Magic_Game/core/etransitions.h

124 lines
1.8 KiB
C++

#pragma once
#include "ebase.h"
namespace e2d
{
class ETransition :
public EObject
{
friend EApp;
public:
ETransition(float duration);
// 场景切换动画是否结束
bool isEnding();
protected:
// 更新动画
virtual void _update() = 0;
virtual void _init() = 0;
virtual void _reset() = 0;
virtual bool _isDelayEnough();
virtual void _stop();
// 保存当前场景和下一场景的指针
void _setTarget(
EScene * prev,
EScene * next
);
protected:
bool m_bEnd;
float m_fTotalDuration;
float m_fDuration;
float m_fRateOfProgress;
EScene * m_pPrevScene;
EScene * m_pNextScene;
LARGE_INTEGER m_tLast;
LARGE_INTEGER m_nAnimationInterval;
};
class ETransitionFade :
public ETransition
{
public:
// 创建淡入淡出式的场景切换动画
ETransitionFade(
float fadeOutDuration, /* 前一场景淡出动画持续时长 */
float fadeInDuration /* 后一场景淡入动画持续时长 */
);
protected:
// 更新动画
virtual void _update() override;
virtual void _init() override;
virtual void _reset() override;
protected:
float m_fFadeOutDuration;
float m_fFadeInDuration;
bool m_bFadeOutTransioning;
};
class ETransitionEmerge :
public ETransition
{
public:
// 创建浮现式的场景切换动画
ETransitionEmerge(
float duration /* 浮现动画持续时长 */
);
protected:
// 更新动画
virtual void _update() override;
virtual void _init() override;
virtual void _reset() override;
};
class ETransitionMove :
public ETransition
{
public:
enum MOVE_DIRECT
{
UP,
DOWN,
LEFT,
RIGHT
};
// 创建移动式的场景切换动画
ETransitionMove(
float moveDuration, /* 场景移动动画持续时长 */
MOVE_DIRECT direct = LEFT /* 场景移动方向 */
);
protected:
// 更新动画
virtual void _update() override;
virtual void _init() override;
virtual void _reset() override;
protected:
MOVE_DIRECT m_Direct;
EVec m_Vec;
EPoint m_NextPos;
};
}