Magic_Game/core/e2dnode.h

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#pragma once
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#include "e2dbase.h"
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#include "e2devent.h"
namespace e2d
{
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class Action;
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// <20><>ͼ<EFBFBD>ӿ<EFBFBD>
class Drawable
{
public:
// <20><>Ⱦͼ<C8BE><CDBC>
virtual void draw(Renderer * renderer) const = 0;
};
// <20><><EFBFBD>½ӿ<C2BD>
class Updatable
{
public:
// <20><>Ⱦͼ<C8BE><CDBC>
virtual void update() = 0;
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD>ӿ<EFBFBD>
class KeyEventHandler
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual void handle(const KeyEvent& e) = 0;
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};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD>ӿ<EFBFBD>
class MouseEventHandler
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual void handle(const MouseEvent& e) = 0;
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};
// <20><>ײ<EFBFBD><D7B2>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD>ӿ<EFBFBD>
class CollisionHandler
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>Ϣ
virtual void handle(const Collision& collision) = 0;
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};
// <20>ڵ<EFBFBD>
class Node :
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public Ref
{
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friend class Collider;
public:
// <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
struct Property
{
Point position; // <20><><EFBFBD><EFBFBD>
Size size; // <20><>С
float anchorX; // ê<><C3AA> X <20><><EFBFBD><EFBFBD>
float anchorY; // ê<><C3AA> Y <20><><EFBFBD><EFBFBD>
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float scaleX; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float scaleY; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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float rotation; // <20><>ת<EFBFBD>Ƕ<EFBFBD>
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float skewAngleX; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
float skewAngleY; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
Property operator+ (Property const & prop) const;
Property operator- (Property const & prop) const;
static const Property Origin;
};
public:
Node();
virtual ~Node();
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ʾ״̬
virtual bool visible() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
const String& name() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>Ƶ<EFBFBD> Hash ֵ
size_t hashName() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
int order() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float positionX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float positionY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
const Point& position() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
float width() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶<EFBFBD>
float height() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С
Size size() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD>ʵ<EFBFBD>ʿ<EFBFBD><CABF>ȣ<EFBFBD><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
float realWidth() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD>ʵ<EFBFBD>ʸ߶ȣ<DFB6><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
float realHeight() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD>ʵ<EFBFBD>ʴ<EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
const Size& realSize() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ê<EFBFBD><C3AA>
float anchorX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ê<EFBFBD><C3AA>
float anchorY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
float scaleX() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
float scaleY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
float skewX() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
float skewY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
float rotation() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
float opacity() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
Property properties() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Property extrapolate() const;
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// <20><><EFBFBD>ýڵ<C3BD><DAB5>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ
Node& visible(
bool value
);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
Node& name(
const String& name
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Node& positionX(
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float x
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Node& positionY(
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float y
);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual Node& position(
const Point & point
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);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual Node& position(
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float x,
float y
);
// <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̶<EFBFBD>
virtual Node& positionFixed(
bool fixed
);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
virtual Node& move(
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float x,
float y
);
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// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
virtual Node& move(
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const Vector2 & v
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
// Ĭ<><C4AC>Ϊ 0
virtual Node& order(
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int order
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
virtual Node& scaleX(
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float scaleX
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
virtual Node& scaleY(
