Magic_Game/core/enodes.h

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#pragma once
#include "ebase.h"
namespace e2d
{
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class Action;
class Shape;
class Transition;
class Node :
public Obj
{
friend Scene;
friend Shape;
friend Transition;
public:
Node();
virtual ~Node();
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// <20><><EFBFBD><EFBFBD><EBB3A1>ʱִ<CAB1><D6B4>
virtual void onEnter() {}
// <20><EFBFBD><EBBFAA><EFBFBD><EFBFBD>ʱִ<CAB1><D6B4>
virtual void onExit() {}
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// <20><><EFBFBD>½ڵ<C2BD>
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virtual void onUpdate() {}
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// <20>̶<EFBFBD><CCB6>ظ<EFBFBD><D8B8>£<EFBFBD><C2A3><EFBFBD>Ϸ<EFBFBD><CFB7>ͣʱ<CDA3><CAB1>Ȼ<EFBFBD><C8BB><EFBFBD>У<EFBFBD>
virtual void onFixedUpdate() {}
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// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD>
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virtual void onRender() {}
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// <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
virtual void onCollide(
Node* pCollisionNode, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD>Ľڵ<C4BD> */
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int nRelation /* <20><>ײ<EFBFBD><D7B2>ϵ<EFBFBD><CFB5>ȡֵΪ ERelation::VALUE <20>е<EFBFBD>һ<EFBFBD><D2BB> */
) {}
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// <20>ڵ㱻<DAB5><E3B1BB><EFBFBD><EFBFBD>ʱ<EFBFBD>Ĵ<EFBFBD><C4B4><EFBFBD>
virtual void onDestroy() {}
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ʾ״̬
virtual bool isVisiable() const;
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// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ڽڵ<DABD><DAB5><EFBFBD>
virtual bool isPointIn(
Point point
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);
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual String getName() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
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virtual int getOrder() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual double getPosX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual double getPosY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual Point getPos() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual double getWidth() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶<EFBFBD>
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virtual double getHeight() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ȣ<EFBFBD><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
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virtual double getRealWidth() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶ȣ<DFB6><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
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virtual double getRealHeight() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
virtual Size getRealSize() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>
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virtual double getPivotX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>
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virtual double getPivotY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С
virtual Size getSize() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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virtual double getScaleX() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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virtual double getScaleY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
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virtual double getSkewX() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
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virtual double getSkewY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
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virtual double getRotation() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
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virtual double getOpacity() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>״
virtual Shape * getShape() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
virtual Node * getParent() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
virtual Scene * getParentScene() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
virtual Node * getChild(
const String & name
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);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
virtual std::vector<Node*> getChildren(
const String & name
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);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
virtual std::vector<Node*> &getChildren();
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// <20><>ȡ<EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual int getChildrenCount() const;
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// <20>Ƴ<EFBFBD><C6B3>ӽڵ<D3BD>
virtual bool removeChild(
Node * child
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);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
virtual void removeChildren(
const String & childName
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);
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// <20>Ӹ<EFBFBD><D3B8>ڵ<EFBFBD><DAB5>Ƴ<EFBFBD>
virtual void removeFromParent();
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>нڵ<D0BD>
virtual void clearAllChildren();
// <20><><EFBFBD>ýڵ<C3BD><DAB5>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ
virtual void setVisiable(
bool value
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> onUpdate <20><><EFBFBD><EFBFBD>
virtual void setAutoUpdate(
bool bAutoUpdate
);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual void setName(
const String & name
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void setPosX(
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double x
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void setPosY(
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double y
