ - 1)
);
}
}
//-------------------------------------------------------
// EmergeTransition
//-------------------------------------------------------
EmergeTransition::EmergeTransition(Duration duration)
: Transition(duration)
{
}
void EmergeTransition::Init(ScenePtr prev, ScenePtr next)
{
Transition::Init(prev, next);
out_layer_prop_.opacity = 1;
in_layer_prop_.opacity = 0;
}
void EmergeTransition::Update(Duration dt)
{
Transition::Update(dt);
out_layer_prop_.opacity = 1 - process_;
in_layer_prop_.opacity = process_;
}
//-------------------------------------------------------
// FadeTransition
//-------------------------------------------------------
FadeTransition::FadeTransition(Duration duration)
: Transition(duration)
{
}
void FadeTransition::Init(ScenePtr prev, ScenePtr next)
{
Transition::Init(prev, next);
out_layer_prop_.opacity = 1;
in_layer_prop_.opacity = 0;
}
void FadeTransition::Update(Duration dt)
{
Transition::Update(dt);
if (process_ < 0.5)
{
out_layer_prop_.opacity = 1 - process_ * 2;
in_layer_prop_.opacity = 0;
}
else
{
out_layer_prop_.opacity = 0;
in_layer_prop_.opacity = (process_ - 0.5f) * 2;
}
}
//-------------------------------------------------------
// MoveTransition
//-------------------------------------------------------
MoveTransition::MoveTransition(Duration duration, Direction direction)
: Transition(duration)
, direction_(direction)
{
}
void MoveTransition::Init(ScenePtr prev, ScenePtr next)
{
Transition::Init(prev, next);
switch (direction_)
{
case Direction::Up:
pos_delta_ = Point(0, -window_size_.y);
start_pos_ = Point(0, window_size_.y);
break;
case Direction::Down:
pos_delta_ = Point(0, window_size_.y);
start_pos_ = Point(0, -window_size_.y);
break;
case Direction::Left:
pos_delta_ = Point(-window_size_.x, 0);
start_pos_ = Point(window_size_.x, 0);
break;
case Direction::Right:
pos_delta_ = Point(window_size_.x, 0);
start_pos_ = Point(-window_size_.x, 0);
break;
}
if (out_scene_)
{
out_scene_->SetTransform(Transform{});
}
if (in_scene_)
{
auto transform = Transform{};
transform.position = start_pos_;
in_scene_->SetTransform(transform);
}
}
void MoveTransition::Update(Duration dt)
{
Transition::Update(dt);
if (out_scene_)
{
auto transform = Transform{};
transform.position = pos_delta_ * process_;
out_scene_->SetTransform(transform);
}
if (in_scene_)
{
auto transform = Transform{};
transform.position = start_pos_ + pos_delta_ * process_;
in_scene_->SetTransform(transform);
}
}
void MoveTransition::Reset()
{
if (out_scene_)
{
out_scene_->SetTransform(Transform{});
}
if (in_scene_)
{
in_scene_->SetTransform(Transform{});
}
}
//-------------------------------------------------------
// RotationTransition
//-------------------------------------------------------
RotationTransition::RotationTransition(Duration duration, float rotation)
: Transition(duration)
, rotation_(rotation)
{
}
void RotationTransition::Init(ScenePtr prev, ScenePtr next)
{
Transition::Init(prev, next);
auto transform = Transform{};
transform.position = Point{ window_size_.x / 2, window_size_.y / 2 };
if (out_scene_)
{
out_scene_->SetTransform(transform);
out_scene_->SetAnchor(0.5f, 0.5f);
}
if (in_scene_)
{
in_scene_->SetTransform(transform);
in_scene_->SetAnchor(0.5f, 0.5f);
}
in_layer_prop_.opacity = 0;
}
void RotationTransition::Update(Duration dt)
{
Transition::Update(dt);
if (process_ < .5f)
{
if (out_scene_)
{
auto transform = out_scene_->GetTransform();
transform.scale = Point{ (.5f - process_) * 2, (.5f - process_) * 2 };
transform.rotation = rotation_ * (.5f - process_) * 2;
out_scene_->SetTransform(transform);
}
}
else
{
if (in_scene_)
{
out_layer_prop_.opacity = 0;
in_layer_prop_.opacity = 1;
auto transform = in_scene_->GetTransform();
transform.scale = Point{ (process_ - .5f) * 2, (process_ - .5f) * 2 };
transform.rotation = rotation_ * (process_ - .5f) * 2;
in_scene_->SetTransform(transform);
}
}
}
void RotationTransition::Reset()
{
if (out_scene_)
{
out_scene_->SetTransform(Transform{});
out_scene_->SetAnchor(0.f, 0.f);
}
if (in_scene_)
{
in_scene_->SetTransform(Transform{});
in_scene_->SetAnchor(0.f, 0.f);
}
}
}