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float scaleY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ (1.0, 1.0)
virtual Node& scale(
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float scaleX,
float scaleY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
virtual Node& scale(
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float scale
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);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
virtual Node& skewX(
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float angleX
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
virtual Node& skewY(
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float angleY
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ (0, 0)
virtual Node& skew(
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float angleX,
float angleY
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
virtual Node& rotation(
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float rotation
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);
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0, <20><>Χ [0, 1]
virtual Node& opacity(
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float opacity
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD>ĺ<EFBFBD><C4BA><EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
virtual Node& anchorX(
float anchorX
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
virtual Node& anchorY(
float anchorY
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
virtual Node& anchor(
float anchorX,
float anchorY
);
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// <20>޸Ľڵ<C4BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual Node& width(
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float width
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);
// <20>޸Ľڵ<C4BD><DAB5>߶<EFBFBD>
virtual Node& height(
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float height
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);
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD>С
virtual Node& size(
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float width,
float height
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);
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD>С
virtual Node& size(
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Size size
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual Node& properties(
Property prop
);
// <20><><EFBFBD>û<EFBFBD><C3BB>ر<EFBFBD><D8B1><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>
virtual Node& clipEnabled(
bool enabled
);
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// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
Node& addChild(
Node * child,
int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ӽڵ<D3BD>
Node& addChild(
const std::vector<Node*>& nodes, /* <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD> */
int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
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);
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ײ<EFBFBD><D7B2>
Collider * collider();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
Node * parent() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
Scene * parentScene() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
Node* child(
const String& name
) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
const std::vector<Node*>& children() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
std::vector<Node*> children(
const String& name
) const;
// <20><>ȡ<EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
int childrenCount() const;
// <20>Ƴ<EFBFBD><C6B3>ӽڵ<D3BD>
Node& removeChild(
Node * child
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
Node& removeChildren(
const String& childName
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>нڵ<D0BD>
Node& removeAllChildren();
// <20>Ӹ<EFBFBD><D3B8>ڵ<EFBFBD><DAB5>Ƴ<EFBFBD>
Node& removeFromParent();
// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ڽڵ<DABD><DAB5><EFBFBD>
bool containsPoint(
const Point& point
);
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
bool intersects(
Node * node
);
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// ִ<>ж<EFBFBD><D0B6><EFBFBD>
Node& runAction(
Action * action
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Node& resumeAction(
const String& name
);
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
Node& pauseAction(
const String& name
);
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
Node& stopAction(
const String& name
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
Node& resumeAllActions();
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
Node& pauseAllActions();
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// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
Node& stopAllActions();
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// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual bool dispatch(
const MouseEvent& e,
bool handled
);
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual bool dispatch(
const KeyEvent& e,
bool handled
);
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// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
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virtual void visit(
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Game * game
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);
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// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual void drawOutline(
Renderer * renderer
);
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// <20><>Ⱦ<EFBFBD><C8BE>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void drawCollider();
protected:
E2D_DISABLE_COPY(Node);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
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void _setParentScene(
Scene * scene
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);
