Magic_Game/core/e2dobject.h

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2018-10-03 22:02:46 +08:00
// 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.
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#pragma once
#include "e2dutil.h"
#include "e2devent.h"
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namespace easy2d
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{
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// ͼƬ
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class Image
: public Ref
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{
public:
Image();
explicit Image(
const Resource& res
);
explicit Image(
const Resource& res,
const Rect& crop_rect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
explicit Image(
const String& file_name
);
explicit Image(
const String& file_name,
const Rect& crop_rect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
virtual ~Image();
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC><C6AC>Դ
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bool Load(
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const Resource& res
);
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC><C6AC>Դ
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bool Load(
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const String& file_name
);
// <20><>ͼƬ<CDBC>ü<EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>
void Crop(
const Rect& crop_rect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
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float GetWidth() const;
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// <20><>ȡ<EFBFBD>߶<EFBFBD>
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float GetHeight() const;
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// <20><>ȡ<EFBFBD><C8A1>С
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Size GetSize() const;
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// <20><>ȡԴͼƬ<CDBC><C6AC><EFBFBD><EFBFBD>
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float GetSourceWidth() const;
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// <20><>ȡԴͼƬ<CDBC>߶<EFBFBD>
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float GetSourceHeight() const;
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// <20><>ȡԴͼƬ<CDBC><C6AC>С
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Size GetSourceSize() const;
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// <20><>ȡ<EFBFBD>ü<EFBFBD>λ<EFBFBD><CEBB> X <20><><EFBFBD><EFBFBD>
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float GetCropX() const;
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// <20><>ȡ<EFBFBD>ü<EFBFBD>λ<EFBFBD><CEBB> Y <20><><EFBFBD><EFBFBD>
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float GetCropY() const;
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// <20><>ȡ<EFBFBD>ü<EFBFBD>λ<EFBFBD><CEBB>
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Point GetCropPos() const;
// <20><>ȡ<EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
const Rect& GetCropRect() const;
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// <20><>ȡ ID2D1Bitmap <20><><EFBFBD><EFBFBD>
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ID2D1Bitmap * GetBitmap() const;
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// <20><><EFBFBD>ջ<EFBFBD><D5BB><EFBFBD>
static void ClearCache();
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protected:
E2D_DISABLE_COPY(Image);
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// <20><><EFBFBD><EFBFBD> Bitmap <20><>Դ
static bool CacheBitmap(
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const String& file_name
);
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// <20><><EFBFBD><EFBFBD> Bitmap <20><>Դ
static bool CacheBitmap(
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const Resource& res
);
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// <20><><EFBFBD><EFBFBD> Bitmap
void SetBitmap(
ID2D1Bitmap * bitmap
);
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protected:
Rect crop_rect_;
ID2D1Bitmap * bitmap_;
static std::map<size_t, ID2D1Bitmap*> bitmap_cache_;
};
class Node;
// <20><><EFBFBD><EFBFBD>
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class Scene
: public Ref
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{
public:
Scene();
explicit Scene(
Node * root
);
virtual ~Scene();
// <20><><EFBFBD><EFBFBD><EBB3A1>
virtual void OnEnter() {}
// <20>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD>
virtual void OnExit() {}
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD>
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virtual void Update(float dt) {}
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// <20><><EFBFBD>ø<EFBFBD><C3B8>ڵ<EFBFBD>
void SetRoot(
Node * root
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
Node* GetRoot() const;
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
void Draw();
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
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virtual void Dispatch(
const MouseEvent& e
);
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// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
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virtual void Dispatch(
const KeyEvent& e
);
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// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetTransform(
const D2D1::Matrix3x2F& matrix
);
// <20><>ȡת<C8A1><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const D2D1::Matrix3x2F& GetTransform() const;
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protected:
E2D_DISABLE_COPY(Scene);
protected:
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Node* root_;
D2D1::Matrix3x2F transform_;
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};
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// <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>
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class Task
: public Ref
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{
friend class Node;
public:
explicit Task(
const Function& func, /* ִ<>к<EFBFBD><D0BA><EFBFBD> */
const String& name = L"" /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
explicit Task(
const Function& func, /* ִ<>к<EFBFBD><D0BA><EFBFBD> */
float delay, /* ʱ<><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
int times = -1, /* ִ<>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -1 Ϊ<><CEAA><EFBFBD><EFBFBD>ִ<EFBFBD>У<EFBFBD> */
const String& name = L"" /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Start();
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
void Stop();
// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4>
