Magic_Game/core/etransitions.h

129 lines
1.8 KiB
C++

#pragma once
#include "ecommon.h"
namespace e2d
{
class SceneManager;
class Transition :
public Obj
{
friend SceneManager;
public:
Transition(double duration);
// 场景切换动画是否结束
bool isEnding();
protected:
// 更新场景动画
virtual void _update() = 0;
// 初始化场景动画
virtual void _init() = 0;
// 重置场景动画
virtual void _reset() = 0;
// 停止场景动画
virtual void _stop();
// 计算场景动画进度
void _calcRateOfProgress();
// 保存当前场景和下一场景的指针
void _setTarget(
Scene * prev,
Scene * next
);
protected:
bool m_bEnd;
double m_fLast;
double m_fDuration;
double m_fRateOfProgress;
Scene * m_pPrevScene;
Scene * m_pNextScene;
};
class TransitionFade :
public Transition
{
public:
// 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 _update() override;
virtual void _init() 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 _update() override;
virtual void _init() override;
virtual void _reset() override;
};
class TransitionMove :
public Transition
{
public:
enum MOVE_DIRECT
{
UP,
DOWN,
LEFT,
RIGHT
};
// 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 */
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;
Vector m_Vec;
Point m_NextPos;
};
}