// <20>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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void _sortChildren();
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// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void _updateTransform();
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// <20><><EFBFBD>½ڵ<C2BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
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void _updateOpacity();
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protected:
String _name;
size_t _hashName;
Point _position;
Size _size;
float _scaleX;
float _scaleY;
float _rotation;
float _skewAngleX;
float _skewAngleY;
float _displayOpacity;
float _realOpacity;
float _anchorX;
float _anchorY;
int _order;
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bool _visible;
bool _clipEnabled;
bool _needSort;
bool _needTransform;
bool _positionFixed;
Collider _collider;
Scene * _parentScene;
Node * _parent;
Property _extrapolate;
std::vector<Node*> _children;
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D2D1::Matrix3x2F _initialMatri;
D2D1::Matrix3x2F _finalMatri;
};
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// <20><><EFBFBD><EFBFBD>
class Scene :
public Node
{
public:
Scene();
virtual ~Scene();
// <20><><EFBFBD><EFBFBD><EBB3A1>
virtual void onEnter() {}
// <20>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD>
virtual void onExit() {}
// <20>رմ<D8B1><D5B4><EFBFBD>
// ˵<><CBB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> false <20><><EFBFBD><EFBFBD>ֹ<EFBFBD><D6B9><EFBFBD>ڹر<DAB9>
virtual bool onCloseWindow() { return true; }
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// <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD>ؽڵ<D8BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
// Ĭ<>ϣ<EFBFBD><CFA3><EFBFBD><EFBFBD><EFBFBD>
Scene& outlineVisible(
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bool visible
);
// <20>򿪻<EFBFBD><F2BFAABB>ر<EFBFBD><D8B1><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD>ӻ<EFBFBD>
// Ĭ<>ϣ<EFBFBD><CFA3>ر<EFBFBD>
Scene& colliderVisible(
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bool visible
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
virtual void visit(
Game * game
) override;
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protected:
E2D_DISABLE_COPY(Scene);
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protected:
bool _outlineVisible;
bool _colliderVisible;
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};
// <20><><EFBFBD><EFBFBD>
class Sprite :
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public Node,
public Drawable
{
public:
Sprite();
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explicit Sprite(
Image * image
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);
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explicit Sprite(
const Resource& res
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);
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explicit Sprite(
const Resource& res,
const Rect& cropRect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
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explicit Sprite(
const String& fileName
);
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explicit Sprite(
const String& fileName,
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const Rect& cropRect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
virtual ~Sprite();
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC>ļ<EFBFBD>
bool open(
const Resource& res
);
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC>ļ<EFBFBD>
bool open(
const String& fileName
);
// <20><><EFBFBD><EFBFBD>ͼƬ
bool open(
Image * image
);
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// <20><>ͼƬ<CDBC>ü<EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>
Sprite& crop(
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const Rect& cropRect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><>ȡ Image <20><><EFBFBD><EFBFBD>
Image * image() const;
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// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
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virtual void draw(
Renderer * renderer
) const override;
protected:
E2D_DISABLE_COPY(Sprite);
protected:
Image * _image;
};
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// <20>ı<EFBFBD>
class Text :
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public Node,
public Drawable
{
public:
// <20>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ʽ
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enum class Align
{
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Left, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Right, /* <20>Ҷ<EFBFBD><D2B6><EFBFBD> */
Center /* <20><><EFBFBD>ж<EFBFBD><D0B6><EFBFBD> */
};
// <20>ı<EFBFBD><C4B1><EFBFBD>ʽ
class Style
{
public:
Color color; // <20><>ɫ
Align alignment; // <20><><EFBFBD>ʽ
bool wrapping; // <20><><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>
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float wrappingWidth; // <20>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>п<EFBFBD><D0BF><EFBFBD>
float lineSpacing; // <20>м<EFBFBD><D0BC><EFBFBD>
bool hasUnderline; // <20>»<EFBFBD><C2BB><EFBFBD>
bool hasStrikethrough; // ɾ<><C9BE><EFBFBD><EFBFBD>
bool hasOutline; // <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
Color outlineColor; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
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float outlineWidth; // <20><><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
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Stroke outlineStroke; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
public:
Style();
Style(
Color color,
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Align alignment = Align::Left,
bool wrapping = false,
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float wrappingWidth = 0.f,
float lineSpacing = 0.f,
bool hasUnderline = false,
bool hasStrikethrough = false,