);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void setPos(
const Point & point
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);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void setPos(
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double x,
double y
);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
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virtual void movePosX(
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double x
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);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
virtual void movePosY(
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double y
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);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
virtual void movePos(
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double x,
double y
);
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// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
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virtual void movePos(
const Vector & v
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
// Ĭ<><C4AC>Ϊ 0
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virtual void setOrder(
int order
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0f
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virtual void setScaleX(
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double scaleX
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0f
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virtual void setScaleY(
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double scaleY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ (1.0f, 1.0f)
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virtual void setScale(
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double scaleX,
double scaleY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0f
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virtual void setScale(
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double scale
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);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
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virtual void setSkewX(
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double angleX
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
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virtual void setSkewY(
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double angleY
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ (0, 0)
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virtual void setSkew(
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double angleX,
double angleY
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
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virtual void setRotation(
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double rotation
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);
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0f, <20><>Χ [0, 1]
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virtual void setOpacity(
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double opacity
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD><C4B5>ĺ<EFBFBD><C4BA><EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
virtual void setPivotX(
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double pivotX
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD><C4B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
virtual void setPivotY(
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double pivotY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
virtual void setPivot(
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double pivotX,
double pivotY
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>״
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virtual void setShape(
Shape * pShape
);
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// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
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virtual void addChild(
Node * child,
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int order = 0
);
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// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void runAction(
Action * action
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void resumeAction(
Action * action
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
virtual void pauseAction(
Action * action
);
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
virtual void stopAction(
Action * action
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
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virtual void resumeAllActions();
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
virtual void pauseAllActions();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
virtual void stopAllActions();
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD>Ĭ<EFBFBD><C4AC><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>λ<EFBFBD><CEBB>
static void setDefaultPiovt(
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double defaultPiovtX,
double defaultPiovtY
);
protected:
// <20><><EFBFBD>½ڵ<C2BD>
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void _update();
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// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD>
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void _render();
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// <20><>Ⱦͼ<C8BE><CDBC>
void _drawShape();
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// <20>ڵ㱻<DAB5><E3B1BB><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD>
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void _onEnter();
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// <20>ڵ<EFBFBD><DAB5>ӳ<EFBFBD><D3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧʱ<CAA7><CAB1>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD>
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void _onExit();