bool IsRunning() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const String& GetName() const;
// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
bool IsReady() const;
// ִ<><D6B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void Update();
// <20><><EFBFBD>ü<EFBFBD>ʱ
void ResetTime();
protected:
bool running_;
bool stopped_;
int run_times_;
int total_times_;
String name_;
Duration delay_;
Time last_time_;
Function callback_;
Node * target_;
};
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// <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(KeyEvent e) = 0;
};
// <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(MouseEvent e) = 0;
};
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class Action;
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// <20>ڵ<EFBFBD>
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class Node
: public Ref
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{
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friend class Game;
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friend class Scene;
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public:
typedef std::vector<Node*> Nodes;
typedef std::vector<Action*> Actions;
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typedef std::vector<Task*> Tasks;
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Node();
virtual ~Node();
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// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD>
virtual void Draw() const {}
// <20><><EFBFBD>½ڵ<C2BD>
virtual void Update(float dt) {}
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ʾ״̬
bool IsVisible() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
const String& GetName() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>Ƶ<EFBFBD> Hash ֵ
size_t GetHashName() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
int GetOrder() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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const Point& GetPosition() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
float GetWidth() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶<EFBFBD>
float GetHeight() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ȣ<EFBFBD><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
float GetRealWidth() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶ȣ<DFB6><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
float GetRealHeight() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
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const Size& GetRealSize() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>֧<EFBFBD><D6A7>
float GetPivotX() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>֧<EFBFBD><D6A7>
float GetPivotY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С
Size GetSize() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
float GetScaleX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
float GetScaleY() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
float GetSkewX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
float GetSkewY() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
float GetRotation() const;
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// <20><>ȡ<EFBFBD><C8A1>άת<CEAC><D7AA>
const Transform& GetTransform() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
float GetOpacity() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
Node * GetParent() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
Scene * GetParentScene() const;
// <20><><EFBFBD>ýڵ<C3BD><DAB5>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ
void SetVisible(
bool value
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
void SetName(
const String& name
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void SetPositionX(
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float x
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void SetPositionY(
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float y
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual void SetPosition(
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const Point & point
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual void SetPosition(
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float x,
float y
);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
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virtual void MoveBy(
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float x,
float y
);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
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virtual void MoveBy(
const Point & vector
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);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
// Ĭ<><C4AC>Ϊ 0
virtual void SetOrder(
int order
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
virtual void SetScaleX(
float scale_x
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
virtual void SetScaleY(
float scale_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ (1.0, 1.0)
virtual void SetScale(
float scale_x,
float scale_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
virtual void SetScale(
float scale
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
virtual void SetSkewX(
float skew_x
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
virtual void SetSkewY(
float skew_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ (0, 0)
virtual void SetSkew(
float skew_x,
float skew_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
virtual void SetRotation(
float rotation
);
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0, <20><>Χ [0, 1]
virtual void SetOpacity(
float opacity
);
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// <20><><EFBFBD><EFBFBD>֧<EFBFBD><D6A7><EFBFBD>ĺ<EFBFBD><C4BA><EFBFBD>λ<EFBFBD><CEBB>
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// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
virtual void SetPivotX(
float pivot_x
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);
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// <20><><EFBFBD><EFBFBD>֧<EFBFBD><D6A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
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// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
virtual void SetPivotY(
float pivot_y
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);
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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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);
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void SetWidth(
float width
);
// <20>޸Ľڵ<C4BD><DAB5>߶<EFBFBD>
virtual void SetHeight(
