Magic_Game/core/e2dcomponent.h

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// 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
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#include "e2dobject.h"
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namespace easy2d
{
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class Button
: public Node
{
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public:
Button();
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explicit Button(
Node * normal, /* <20><>ͨ״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD> */
);
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explicit Button(
Node * normal, /* <20><>ͨ״̬ */
Node * selected, /* <20><><EFBFBD><EFBFBD><EAB0B4>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD> */
);
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explicit Button(
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>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD> */
);
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explicit Button(
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>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD><C8A1>ť״̬<D7B4><CCAC><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB>ǽ<EFBFBD><C7BD><EFBFBD>
bool IsEnable() const;
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// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>
void SetEnabled(
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 void SetNormal(
Node * normal
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>밴ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void SetMouseOver(
Node * mouseover
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>°<EFBFBD>ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void SetSelected(
Node * selected
);
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// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void SetDisabled(
Node * disabled
);
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// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void SetCallbackOnClick(
const Function& func
);
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// <20><><EFBFBD><EFBFBD>֧<EFBFBD><D6A7>λ<EFBFBD><CEBB>
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// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
virtual void SetPivot(
float pivot_x,
float pivot_y
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) override;
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protected:
E2D_DISABLE_COPY(Button);
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// <20><>ť״̬ö<CCAC><C3B6>
enum class Status { Normal, Mouseover, Selected };
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// <20><><EFBFBD>ð<EFBFBD>ť״̬
virtual void SetStatus(
Status status
);
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// ˢ<>°<EFBFBD>ť<EFBFBD><C5A5>ʾ
virtual void UpdateVisible();
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// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual bool Dispatch(
const MouseEvent& e,
bool handled
) override;
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
virtual void Visit() override;
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protected:
Node * normal_;
Node * mouseover_;
Node * selected_;
Node * disabled_;
bool enabled_;
bool is_selected_;
Status status_;
Function callback_;
};
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// <20>˵<EFBFBD>
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class Menu
: public Node
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{
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 IsEnable() const;
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// <20><>ȡ<EFBFBD>˵<EFBFBD><CBB5>еİ<D0B5>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>
size_t GetButtonCount() const;
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// <20><><EFBFBD>ò˵<C3B2><CBB5><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>
void SetEnabled(
bool enabled
);
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// <20><><EFBFBD>Ӱ<EFBFBD>ť
void AddButton(
Button * button
);
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// <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*>& GetAllButtons() const;
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protected:
E2D_DISABLE_COPY(Menu);
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protected:
bool enabled_;
std::vector<Button*> buttons_;
};
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}