bool hasOutline = true,
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Color outlineColor = Color(Color::Black, 0.5),
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float outlineWidth = 1.f,
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Stroke outlineStroke = Stroke::Round
);
};
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public:
Text();
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explicit Text(
const String& text, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
const Font& font = Font(), /* <20><><EFBFBD><EFBFBD> */
const Style& style = Style() /* <20>ı<EFBFBD><C4B1><EFBFBD>ʽ */
);
virtual ~Text();
// <20><>ȡ<EFBFBD>ı<EFBFBD>
const String& text() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
const Font& font() const;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʽ
const Style& style() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const String& fontFamily() const;
// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD>ֺ<EFBFBD>
float fontSize() const;
// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ
UINT fontWeight() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
const Color& color() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
const Color& outlineColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
float outlineWidth() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
Stroke outlineStroke() const;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
int lineCount() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>б<EFBFBD><D0B1>
bool italic() const;
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾɾ<CABE><C9BE><EFBFBD><EFBFBD>
bool hasStrikethrough() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD>»<EFBFBD><C2BB><EFBFBD>
bool hasUnderline() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
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bool hasOutline() const;
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD>
Text& text(
const String& text
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʽ
Text& style(
const Style& style
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Text& font(
const Font& font
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Text& fontFamily(
const String& family
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ֺţ<D6BA>Ĭ<EFBFBD><C4AC>ֵΪ 22<32><32>
Text& fontSize(
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float size
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ<CFB8><D6B5>Ĭ<EFBFBD><C4AC>ֵΪ Text::Font::Weight::Normal<61><6C>
Text& fontWeight(
UINT weight
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>Ĭ<EFBFBD><C4AC>ֵΪ Color::WHITE<54><45>
Text& color(
Color color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>壨Ĭ<E5A3A8><C4AC>ֵΪ false<73><65>
Text& italic(
bool value
);
// <20>򿪻<EFBFBD><F2BFAABB>ر<EFBFBD><D8B1>ı<EFBFBD><C4B1>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>У<EFBFBD>Ĭ<EFBFBD><C4AC>Ϊ<EFBFBD>رգ<D8B1>
Text& wrapping(
bool wrapping
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>еĿ<D0B5><C4BF>ȣ<EFBFBD>Ĭ<EFBFBD><C4AC>Ϊ 0<><30>
Text& wrappingWidth(
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float wrappingWidth
);
// <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC>ࣨĬ<E0A3A8><C4AC>Ϊ 0<><30>
Text& lineSpacing(
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float lineSpacing
);
2018-05-24 20:37:34 +08:00
// <20><><EFBFBD>ö<EFBFBD><C3B6>ʽ<EBB7BD><CABD>Ĭ<EFBFBD><C4AC>Ϊ Align::Left<66><74>
Text& alignment(
Align align
);
// <20><><EFBFBD><EFBFBD><EFBFBD>»<EFBFBD><C2BB>ߣ<EFBFBD>Ĭ<EFBFBD><C4AC>ֵΪ false<73><65>
Text& underline(
bool hasUnderline
);
// <20><><EFBFBD><EFBFBD>ɾ<EFBFBD><C9BE><EFBFBD>ߣ<EFBFBD>Ĭ<EFBFBD><C4AC>ֵΪ false<73><65>
Text& strikethrough(
bool hasStrikethrough
);
// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
Text& outline(
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bool hasOutline
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Text& outlineColor(
Color outlineColor
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
Text& outlineWidth(
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float outlineWidth
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
Text& outlineStroke(
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Stroke outlineStroke
);
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
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virtual void draw(
Renderer * renderer
) const override;
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protected:
E2D_DISABLE_COPY(Text);
// <20><><EFBFBD><EFBFBD><EFBFBD>Ű<EFBFBD><C5B0><EFBFBD><EFBFBD><EFBFBD>
void _reset();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>ʽ<EFBFBD><CABD>
void _createFormat();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD>
void _createLayout();
protected:
String _text;
Font _font;
Style _style;
IDWriteTextFormat * _textFormat;
IDWriteTextLayout * _textLayout;
};
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class Button :
public Node
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{
public:
Button();
2017-10-21 19:09:31 +08:00
2018-05-24 16:25:05 +08:00
explicit Button(
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Node * normal, /* <20><>ͨ״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
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);
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explicit Button(
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Node * normal, /* <20><>ͨ״̬ */
Node * selected, /* <20><><EFBFBD><EFBFBD><EAB0B4>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
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);
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explicit Button(
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Node * normal, /* <20><>ͨ״̬ */
Node * mouseover, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * selected, /* <20><><EFBFBD><EFBFBD><EAB0B4>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
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);