float height
);
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD>С
virtual void SetSize(
float width,
float height
);
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD>С
virtual void SetSize(
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const Size & size
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);
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// <20><><EFBFBD>ö<EFBFBD>άת<CEAC><D7AA>
virtual void SetTransform(
const Transform& transform
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);
// <20><><EFBFBD>û<EFBFBD><C3BB>ر<EFBFBD><D8B1><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>
virtual void SetClipEnabled(
bool enabled
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>Ե<EFBFBD><D4B5>ɫ
virtual void SetBorderColor(
const Color& color
);
// <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
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
void AddChild(
Node * child,
int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ӽڵ<D3BD>
void AddChild(
const Nodes& nodes, /* <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD> */
int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
Nodes GetChildren(
const String& name
) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
Node* GetChild(
const String& name
) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
const Nodes& GetAllChildren() const;
// <20><>ȡ<EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
int GetChildrenCount() const;
// <20>Ƴ<EFBFBD><C6B3>ӽڵ<D3BD>
bool RemoveChild(
Node * child
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
void RemoveChildren(
const String& child_name
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>нڵ<D0BD>
void RemoveAllChildren();
// <20>Ӹ<EFBFBD><D3B8>ڵ<EFBFBD><DAB5>Ƴ<EFBFBD>
void RemoveFromParent();
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
void RunAction(
Action * action
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ResumeAction(
const String& name
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
void PauseAction(
const String& name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
void StopAction(
const String& name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
void ResumeAllActions();
// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
void PauseAllActions();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
void StopAllActions();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
const Actions& GetAllActions() const;
2018-09-07 18:20:07 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void AddTask(
Task * task
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void StartTasks(
const String& task_name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
void StopTasks(
const String& task_name
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD>
void RemoveTasks(
const String& task_name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void StartAllTasks();
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void StopAllTasks();
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void RemoveAllTasks();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const Tasks& GetAllTasks() const;
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protected:
E2D_DISABLE_COPY(Node);
2018-10-03 18:04:04 +08:00
2018-10-06 11:15:32 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
virtual void Visit();
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// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>Ե
void DrawBorder();
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
void SetParentScene(
Scene * scene
);
2018-10-06 09:45:28 +08:00
2018-09-05 13:33:39 +08:00
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual bool Dispatch(
const MouseEvent& e,
bool handled
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);
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// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual bool Dispatch(
const KeyEvent& e,
bool handled
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);
2018-09-05 13:33:39 +08:00
2018-10-06 11:15:32 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
void UpdateChildren(float dt);
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// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UpdateTransform();
// <20><><EFBFBD>½ڵ<C2BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void UpdateOpacity();
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
void UpdateActions();
2018-09-07 18:20:07 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UpdateTasks();
2018-09-11 00:37:52 +08:00
// <20><><EFBFBD>½ڵ<C2BD>ʱ<EFBFBD><CAB1>
void UpdateTime();
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protected:
String name_;
size_t hash_name_;
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Transform transform_;
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float display_opacity_;
float real_opacity_;
int order_;
bool visible_;
bool clip_enabled_;
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bool dirty_sort_;
bool dirty_transform_;
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Scene * parent_scene_;
Node * parent_;
Color border_color_;
Actions actions_;
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Tasks tasks_;
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Nodes children_;
ID2D1Geometry* border_;
D2D1::Matrix3x2F initial_matrix_;
D2D1::Matrix3x2F final_matrix_;
};
// <20><><EFBFBD><EFBFBD>
2018-09-10 20:55:20 +08:00
class Sprite
: public Node
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{
public:
Sprite();
explicit Sprite(
Image * image
);
explicit Sprite(
const Resource& res
);
explicit Sprite(
const Resource& res,
const Rect& crop_rect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
explicit Sprite(
const String& file_name
);
explicit Sprite(
const String& file_name,
const Rect& crop_rect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
virtual ~Sprite();
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC>ļ<EFBFBD>
2018-10-06 10:25:29 +08:00
bool Load(
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const Resource& res
);
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC>ļ<EFBFBD>
2018-10-06 10:25:29 +08:00
bool Load(
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const String& file_name
);
// <20><><EFBFBD><EFBFBD>ͼƬ
2018-10-06 10:25:29 +08:00
bool Load(
2018-09-05 13:33:39 +08:00
Image * image
);
// <20><>ͼƬ<CDBC>ü<EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>
void Crop(
const Rect& crop_rect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><>ȡ Image <20><><EFBFBD><EFBFBD>
Image * GetImage() const;
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
virtual void Draw() const override;
