182 lines
3.5 KiB
C++
182 lines
3.5 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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#pragma once
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#include "include-forwards.h"
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#include <d2d1.h>
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namespace easy2d
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{
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class Scene;
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// ³¡¾°¹ý¶É
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class E2D_API Transition
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: public virtual Object
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{
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friend class Application;
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public:
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explicit Transition(
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Duration duration
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);
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virtual ~Transition();
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bool IsDone();
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protected:
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virtual void Init(
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ScenePtr const& prev,
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ScenePtr const& next
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);
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virtual void Update(Duration dt);
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virtual void Render();
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virtual void Stop();
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virtual void Reset() { };
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protected:
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bool done_;
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float process_;
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Duration duration_;
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Duration delta_;
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Size window_size_;
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ScenePtr out_scene_;
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ScenePtr in_scene_;
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ComPtr<ID2D1Layer> out_layer_;
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ComPtr<ID2D1Layer> in_layer_;
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LayerProperties out_layer_prop_;
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LayerProperties in_layer_prop_;
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};
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// µÈëµ³ö¹ý¶É
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class FadeTransition
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: public Transition
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{
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public:
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explicit FadeTransition(
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Duration duration /* ¶¯»³ÖÐøÊ±³¤ */
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);
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protected:
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// ¸üж¯»
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void Update(Duration dt) override;
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virtual void Init(
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ScenePtr const& prev,
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ScenePtr const& next
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) override;
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};
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// ½¥±ä¹ý¶É
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class EmergeTransition
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: public Transition
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{
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public:
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explicit EmergeTransition(
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Duration duration /* ¶¯»³ÖÐøÊ±³¤ */
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);
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protected:
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void Update(Duration dt) override;
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virtual void Init(
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ScenePtr const& prev,
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ScenePtr const& next
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) override;
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};
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// ºÐ×´¹ý¶É
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class BoxTransition
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: public Transition
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{
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public:
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explicit BoxTransition(
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Duration duration /* ¶¯»³ÖÐøÊ±³¤ */
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);
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protected:
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void Update(Duration dt) override;
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virtual void Init(
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ScenePtr const& prev,
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ScenePtr const& next
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) override;
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};
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// Î»ÒÆ¹ý¶É
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class MoveTransition
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: public Transition
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{
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public:
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explicit MoveTransition(
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Duration moveDuration, /* ¶¯»³ÖÐøÊ±³¤ */
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Direction direction /* ÒÆ¶¯·½Ïò */
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);
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protected:
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void Update(Duration dt) override;
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virtual void Init(
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ScenePtr const& prev,
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ScenePtr const& next
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) override;
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void Reset() override;
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protected:
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Direction direction_;
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Point pos_delta_;
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Point start_pos_;
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};
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// Ðýת¹ý¶É
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class RotationTransition
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: public Transition
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{
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public:
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explicit RotationTransition(
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Duration moveDuration, /* ¶¯»³ÖÐøÊ±³¤ */
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float rotation = 360 /* Ðýת¶ÈÊý */
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);
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protected:
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void Update(Duration dt) override;
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virtual void Init(
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ScenePtr const& prev,
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ScenePtr const& next
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) override;
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void Reset() override;
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protected:
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float rotation_;
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};
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}
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