Magic_Game/core/base/ActionTween.h

488 lines
10 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 "Action.hpp"
#include "logs.h"
#include "../math/ease.hpp"
namespace easy2d
{
// 缓动函数枚举
// See https://easings.net for more information
enum class EaseFunc
{
Linear, // 线性
EaseIn, // 由慢变快
EaseOut, // 由快变慢
EaseInOut, // 由慢变快, 再由快变慢
ExpoIn, // 由慢变极快
ExpoOut, // 由极快变慢
ExpoInOut, // 由慢至极快, 再由极快边慢
ElasticIn, // 自起点赋予弹性
ElasticOut, // 自终点赋予弹性
ElasticInOut, // 再起点和终点赋予弹性
BounceIn, // 自起点赋予反弹力
BounceOut, // 自终点赋予反弹力
BounceInOut, // 在起点和终点赋予反弹力
BackIn,
BackOut,
BackInOut,
QuadIn,
QuadOut,
QuadInOut,
CubicIn,
CubicOut,
CubicInOut,
QuartIn,
QuartOut,
QuartInOut,
QuintIn,
QuintOut,
QuintInOut,
SineIn,
SineOut,
SineInOut,
};
// 缓动函数
using EaseFunction = std::function<float(float)>;
inline EaseFunction MakeEaseIn(float rate) { return std::bind(math::EaseIn, std::placeholders::_1, rate); }
inline EaseFunction MakeEaseOut(float rate) { return std::bind(math::EaseOut, std::placeholders::_1, rate); }
inline EaseFunction MakeEaseInOut(float rate) { return std::bind(math::EaseInOut, std::placeholders::_1, rate); }
inline EaseFunction MakeEaseElasticIn(float period) { return std::bind(math::EaseElasticIn, std::placeholders::_1, period); }
inline EaseFunction MakeEaseElasticOut(float period) { return std::bind(math::EaseElasticOut, std::placeholders::_1, period); }
inline EaseFunction MakeEaseElasticInOut(float period) { return std::bind(math::EaseElasticInOut, std::placeholders::_1, period); }
// 补间动画
class Tween
: public Action
{
public:
Tween();
explicit Tween(
Duration const& duration,
EaseFunc func
);
// 设置缓动函数
void SetEaseFunction(
EaseFunc func
);
// 自定义缓动函数
void SetEaseFunction(
EaseFunction func
);
virtual void Reset() override;
Duration const& GetDuration() const;
void SetDuration(Duration const& duration);
protected:
virtual void Init(Node* target) override;
virtual void Update(Node* target, Duration const& dt) override;
virtual void UpdateStep(Node* target, float step) = 0;
protected:
Duration duration_;
Duration elapsed_;
EaseFunc ease_type_;
EaseFunction ease_func_;
};
// 相对位移动作
class MoveBy
: public Tween
{
public:
explicit MoveBy(
Duration const& duration, /* 持续时长 */
Point const& vector, /* 移动距离 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override;
protected:
virtual void Init(Node* target) override;
virtual void UpdateStep(Node* target, float step) override;
protected:
Point start_pos_;
Point prev_pos_;
Point delta_pos_;
};
// 位移动作
class MoveTo
: public MoveBy
{
public:
explicit MoveTo(
Duration const& duration, /* 持续时长 */
Point const& pos, /* 目的坐标 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override
{
logs::Errorln("Reverse() not supported in MoveTo");
return nullptr;
}
protected:
virtual void Init(Node* target) override;
protected:
Point end_pos_;
};
// 相对跳跃动作
class JumpBy
: public Tween
{
public:
explicit JumpBy(
Duration const& duration, /* 持续时长 */
Point const& vec, /* 跳跃距离 */
float height, /* 跳跃高度 */
int jumps = 1, /* 跳跃次数 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override;
protected:
virtual void Init(Node* target) override;
virtual void UpdateStep(Node* target, float step) override;
protected:
Point start_pos_;
Point delta_pos_;
float height_;
int jumps_;
Point prev_pos_;
};
// 跳跃动作
class JumpTo
: public JumpBy
{
public:
explicit JumpTo(
Duration const& duration, /* 持续时长 */
Point const& pos, /* 目的坐标 */
float height, /* 跳跃高度 */
int jumps = 1, /* 跳跃次数 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override
{
logs::Errorln("Reverse() not supported in JumpTo");
