Magic_Game/core/base/Transition.h

196 lines
3.7 KiB
C++

// Copyright (c) 2016-2018 Easy2D - 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.
#pragma once
#include "base.h"
#include "time.h"
#include "RefCounter.h"
namespace easy2d
{
class Game;
class Scene;
// 场景过渡
class Transition
: public RefCounter
{
friend class Game;
public:
explicit Transition(
float duration
);
virtual ~Transition();
// 场景过渡动画是否结束
bool IsDone();
protected:
// 初始化场景过渡动画
virtual void Initialize(
Scene * prev,
Scene * next,
Game * game
);
// 更新场景过渡动画
virtual void Update();
// 渲染场景过渡动画
virtual void Draw();
// 停止场景过渡动画
virtual void Stop();
// 重置场景过渡动画
virtual void Reset() { };
protected:
bool done_;
float duration_;
float process_;
time::TimePoint started_;
Size window_size_;
Scene* out_scene_;
Scene* in_scene_;
ID2D1Layer * out_layer_;
ID2D1Layer * in_layer_;
D2D1_LAYER_PARAMETERS out_layer_param_;
D2D1_LAYER_PARAMETERS in_layer_param_;
};
// 淡入淡出过渡
class FadeTransition
: public Transition
{
public:
explicit FadeTransition(
float duration /* 动画持续时长 */
);
protected:
// 更新动画
virtual void Update() override;
virtual void Initialize(
Scene * prev,
Scene * next,
Game * game
) override;
};
// 渐变过渡
class EmergeTransition
: public Transition
{
public:
explicit EmergeTransition(
float duration /* 动画持续时长 */
);
protected:
virtual void Update() override;
virtual void Initialize(
Scene * prev,
Scene * next,
Game * game
) override;
};
// 盒状过渡
class BoxTransition
: public Transition
{
public:
explicit BoxTransition(
float duration /* 动画持续时长 */
);
protected:
virtual void Update() override;
virtual void Initialize(
Scene * prev,
Scene * next,
Game * game
) override;
};
// 位移过渡
class MoveTransition
: public Transition
{
public:
explicit MoveTransition(
float moveDuration, /* 动画持续时长 */
Direction direction = Direction::Left /* 移动方向 */
);
protected:
virtual void Update() override;
virtual void Initialize(
Scene * prev,
Scene * next,
Game * game
) override;
virtual void Reset() override;
protected:
Direction direction_;
Point pos_delta_;
Point start_pos_;
};
// 旋转过渡
class RotationTransition
: public Transition
{
public:
explicit RotationTransition(
float moveDuration, /* 动画持续时长 */
float rotation = 360 /* 旋转度数 */
);
protected:
virtual void Update() override;
virtual void Initialize(
Scene * prev,
Scene * next,
Game * game
) override;
virtual void Reset() override;
protected:
float rotation_;
};
}