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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><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>ά<EFBFBD><CEAC><EFBFBD><EFBFBD><EFBFBD>
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void _updateTransform();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
2018-02-04 21:24:27 +08:00
void _updateChildrenTransform();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
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void _updateChildrenOpacity();
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// <20>޸Ľڵ<C4BD><DAB5><EFBFBD>С
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void _setSize(
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double width,
double height
);
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// <20><><EFBFBD>½ڵ<C2BD><DAB5><EFBFBD>ά<EFBFBD><CEAC><EFBFBD><EFBFBD>
static void _updateTransform(Node * node);
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// <20><><EFBFBD>½ڵ<C2BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
static void _updateOpacity(Node * node);
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protected:
String m_sName;
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unsigned m_nHashName;
float m_fPosX;
float m_fPosY;
float m_fWidth;
float m_fHeight;
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float m_fScaleX;
float m_fScaleY;
float m_fRotation;
float m_fSkewAngleX;
float m_fSkewAngleY;
float m_fDisplayOpacity;
float m_fRealOpacity;
float m_fPivotX;
float m_fPivotY;
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int m_nOrder;
bool m_bVisiable;
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bool m_bAutoUpdate;
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bool m_bDisplayedInScene;
bool m_bSortChildrenNeeded;
bool m_bTransformNeeded;
Shape * m_pShape;
Scene * m_pParentScene;
Node * m_pParent;
D2D1::Matrix3x2F m_MatriInitial;
D2D1::Matrix3x2F m_MatriFinal;
std::vector<Node*> m_vChildren;
};
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class Sprite :
public Node
{
public:
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>վ<EFBFBD><D5BE><EFBFBD>
Sprite();
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// <20><> EImage <20><><EFBFBD>󴴽<EFBFBD><F3B4B4BD><EFBFBD><EFBFBD><EFBFBD>
Sprite(
Image * image
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);
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// <20><><EFBFBD>ļ<EFBFBD>ͼƬ<CDBC><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Sprite(
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LPCTSTR imageFileName
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);
// <20><><EFBFBD>ļ<EFBFBD>ͼƬ<CDBC><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>
Sprite(
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LPCTSTR imageFileName,
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double x,
double y,
double width,
double height
);
virtual ~Sprite();
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// <20><><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD>ͼƬ
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virtual void loadFrom(
Image * texture
);
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// <20>ӱ<EFBFBD><D3B1><EFBFBD><EFBFBD>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD>ͼƬ
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virtual void loadFrom(
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LPCTSTR imageFileName
);
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// <20>ü<EFBFBD>ͼƬ
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virtual void clip(
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double x,
double y,
double width,
double height
);
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// <20><>ȡ EImage <20><><EFBFBD><EFBFBD>
virtual Image * getImage() const;
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// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
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virtual void onRender() override;
protected:
Image * m_pImage;
};
class Text :
public Node
{
public:
Text();
Text(
const String & text
);
Text(
Font * font
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);
Text(
const String & text,
Font * font
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);
Text(
const String & text,
String fontFamily,
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double fontSize = 22,
UINT32 color = Color::WHITE,
UINT32 fontWeight = FontWeight::REGULAR,
bool italic = false
);
virtual ~Text();
// <20><>ȡ<EFBFBD>ı<EFBFBD>
String getText() const;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
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virtual double getWidth() const override;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ȣ<EFBFBD><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
2018-02-27 21:07:43 +08:00
virtual double getRealWidth() const override;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
Font * getFont() const;
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD>
void setText(
const String & text
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void setFont(
Font * pFont
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>
void setWordWrappingEnable(
bool bEnable
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><D6BB>п<EFBFBD><D0BF>ȣ<EFBFBD>WordWrapping <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>Ч<EFBFBD><D0A7>
void setWordWrappingWidth(
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double fWordWrapWidth
);
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
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virtual void onRender() override;
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protected:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD>
void _initTextLayout();
protected:
String m_sText;
bool m_bWordWrapping;
float m_fWordWrappingWidth;
Font * m_pFont;
};
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class Button :
public Node
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{
public:
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>հ<EFBFBD>ť
Button();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
Button(
