写在前面
本系列博客URL:
http://www.cnblogs.com/drgraph
配套软件下载地址:
http://www.czwenwu.com/YeeVingSetup.exe
配套软件含三个可执行文件:YeeVingDriver.exe,YeeVingPlayer.exe,WatchDog.exe
其中,YeeVingDriver.exe是双目触控屏的驱动程序,内含键盘鼠标钩子,安装或运行的时候有可能会当成病毒。
WatchDog.exe是无人值守软件
YeeVingPlayer.exe是广告播放软件客户端。
本系列博客是在上述三个软件研发过程中的片面记录,基本上是属于想到哪写到哪的,不系统。主要目的是自己整理归纳一下,并期望与更多朋友交流。
QQ/微信:282397369
EMail: drgraph@qq.com
动画派生继承
书接上回,有了动画基类,再处理各个动画效果,就只需要重载实现各自的显示区域、显示矩阵与屏蔽矩阵。
比如淡出、飞入、浮入、弹跳几个动画效果,可以简单总结列成下表。
动画类型 |
显示区域 |
显示矩阵 |
屏蔽阵 |
缺省 |
=最终的显示区域 |
=最终的显示矩阵图像 |
=缺省屏蔽阵 |
TCbwAnimationEffect_FadeOut 淡出 |
不变 |
亮度变化 |
不变 |
TCbwAnimationEffect_FlyIn 飞入 |
区域大小不变 变动左上角位置(线性) |
不变 |
不变 |
TCbwAnimationEffect_FloatIn 浮入 |
区域大小不变 变动左上角位置(线性) |
渐显,亮度变化 |
不变 |
TCbwAnimationEffect_Bounce 弹跳 |
区域大小不变 变动左上角位置(弹性) |
不变 |
不变 |
类型定义
初步进行类型划分定义:
enum CbwEffectType { // 效果类型枚举量 cetBase = 0, // TCbwAnimationEffect cetAppear = 1, // TCbwAnimationEffect_Appear cetFadeOut = 2, // TCbwAnimationEffect_FadeOut cetFlyIn = 3, // TCbwAnimationEffect_FlyIn cetFloatIn = 4, // TCbwAnimationEffect_FloatIn cetSplit = 5, // TCbwAnimationEffect_Split cetErase = 6, // TCbwAnimationEffect_Erase cetShape = 7, // TCbwAnimationEffect_Shape cetWheel = 8, // TCbwAnimationEffect_Wheel cetRandomLine = 9, // TCbwAnimationEffect_RandomLine cetRotateToNear = 10, // TCbwAnimationEffect_RotateToNear cetZoomEffect = 11, // TCbwAnimationEffect_Zoom cetRotateEffect = 12, // TCbwAnimationEffect_Rotate cetBounce = 13, // TCbwAnimationEffect_Bounce };
实现代码
class TCbwAnimationEffect_FadeOut : public TCbwAnimationEffect { // 淡出 virtual void __fastcall BuildDisplayMat(cv::Mat& destMat, cv::Mat& srcMat, TRect displayRect); CBW_ANIMATION_OBJECT(TCbwAnimationEffect_FadeOut, TCbwAnimationEffect, cetFadeOut); }; class TCbwAnimationEffect_FlyIn : public TCbwAnimationEffect { // 飞入 virtual TRect __fastcall BuildDisplayRect(OBJECTMAT * m); CBW_ANIMATION_OBJECT(TCbwAnimationEffect_FlyIn, TCbwAnimationEffect, cetFlyIn); }; class TCbwAnimationEffect_FloatIn : public TCbwAnimationEffect { // 浮入 virtual TRect __fastcall BuildDisplayRect(OBJECTMAT * m); virtual void __fastcall BuildDisplayMat(cv::Mat& destMat, cv::Mat& srcMat, TRect displayRect); CBW_ANIMATION_OBJECT(TCbwAnimationEffect_FloatIn, TCbwAnimationEffect, cetFloatIn); }; class TCbwAnimationEffect_Bounce : public TCbwAnimationEffect { // 弹跳 virtual TRect __fastcall BuildDisplayRect(OBJECTMAT * m); CBW_ANIMATION_OBJECT(TCbwAnimationEffect_Bounce, TCbwAnimationEffect, cetBounce); };
