Magic_Game/src/kiwano/core/Director.h

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// Copyright (c) 2016-2018 Kiwano - 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 <kiwano/core/Component.h>
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#include <kiwano/2d/Actor.h>
#include <kiwano/2d/Stage.h>
#include <kiwano/2d/Transition.h>
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namespace kiwano
{
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/**
* \~chinese
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* @brief <EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @details <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̨<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¡<EFBFBD><EFBFBD>¼<EFBFBD><EFBFBD>ַ<EFBFBD><EFBFBD>Լ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̨<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת
* @see kiwano::Stage
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*/
class KGE_API Director
: public Singleton<Director>
, public UpdateComponent
, public RenderComponent
, public EventComponent
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{
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friend Singleton<Director>;
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public:
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/**
* \~chinese
* @brief <EFBFBD>л<EFBFBD><EFBFBD><EFBFBD>̨
* @param[in] stage <EFBFBD><EFBFBD>̨
* @param[in] transition <EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
*/
void EnterStage(
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StagePtr stage,
TransitionPtr transition = nullptr
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);
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/**
* \~chinese
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* @brief <EFBFBD>л<EFBFBD><EFBFBD><EFBFBD>̨<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD>̨<EFBFBD><EFBFBD><EFBFBD>ջ<EFBFBD><EFBFBD>
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* @param[in] stage <EFBFBD><EFBFBD>̨
* @param[in] transition <EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
*/
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void PushStage(
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StagePtr stage,
TransitionPtr transition = nullptr
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);
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/**
* \~chinese
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* @brief <EFBFBD>˳<EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD>̨<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>̨
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* @param[in] transition <EFBFBD><EFBFBD><EFBFBD>ɶ<EFBFBD><EFBFBD><EFBFBD>
*/
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void PopStage(
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TransitionPtr transition = nullptr
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);
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD>̨
* @return <EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD>ǰ<EFBFBD><EFBFBD>̨<EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD>
*/
StagePtr GetCurrentStage();
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ý<EFBFBD>ɫ<EFBFBD>߽<EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>
* @param enabled <EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
*/
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void SetRenderBorderEnabled(bool enabled);
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/**
* \~chinese
* @brief <EFBFBD><EFBFBD>ʾ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
* @param show <EFBFBD>Ƿ<EFBFBD><EFBFBD><EFBFBD>ʾ
*/
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void ShowDebugInfo(bool show = true);
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/**
* \~chinese
* @brief <EFBFBD>˳<EFBFBD><EFBFBD><EFBFBD>ǰ<EFBFBD><EFBFBD>̨<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̨ջ
*/
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void ClearStages();
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public:
void SetupComponent() override {}
void DestroyComponent() override {}
void OnUpdate(Duration dt) override;
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void OnRender(RenderContext& ctx) override;
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void HandleEvent(Event* evt) override;
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private:
Director();
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virtual ~Director();
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private:
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bool render_border_enabled_;
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Stack<StagePtr> stages_;
StagePtr current_stage_;
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StagePtr next_stage_;
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ActorPtr debug_actor_;
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TransitionPtr transition_;
};
}