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explicit Button(
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Node * normal, /* <20><>ͨ״̬ */
Node * mouseover, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * selected, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * disabled, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
);
// <20><>ȡ<EFBFBD><C8A1>ť״̬<D7B4><CCAC><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB>ǽ<EFBFBD><C7BD><EFBFBD>
bool enabled() const;
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>
Button& enabled(
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bool enabled
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);
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD>İ<EFBFBD>ť
virtual Button& normal(
Node * normal
2017-10-21 19:09:31 +08:00
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>밴ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual Button& mouseover(
Node * mouseover
2017-10-21 19:09:31 +08:00
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>°<EFBFBD>ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual Button& selected(
Node * selected
2017-10-21 19:09:31 +08:00
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual Button& disabled(
Node * disabled
2017-10-21 19:09:31 +08:00
);
// <20><><EFBFBD>õ<EFBFBD><C3B5><EFBFBD><EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
Button& clickCallback(
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const Function& func
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);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>λ<EFBFBD><CEBB>
2018-07-28 20:48:25 +08:00
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
virtual Button& anchor(
float anchorX,
float anchorY
2018-07-28 20:48:25 +08:00
) override;
2018-07-28 22:22:58 +08:00
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual bool dispatch(
const MouseEvent& e,
bool handled
2018-07-28 22:22:58 +08:00
) override;
2018-08-19 15:11:20 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
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virtual void visit(
2018-08-19 15:11:20 +08:00
Game * game
2018-08-15 00:06:03 +08:00
) override;
2018-08-13 23:47:10 +08:00
2017-10-21 19:09:31 +08:00
protected:
E2D_DISABLE_COPY(Button);
// <20><>ť״̬ö<CCAC><C3B6>
2018-07-28 22:22:58 +08:00
enum class Status { Normal, Mouseover, Selected };
// <20><><EFBFBD>ð<EFBFBD>ť״̬
2018-07-28 22:22:58 +08:00
virtual void _setStatus(Status status);
// ˢ<>°<EFBFBD>ť<EFBFBD><C5A5>ʾ
2018-07-07 01:48:39 +08:00
virtual void _updateVisible();
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// ִ<>а<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _runCallback();
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protected:
Node * _normal;
Node * _mouseover;
Node * _selected;
Node * _disabled;
2018-07-04 17:00:21 +08:00
bool _enabled;
bool _isSelected;
2018-07-28 22:22:58 +08:00
Status _status;
Function _func;
2017-10-21 19:09:31 +08:00
};
2018-05-22 22:29:42 +08:00
class ToggleButton :
public Button
{
public:
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ToggleButton();
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explicit ToggleButton(
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Node * onNormal, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * offNormal, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
);
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explicit ToggleButton(
2018-05-08 11:37:11 +08:00
Node * onNormal, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * offNormal, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * onSelected, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
Node * offSelected, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
);
2018-05-24 16:25:05 +08:00
explicit ToggleButton(
2018-05-08 11:37:11 +08:00
Node * onNormal, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * offNormal, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * onMouseOver, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * offMouseOver, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * onSelected, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
Node * offSelected, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
);
2018-05-24 16:25:05 +08:00
explicit ToggleButton(
2018-05-08 11:37:11 +08:00
Node * onNormal, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * offNormal, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * onMouseOver, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * offMouseOver, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * onSelected, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
Node * offSelected, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
Node * onDisabled, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * offDisabled, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>״̬
bool checked() const;
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// <20><><EFBFBD>ÿ<EFBFBD><C3BF>ذ<EFBFBD>ť<EFBFBD><C5A5>״̬
ToggleButton& checked(
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bool checked
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>״̬<D7B4><CCAC><EFBFBD><EFBFBD>ʾ<EFBFBD>İ<EFBFBD>ť
virtual ToggleButton& normal(
Node * normal
) override;
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>״̬<D7B4>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>밴ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual ToggleButton& mouseover(
Node * mouseover
) override;
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>״̬<D7B4>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD>°<EFBFBD>ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual ToggleButton& selected(
Node * selected
) override;
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>״̬<D7B4>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual ToggleButton& disabled(
Node * disabled
) override;
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD>ر<EFBFBD>״̬<D7B4><CCAC><EFBFBD><EFBFBD>ʾ<EFBFBD>İ<EFBFBD>ť