protected:
E2D_DISABLE_COPY(Sprite);
protected:
Image * image_;
};
// <20>ı<EFBFBD>
2018-09-10 20:55:20 +08:00
class Text
: public Node
2018-09-05 13:33:39 +08:00
{
public:
// <20>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ʽ
enum class Align
{
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 wrap; // <20><><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>
float wrap_width; // <20>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>п<EFBFBD><D0BF><EFBFBD>
float line_spacing; // <20>м<EFBFBD><D0BC><EFBFBD>
bool underline; // <20>»<EFBFBD><C2BB><EFBFBD>
bool strikethrough; // ɾ<><C9BE><EFBFBD><EFBFBD>
bool outline; // <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
Color outline_color; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
float outline_width; // <20><><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
Stroke outline_stroke; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
public:
Style();
Style(
Color color,
Align alignment = Align::Left,
bool wrap = false,
float wrap_width = 0.f,
float line_spacing = 0.f,
bool underline = false,
bool strikethrough = false,
bool outline = true,
Color outline_color = Color(Color::Black, 0.5),
float outline_width = 1.f,
Stroke outline_stroke = Stroke::Round
);
};
public:
Text();
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& GetText() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
const Font& GetFont() const;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʽ
const Style& GetStyle() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const String& GetFontFamily() const;
// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD>ֺ<EFBFBD>
float GetFontSize() const;
// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ
UINT GetFontWeight() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
const Color& GetColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
const Color& GetOutlineColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
float GetOutlineWidth() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
Stroke GetOutlineStroke() const;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
int GetLineCount() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>б<EFBFBD><D0B1>
bool IsItalic() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾɾ<CABE><C9BE><EFBFBD><EFBFBD>
bool strikethrough() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD>»<EFBFBD><C2BB><EFBFBD>
bool underline() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
bool outline() const;
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD>
void SetText(
const String& text
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʽ
void SetStyle(
const Style& style
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetFont(
const Font& font
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetFontFamily(
const String& family
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ֺţ<D6BA>Ĭ<EFBFBD><C4AC>ֵΪ 22<32><32>
void SetFontSize(
float size
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ<CFB8><D6B5>Ĭ<EFBFBD><C4AC>ֵΪ Text::Font::Weight::Normal<61><6C>
void SetFontWeight(
UINT weight
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB>Ĭ<EFBFBD><C4AC>ֵΪ Color::WHITE<54><45>
void SetColor(
Color color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>壨Ĭ<E5A3A8><C4AC>ֵΪ false<73><65>
void SetItalic(
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>
void SetWrapEnabled(
bool wrap
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>еĿ<D0B5><C4BF>ȣ<EFBFBD>Ĭ<EFBFBD><C4AC>Ϊ 0<><30>
void SetWrapWidth(
float wrap_width
);
// <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC>ࣨĬ<E0A3A8><C4AC>Ϊ 0<><30>
void SetLineSpacing(
float line_spacing
);
// <20><><EFBFBD>ö<EFBFBD><C3B6>ʽ<EBB7BD><CABD>Ĭ<EFBFBD><C4AC>Ϊ Align::Left<66><74>
void SetAlignment(
Align align
);
// <20><><EFBFBD><EFBFBD><EFBFBD>»<EFBFBD><C2BB>ߣ<EFBFBD>Ĭ<EFBFBD><C4AC>ֵΪ false<73><65>
void SetUnderline(
bool underline
);
// <20><><EFBFBD><EFBFBD>ɾ<EFBFBD><C9BE><EFBFBD>ߣ<EFBFBD>Ĭ<EFBFBD><C4AC>ֵΪ false<73><65>
void SetStrikethrough(
bool strikethrough
);
// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
void SetOutline(
bool outline
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetOutlineColor(
Color outline_color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
void SetOutlineWidth(
float outline_width
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
void SetOutlineStroke(
Stroke outline_stroke
);
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
virtual void Draw() const override;
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 * text_format_;
IDWriteTextLayout * text_layout_;
};
// <20><><EFBFBD><EFBFBD>
2018-09-10 20:55:20 +08:00
class Canvas
: public Node
2018-09-05 13:33:39 +08:00
{
public:
Canvas(
float width,
float height
);
virtual ~Canvas();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetLineColor(
const Color& color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void SetFillColor(
const Color& color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetStrokeWidth(
float width
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
void SetStrokeStyle(
Stroke strokeStyle
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color GetLineColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color GetFillColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float GetStrokeWidth() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
Stroke GetStrokeStyle() const;
// <20><>ֱ<EFBFBD><D6B1>
void DrawLine(
const Point& begin,
const Point& end
);
// <20><>Բ<EFBFBD>α߿<CEB1>
void DrawCircle(
const Point& center,
float radius
);
// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>α߿<CEB1>
void DrawEllipse(
const Point& center,
float radius_x,
float radius_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD>α߿<CEB1>
void DrawRect(
const Rect& rect
);
// <20><>Բ<EFBFBD>Ǿ<EFBFBD><C7BE>α߿<CEB1>
void DrawRoundedRect(
const Rect& rect,
float radius_x,
float radius_y
);
// <20><><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>
void FillCircle(
const Point& center,
float radius
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>
void FillEllipse(
const Point& center,
float radius_x,
float radius_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void FillRect(
const Rect& rect
);
// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>Ǿ<EFBFBD><C7BE><EFBFBD>
void FillRoundedRect(
const Rect& rect,
float radius_x,
float radius_y
);
protected:
E2D_DISABLE_COPY(Canvas);
protected:
float stroke_width_;
Stroke stroke_;
ID2D1RenderTarget * render_target_;
ID2D1SolidColorBrush * fill_brush_;
ID2D1SolidColorBrush * line_brush_;
ID2D1StrokeStyle * stroke_style_;
};
}