Magic_Game/core/etransition.h

145 lines
2.2 KiB
C++

#pragma once
#include "ecommon.h"
namespace e2d
{
class SceneManager;
class Transition :
public Object
{
friend SceneManager;
public:
Transition(double duration);
virtual ~Transition();
// 场景切换动画是否结束
bool isEnding();
// 销毁对象
virtual void destroy() override;
protected:
// 初始化场景动画
virtual void _init(
Scene * prev,
Scene * next
);
// 更新场景动画
virtual void _update();
// 更新场景动画
virtual void _updateCustom() = 0;
// 渲染场景动画
virtual void _render();
// 重置场景动画
virtual void _reset() = 0;
// 停止场景动画
virtual void _stop();
protected:
bool m_bEnd;
double m_fLast;
double m_fDuration;
double m_fRateOfProgress;
Size m_WindowSize;
Scene * m_pPrevScene;
Scene * m_pNextScene;
ID2D1Layer * m_pPrevLayer;
ID2D1Layer * m_pNextLayer;
D2D1_LAYER_PARAMETERS m_sPrevLayerParam;
D2D1_LAYER_PARAMETERS m_sNextLayerParam;
};
class TransitionFade :
public Transition
{
public:
// 创建淡入淡出式的场景切换动画
TransitionFade(
double duration /* 动画持续时长 */
);
// 创建淡入淡出式的场景切换动画
TransitionFade(
double fadeOutDuration, /* 前一场景淡出动画持续时长 */
double fadeInDuration /* 后一场景淡入动画持续时长 */
);
protected:
// 更新动画
virtual void _updateCustom() override;
virtual void _init(
Scene * prev,
Scene * next
) override;
virtual void _reset() override;
protected:
double m_fFadeOutDuration;
double m_fFadeInDuration;
bool m_bFadeOutTransioning;
};
class TransitionEmerge :
public Transition
{
public:
// 创建浮现式的场景切换动画
TransitionEmerge(
double duration /* 浮现动画持续时长 */
);
protected:
// 更新动画
virtual void _updateCustom() override;
virtual void _init(
Scene * prev,
Scene * next
) override;
virtual void _reset() override;
};
class TransitionMove :
public Transition
{
public:
// 创建移动式的场景切换动画
TransitionMove(
double moveDuration, /* 场景移动动画持续时长 */
int direct = Direct::LEFT /* 场景移动方向 */
);
protected:
// 更新动画
virtual void _updateCustom() override;
virtual void _init(
Scene * prev,
Scene * next
) override;
virtual void _reset() override;
protected:
int m_Direct;
Vector m_Vector;
Point m_NextPos;
};
}