ToggleButton& normalOff(
Node * normal
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD>ر<EFBFBD>״̬<D7B4>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>밴ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
ToggleButton& mouseOverOff(
Node * mouseover
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD>ر<EFBFBD>״̬<D7B4>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD>°<EFBFBD>ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
ToggleButton& selectedOff(
Node * selected
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD>ر<EFBFBD>״̬<D7B4>£<EFBFBD><C2A3><EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
ToggleButton& disabledOff(
Node * disabled
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>λ<EFBFBD><CEBB>
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// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
virtual ToggleButton& anchor(
float anchorX,
float anchorY
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) override;
protected:
E2D_DISABLE_COPY(ToggleButton);
// ˢ<>°<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>
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virtual void _updateStatus();
// ִ<>а<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _runCallback() override;
protected:
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Node* _normalOn;
Node* _mouseoverOn;
Node* _selectedOn;
Node* _disabledOn;
Node* _normalOff;
Node* _mouseoverOff;
Node* _selectedOff;
Node* _disabledOff;
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bool _checked;
};
class Menu :
public Node
{
public:
Menu();
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explicit Menu(
const std::vector<Button*>& buttons /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD> */
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);
// <20><>ȡ<EFBFBD>˵<EFBFBD><CBB5>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
bool enabled() const;
// <20><>ȡ<EFBFBD>˵<EFBFBD><CBB5>еİ<D0B5>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>
int buttonCount() const;
// <20><><EFBFBD>ò˵<C3B2><CBB5><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>
Menu& enabled(
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bool enabled
);
// <20><><EFBFBD>Ӱ<EFBFBD>ť
Menu& addButton(
Button * button
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD>ť
bool removeButton(
Button * button
);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>а<EFBFBD>ť
const std::vector<Button*>& buttons() const;
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protected:
E2D_DISABLE_COPY(Menu);
protected:
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bool _enabled;
std::vector<Button*> _buttons;
};
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// <20><><EFBFBD><EFBFBD>
class Canvas :
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public Node,
public Drawable
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{
public:
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Canvas(
float width,
float height
);
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virtual ~Canvas();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Canvas& lineColor(
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const Color& color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Canvas& fillColor(
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const Color& color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Canvas& strokeWidth(
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float width
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
Canvas& strokeStyle(
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Stroke strokeStyle
);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color lineColor() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color fillColor() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float strokeWidth() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
Stroke strokeStyle() const;
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2018-08-23 00:03:26 +08:00
// <20><>ֱ<EFBFBD><D6B1>
Canvas& drawLine(
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const Point& begin,
const Point& end
);
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// <20><>Բ<EFBFBD>α߿<CEB1>
Canvas& drawCircle(
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const Point& center,
float radius
);
// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>α߿<CEB1>
Canvas& drawEllipse(
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const Point& center,
float radiusX,
float radiusY
);
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// <20><><EFBFBD><EFBFBD><EFBFBD>α߿<CEB1>
Canvas& drawRect(
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const Rect& rect
);
// <20><>Բ<EFBFBD>Ǿ<EFBFBD><C7BE>α߿<CEB1>
Canvas& drawRoundedRect(
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const Rect& rect,
float radiusX,
float radiusY
);
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// <20><><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>
Canvas& fillCircle(
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const Point& center,
float radius
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>
Canvas& fillEllipse(
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const Point& center,
float radiusX,
float radiusY
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Canvas& fillRect(
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const Rect& rect
);
// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD>
Canvas& fillRoundedRect(
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const Rect& rect,
float radiusX,
float radiusY
);
protected:
E2D_DISABLE_COPY(Canvas);
protected:
float _strokeWidth;
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Stroke _stroke;
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Renderer * _renderer;
ID2D1RenderTarget * _renderTarget;
ID2D1SolidColorBrush * _fillBrush;
ID2D1SolidColorBrush * _lineBrush;
ID2D1StrokeStyle * _strokeStyle;
};
}