return nullptr;
}
protected:
virtual void Init(Node* target) override;
protected:
Point end_pos_;
};
// 相对缩放动作
class ScaleBy
: public Tween
{
public:
explicit ScaleBy(
Duration const& duration, /* 持续时长 */
float scale, /* 相对变化值 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
explicit ScaleBy(
Duration const& duration, /* 持续时长 */
float scale_x, /* 横向缩放相对变化值 */
float scale_y, /* 纵向缩放相对变化值 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override;
protected:
virtual void Init(Node* target) override;
virtual void UpdateStep(Node* target, float step) override;
protected:
float start_scale_x_;
float start_scale_y_;
float delta_x_;
float delta_y_;
};
// 缩放动作
class ScaleTo
: public ScaleBy
{
public:
explicit ScaleTo(
Duration const& duration, /* 持续时长 */
float scale, /* 目标值 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
explicit ScaleTo(
Duration const& duration, /* 持续时长 */
float scale_x, /* 横向缩放目标值 */
float scale_y, /* 纵向缩放目标值 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override
{
logs::Errorln("Reverse() not supported in ScaleTo");
return nullptr;
}
protected:
virtual void Init(Node* target) override;
protected:
float end_scale_x_;
float end_scale_y_;
};
// 透明度相对渐变动作
class OpacityBy
: public Tween
{
public:
explicit OpacityBy(
Duration const& duration, /* 持续时长 */
float opacity, /* 相对变化值 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override;
protected:
virtual void Init(Node* target) override;
virtual void UpdateStep(Node* target, float step) override;
protected:
float start_val_;
float delta_val_;
};
// 透明度渐变动作
class OpacityTo
: public OpacityBy
{
public:
explicit OpacityTo(
Duration const& duration, /* 持续时长 */
float opacity, /* 目标值 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override
{
logs::Errorln("Reverse() not supported in OpacityTo");
return nullptr;
}
protected:
virtual void Init(Node* target) override;
protected:
float end_val_;
};
// 淡入动作
class FadeIn
: public OpacityTo
{
public:
// 创建淡入动作
explicit FadeIn(
Duration const& duration, /* 持续时长 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
};
// 淡出动作
class FadeOut
: public OpacityTo
{
public:
// 创建淡出动作
explicit FadeOut(
Duration const& duration, /* 持续时长 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
};
// 相对旋转动作
class RotateBy
: public Tween
{
public:
explicit RotateBy(
Duration const& duration, /* 持续时长 */
float rotation, /* 相对变化值 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override;
protected:
virtual void Init(Node* target) override;
virtual void UpdateStep(Node* target, float step) override;
protected:
float start_val_;
float delta_val_;
};
// 旋转动作
class RotateTo
: public RotateBy
{
public:
explicit RotateTo(
Duration const& duration, /* 持续时长 */
float rotation, /* 目标值 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override
{
logs::Errorln("Reverse() not supported in RotateTo");
return nullptr;
}
protected:
virtual void Init(Node* target) override;
protected:
float end_val_;
};
// 路径动作
class PathAction
: public Tween
{
public:
explicit PathAction(
Duration const& duration, /* 持续时长 */
SpGeometry const& geo, /* 几何图形 */
bool rotating = false, /* 沿路径切线方向旋转 */
float start = 0.f, /* 起点 */
float end = 1.f, /* 终点 */
EaseFunc func = EaseFunc::Linear /* 速度变化 */
);
// 获取该动作的拷贝对象
virtual SpAction Clone() const override;
// 获取该动作的倒转
virtual SpAction Reverse() const override;
protected:
virtual void Init(Node* target) override;
virtual void UpdateStep(Node* target, float step) override;
protected:
bool rotating_;
float start_;
float end_;
Point start_pos_;
SpGeometry geo_;
};
}