void __fastcallTCbwAnimationEffect_FadeOut::BuildDisplayMat(cv::Mat& destMat, cv::Mat&srcMat) { for(int y = 0; y < destMat.rows; y++) { for(int x = 0; x < destMat.cols; x++) { for(int c = 0; c < 3; c++) { BYTEvalue = srcMat.at<cv::Vec3b>(y, x)[c]; value= 255 - FCurrentIndex / double(FPeriodLength) * (255- value); destMat.at<cv::Vec3b>(y,x)[c] = cv::saturate_cast<uchar>(value); } } } } TRect __fastcall TCbwAnimationEffect_FlyIn::BuildDisplayRect(OBJECTMAT * m) { TPoint startPos(m->FinalRect.left, m->FinalRect.top), endPos(m->FinalRect.left, m->FinalRect.top); int effectOptionType = MyOptionType.Items[1].CurrentValue; if (cedFromBottom == effectOptionType || cedFromLeftBottom == effectOptionType || cedFromRightBottom == effectOptionType) // 自底部 startPos.y = FContraintHeight; if (cedFromTop == effectOptionType || cedFromLeftTop == effectOptionType || cedFromRightTop == effectOptionType) // 自顶部 startPos.y = -m->FinalMat.rows; if (cedFromLeft == effectOptionType || cedFromLeftBottom == effectOptionType || cedFromLeftTop == effectOptionType) // 自左侧 startPos.x = -m->FinalMat.cols; if (cedFromRight == effectOptionType || cedFromRightBottom == effectOptionType || cedFromRightTop == effectOptionType) // 自右侧 startPos.x = FContraintWidth; int x = startPos.x + (endPos.x - startPos.x) * (FCurrentIndex + 1) / FTotalFramesInOnePeriod; int y = startPos.y + (endPos.y - startPos.y) * (FCurrentIndex + 1) / FTotalFramesInOnePeriod; TRect result(x, y, x + m->FinalMat.cols, y + m->FinalMat.rows); return result; } TRect __fastcall TCbwAnimationEffect_FloatIn::BuildDisplayRect(OBJECTMAT * m) { TPoint startPos(m->FinalRect.left, m->FinalRect.top), endPos(m->FinalRect.left, m->FinalRect.top); int delta = 100; int effectOptionType = MyOptionType.Items[1].CurrentValue; if (cfdUp == effectOptionType) // 上浮 startPos.y = endPos.y + delta; if (cfdDown == effectOptionType) // 下浮 startPos.y = endPos.y - delta; int x = startPos.x + (endPos.x - startPos.x) * (FCurrentIndex + 1) / FTotalFramesInOnePeriod; int y = startPos.y + (endPos.y - startPos.y) * (FCurrentIndex + 1) / FTotalFramesInOnePeriod; TRect result(x, y, x + m->FinalMat.cols, y + m->FinalMat.rows); return result; } void __fastcall TCbwAnimationEffect_FloatIn::BuildDisplayMat(cv::Mat& destMat, cv::Mat& srcMat, TRect displayRect) { InnerTrans_FadeOut(destMat, srcMat); } TRect __fastcall TCbwAnimationEffect_Bounce::BuildDisplayRect(OBJECTMAT * m) { double x = double(FCurrentIndex + 1) / FTotalFramesInOnePeriod; double v = sin((x - 1) * 3 * PI); double y = fabs(200 * v / exp(0.3 * (x - 1))); y = m->FinalRect.top - y; x = m->FinalRect.left + (x - 1) * 500; TRect result(x, y, x + m->FinalMat.cols, y + m->FinalMat.rows); return result; }
运行演示
原文:http://www.cnblogs.com/drgraph/p/7642943.html