Node * normal, /* <20><>ͨ״̬ */
const ButtonCallback & callback = nullptr
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
Button(
Node * normal, /* <20><>ͨ״̬ */
Node * selected, /* <20><><EFBFBD><EFBFBD><EAB0B4>״̬ */
const ButtonCallback & callback = nullptr
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
Button(
Node * normal, /* <20><>ͨ״̬ */
Node * mouseover, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * selected, /* <20><><EFBFBD><EFBFBD><EAB0B4>״̬ */
const ButtonCallback & callback = nullptr
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
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 ButtonCallback & callback = nullptr
);
// <20><>ȡ<EFBFBD><C8A1>ť״̬<D7B4><CCAC><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB>ǽ<EFBFBD><C7BD><EFBFBD>
bool isEnable() const;
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>
void setEnable(
bool bEnable
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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>ѡ<EFBFBD>а<EFBFBD>ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setSelected(
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 void setDisabled(
Node * disabled
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);
// <20><><EFBFBD>ûص<C3BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void setCallback(
const ButtonCallback & callback
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);
2018-01-30 16:45:38 +08:00
// <20><><EFBFBD>°<EFBFBD>ť״̬
2018-02-06 21:11:54 +08:00
virtual void onFixedUpdate() override;
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2017-10-21 19:09:31 +08:00
protected:
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enum BTN_STATE { NORMAL, MOUSEOVER, SELECTED };
// <20><><EFBFBD>ð<EFBFBD>ť״̬
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virtual void _setState(BTN_STATE state);
// ˢ<>°<EFBFBD>ť<EFBFBD><C5A5>ʾ
virtual void _updateVisiable();
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// ִ<>а<EFBFBD>ť<EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
virtual void _runCallback();
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protected:
Node * m_pNormal;
Node * m_pMouseover;
Node * m_pSelected;
Node * m_pDisabled;
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bool m_bEnable;
bool m_bIsSelected;
BTN_STATE m_eBtnState;
ButtonCallback m_Callback;
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};
class ButtonToggle :
public Button
{
public:
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>յĿ<D5B5><C4BF>ذ<EFBFBD>ť
ButtonToggle();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ذ<EFBFBD>ť
ButtonToggle(
Node * onNormal,
Node * offNormal,
const ButtonCallback & callback = nullptr
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ذ<EFBFBD>ť
ButtonToggle(
Node * onNormal,
Node * offNormal,
Node * onSelected,
Node * offSelected,
const ButtonCallback & callback = nullptr
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ذ<EFBFBD>ť
ButtonToggle(
Node * onNormal,
Node * offNormal,
Node * onMouseOver,
Node * offMouseOver,
Node * onSelected,
Node * offSelected,
const ButtonCallback & callback = nullptr
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ذ<EFBFBD>ť
ButtonToggle(
Node * onNormal,
Node * offNormal,
Node * onMouseOver,
Node * offMouseOver,
Node * onSelected,
Node * offSelected,
Node * onDisabled,
Node * offDisabled,
const ButtonCallback & callback = nullptr
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>״̬<D7B4><CCAC><EFBFBD>򿪻<EFBFBD><F2BFAABB>رգ<D8B1>
2018-02-04 21:24:27 +08:00
bool getState() const;
2018-02-04 21:24:27 +08:00
// <20><><EFBFBD>ÿ<EFBFBD><C3BF>ذ<EFBFBD>ť<EFBFBD><C5A5>״̬<D7B4><CCAC><EFBFBD>򿪻<EFBFBD><F2BFAABB>رգ<D8B1>
void setState(
bool bState
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>״̬<D7B4><CCAC><EFBFBD><EFBFBD>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setNormal(
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 void setMouseOver(
Node * mouseover
) override;
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>״̬<D7B4>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD>а<EFBFBD>ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setSelected(
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 void setDisabled(
Node * disabled
) override;
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD>ر<EFBFBD>״̬<D7B4><CCAC><EFBFBD><EFBFBD>ʾ<EFBFBD>İ<EFBFBD>ť
void setNormalOff(
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
void setMouseOverOff(
Node * mouseover
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD>ر<EFBFBD>״̬<D7B4>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD>а<EFBFBD>ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
void setSelectedOff(
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
void setDisabledOff(
Node * disabled
);
protected:
// ˢ<>°<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>
2018-02-04 21:24:27 +08:00
virtual void _updateState();
// ִ<>а<EFBFBD>ť<EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
virtual void _runCallback() override;
protected:
Node * m_pNormalOn;
Node * m_pNormalOff;
Node * m_pMouseoverOn;
Node * m_pMouseoverOff;
Node * m_pSelectedOn;
Node * m_pSelectedOff;
Node * m_pDisabledOn;
Node * m_pDisabledOff;
2018-02-04 21:24:27 +08:00
bool m_bState;
};
class Menu :
public Node
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD>ղ˵<D5B2>
Menu();
// <20><><EFBFBD><EFBFBD><EFBFBD>˵<EFBFBD>
Menu(
int number, /* <20>˵<EFBFBD><CBB5>а<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Button * button1, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ť */
...
);
// <20><>ȡ<EFBFBD>˵<EFBFBD><CBB5>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
bool isEnable() const;
// <20><>ȡ<EFBFBD>˵<EFBFBD><CBB5>еİ<D0B5>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>
size_t getButtonCount() const;
// <20><><EFBFBD>ò˵<C3B2><CBB5><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>
void setEnable(
bool enable
);
// <20><><EFBFBD>Ӱ<EFBFBD>ť
void addButton(
Button * button
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD>ť
bool removeButton(
Button * button
);
protected:
bool m_bEnable;
std::vector<Button*> m_vButtons;
};
}