Beispiel #1
0
void CNotificationDlg::OnTimer(UINT_PTR nIDEvent)
{
	// TODO: Add your message handler code here and/or call default
	if(nIDEvent==100){
		CRect rect;
		GetWindowRect(rect);
		int y=EaseOut(_i, src_y, dst_y+1, 50);
		SetWindowPos(NULL, rect.left, y, 0, 0, SWP_NOZORDER|SWP_NOSIZE|SWP_NOACTIVATE);
		CDC scrdc;
		scrdc.Attach(::GetDC(0));
		BLENDFUNCTION func;
		func.BlendOp=AC_SRC_OVER;
		func.AlphaFormat=AC_SRC_ALPHA;
		func.SourceConstantAlpha=EaseOut(_i, 0, 255, 50);
		func.BlendFlags=0;
		UpdateLayeredWindow(&scrdc, &CPoint(rect.left, y), &CSize(200, 95), &bdc, &CPoint(0,0), 0, &func, ULW_ALPHA);
		::ReleaseDC(0, scrdc);
		_i++;
		if(_i==50){
			KillTimer(100);
			SetTimer(101, 3000, NULL);
			_i=0;
		}
	}
	if(nIDEvent==101){
		KillTimer(101);
		if(!mouseInside){
			SetTimer(102, 10, NULL);
		}else{
			cls=true;
		}
	}
	if(nIDEvent==102){
		CRect rect;
		GetWindowRect(rect);
		CDC scrdc;
		scrdc.Attach(::GetDC(0));
		BLENDFUNCTION func;
		func.BlendOp=AC_SRC_OVER;
		func.AlphaFormat=AC_SRC_ALPHA;
		func.SourceConstantAlpha=EaseIn(_i, 255, -255, 50);
		func.BlendFlags=0;
		UpdateLayeredWindow(&scrdc, &CPoint(rect.left, src_y+dst_y), &CSize(200, 95), &bdc, &CPoint(0,0), 0, &func, ULW_ALPHA);
		::ReleaseDC(0, scrdc);
		_i++;
		if(_i==50){
			KillTimer(102);
			PostMessage(WM_CLOSE);
		}
	}
	CDialog::OnTimer(nIDEvent);
}
Beispiel #2
0
void CNotificationWnd::DoTransitionIn(){
	RECT rect;
	GetWindowRect(&rect);
	int src_y=rect.top;
	int dst_y=-30;
	for(int i=0;i<50;i++){
		int y=EaseOut(i, src_y, dst_y+1, 50);
		SetWindowPos(NULL, rect.left, y, 0, 0, SWP_NOZORDER|SWP_NOSIZE|SWP_NOACTIVATE);
		CDC scrdc;
	scrdc.Attach(::GetDC(0));
		BLENDFUNCTION func;
	func.BlendOp=AC_SRC_OVER;
	func.AlphaFormat=AC_SRC_ALPHA;
	func.SourceConstantAlpha=EaseOut(i, 0, 255, 50);
	func.BlendFlags=0;
	UpdateLayeredWindow(&scrdc, &CPoint(rect.left, y), &CSize(200, 95), &bdc, &CPoint(0,0), 0, &func, ULW_ALPHA);
	::ReleaseDC(0, scrdc);

		_sleep(10);
	}

	for(int i=0;i<300;i++){
		_sleep(10);
		if(needClose)break;
	}

	while(mouseInside && !needClose){
		_sleep(10);
	}
	if(!this)return;

	for(int i=0;i<50;i++){
		CDC scrdc;
	scrdc.Attach(::GetDC(0));
		BLENDFUNCTION func;
	func.BlendOp=AC_SRC_OVER;
	func.AlphaFormat=AC_SRC_ALPHA;
	func.SourceConstantAlpha=EaseIn(i, 255, -255, 50);
	func.BlendFlags=0;
	UpdateLayeredWindow(&scrdc, &CPoint(rect.left, src_y+dst_y), &CSize(200, 95), &bdc, &CPoint(0,0), 0, &func, ULW_ALPHA);
	::ReleaseDC(0, scrdc);

		_sleep(10);
	}
	SendMessage(WM_CLOSE);
}
Beispiel #3
0
//--------------------------------------------------------------
void ofApp::draw(){
//    ofSetColor(245, 58, 135);
//    ofFill();


    if (camera_home == true){
      mx = ofGetWidth()/2;
      my = ofGetHeight()/2;
    }
    else if (camera_lock == false){
      mx += EaseIn(mx, float(mouseX), 0.05);
      my += EaseIn(my, float(mouseY), 0.05);
      if (abs(mouseX - mx) < 1) mx = mouseX;
      if (abs(mouseY - my) < 1) my = mouseY;
    }
    scale_display += EaseIn(scale_display, scale_target, 0.05);

    display.begin();
    ofBackground(34, 34, 34);
    waveShader_displayTiled.begin();
      waveShader_displayTiled.setUniform2f("mouse", mx, my);
      waveShader_displayTiled.setUniform1f("scale_factor", scale_display);
      waveShader_displayTiled.setUniform1i("pos", 0);
      height_Fbo0.draw(0,0);
    waveShader_displayTiled.end();

    waveShader_displayTiled.begin();
      waveShader_displayTiled.setUniform2f("mouse", mx, my);
      waveShader_displayTiled.setUniform1f("scale_factor", scale_display);
      waveShader_displayTiled.setUniform1i("pos", 1);
      height_Fbo1.draw(0,0);
    waveShader_displayTiled.end();

    waveShader_displayTiled.begin();
      waveShader_displayTiled.setUniform2f("mouse", mx, my);
      waveShader_displayTiled.setUniform1f("scale_factor", scale_display);
      waveShader_displayTiled.setUniform1i("pos", 2);
      height_Fbo2.draw(0,0);
    waveShader_displayTiled.end();

    waveShader_displayTiled.begin();
      waveShader_displayTiled.setUniform2f("mouse", mx, my);
      waveShader_displayTiled.setUniform1f("scale_factor", scale_display);
      waveShader_displayTiled.setUniform1i("pos", 3);
      height_Fbo3.draw(0,0);
    waveShader_displayTiled.end();
    display.end();

    // finally display the image
    display.draw(0,0);

    // show framerate at top left
    if (showFPS){
      ofSetColor(0);
      ofRect(10, 5, 60, 15);
      ofSetColor(255);
      string framerate = ofToString(ofGetFrameRate());
      font.drawString(framerate, 10, 18);

    }

//    cout<<"frame "<<frame_num<<endl;
}
Beispiel #4
0
		double easeIn(double easingFunction(double) = Easing::Quart) const
		{
			return EaseIn(easingFunction, m_value);
		}
		Type easeIn() const
		{
			return EaseIn(m_start, m_end, m_easingFunction, elapsed());
		}
float CCinemaPath::EaseOutIn(float t) const
{
	if (t < m_Switch)
		return EaseOut(1.0f/m_Switch * t) * m_Switch;
	return EaseIn(1.0f/m_Switch * (t-m_Switch)) * m_Switch + m_Switch;
}
float CCinemaPath::EaseOut(float t) const
{
	return 1.0f - EaseIn(1.0f-t);
}
Beispiel #8
0
		[[nodiscard]] constexpr double easeIn(double easingFunction(double) = Easing::Quart) const
		{
			return EaseIn(easingFunction, m_value);
		}
Beispiel #9
0
float Bounce::EaseInOut( float t, float b, float c, float d ) {
	if ( t < d / 2 ) return EaseIn( t * 2, 0, c, d ) * .5f + b;
	else return EaseOut( t * 2 - d, 0, c, d ) * .5f + c*.5f + b;
}