Magic_Game/core/e2dcommon.h

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#pragma once
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#include "e2dmacros.h"
#include "e2dcustom.h"
#include <set>
#include <stack>
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#include <vector>
#include <functional>
#include <sstream>
namespace e2d
{
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class Size;
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// <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD>Ľṹ<C4BD><E1B9B9>
class Point
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{
public:
double x; // X <20><><EFBFBD><EFBFBD>
double y; // Y <20><><EFBFBD><EFBFBD>
public:
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Point();
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Point(double x, double y);
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Point operator + (Point const & p) const;
Point operator - (Point const & p) const;
Point operator * (double const & value) const;
Point operator / (double const & value) const;
Point operator - () const;
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operator e2d::Size() const;
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};
// <20><>ά<EFBFBD><CEAC><EFBFBD><EFBFBD>
typedef Point Vector;
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// <20><>ʾ<EFBFBD><CABE>С<EFBFBD>Ľṹ<C4BD><E1B9B9>
class Size
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{
public:
double width; // <20><><EFBFBD><EFBFBD>
double height; // <20>߶<EFBFBD>
public:
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Size();
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Size(double width, double height);
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Size operator + (Size const & size) const;
Size operator - (Size const & size) const;
Size operator * (double const & value) const;
Size operator / (double const & value) const;
Size operator - () const;
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operator e2d::Point() const;
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};
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// <20>ַ<EFBFBD><D6B7><EFBFBD>
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class String
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{
public:
String();
String(const String &);
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String(const char *);
String(const wchar_t *);
String(String &&);
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~String();
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// <20>ж<EFBFBD><D0B6>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD>Ƿ<EFBFBD>Ϊ<EFBFBD><CEAA>
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bool isEmpty() const;
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// <20><>ȡ<EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int getLength() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD>ɢ<EFBFBD><C9A2>ֵ
unsigned int getHashCode() const;
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// <20><>ȡ Unicode <20>ַ<EFBFBD><D6B7><EFBFBD>
std::wstring getWString() const;
// <20><>ȡ ANSI <20>ַ<EFBFBD><D6B7><EFBFBD>
std::string getCString() const;
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// <20>Ƚ<EFBFBD><C8BD>ַ<EFBFBD><D6B7><EFBFBD>
int compare(
const String & str
) const;
// <20><>ȡ<EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
e2d::String subtract(
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int offset, /* ƫ<><C6AB><EFBFBD><EFBFBD> */
int count = -1 /* <20><>ȡ<EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD> */
) const;
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// <20><><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
void insert(
const String & str,
int pos
);
// <20><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD>е<EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void replace(
const String & from, /* <20><><EFBFBD><EFBFBD><E6BBBB><EFBFBD><EFBFBD> */
const String & to /* <20><EFBFBD><E6BBBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// ɾ<><C9BE><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD>е<EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void erase(
int offset, /* ƫ<><C6AB><EFBFBD><EFBFBD> */
int count /* ɾ<><C9BE><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
int find(
const String & str, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
int offset = 0 /* ƫ<><C6AB><EFBFBD><EFBFBD> */
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) const;
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// <20><><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
void clear();
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// <20><>ȡ<EFBFBD><C8A1>д<EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
String toUpper() const;
// <20><>ȡСд<D0A1>ַ<EFBFBD><D6B7><EFBFBD>
String toLower() const;
// <20><><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>ת<EFBFBD><D7AA>Ϊ int <20><>
int toInt() const;
// <20><><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>ת<EFBFBD><D7AA>Ϊ double <20><>
double toDouble() const;
// <20><><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>ת<EFBFBD><D7AA>Ϊ bool <20><>
bool toBool() const;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
static String parse(int value);
static String parse(unsigned int value);
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static String parse(float value);
static String parse(double value);
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// <20><>ʽ<EFBFBD><CABD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
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static String format(const char * format, ...);
static String format(const wchar_t * format, ...);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
static void swap(String &str1, String &str2);
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// <20><>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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String& operator= (const String &);
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String& operator= (const char *);
String& operator= (const wchar_t *);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
String& operator+= (const String &);
String& operator+= (const char *);
String& operator+= (const wchar_t *);
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String operator+ (const String &);
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String operator+ (const char *);
String operator+ (const wchar_t *);
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// <20><>Ԫ<EFBFBD><D4AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
friend String operator+ (const char *, const String &);
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friend String operator+ (const wchar_t*, const String &);
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// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
operator const wchar_t* () const;
operator wchar_t* () const;
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// <20>Ƚ<EFBFBD><C8BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool operator== (const String &);
bool operator== (const char *);
bool operator== (const wchar_t *);
bool operator!= (const String &);
bool operator!= (const char *);
bool operator!= (const wchar_t *);
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bool operator> (const String &) const;
bool operator>= (const String &) const;
bool operator< (const String &) const;
bool operator<= (const String &) const;
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// << <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD>
String& operator<< (const String &);
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String& operator<< (const char *);
String& operator<< (char *);
String& operator<< (const wchar_t *);
String& operator<< (wchar_t *);
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String& operator<< (int value);
String& operator<< (unsigned int value);
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String& operator<< (float value);
String& operator<< (double value);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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wchar_t& operator[] (int);
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friend std::ostream& operator<< (std::ostream &, const String &);
friend std::wostream& operator<< (std::wostream &, const String &);
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friend std::istream& operator>> (std::istream &, String &);
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friend std::wistream& operator>> (std::wistream &, String &);
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private:
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std::wstring _str;
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};
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// <20><>ɫ
class Color
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{
public:
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Color();
Color(
double r,
double g,
double b
);
Color(
double r,
double g,
double b,
double alpha
);
Color(
UINT32 rgb
);
Color(
UINT32 rgb,
double alpha
);
D2D1_COLOR_F toColorF() const;
public:
enum RGB_VALUE : UINT32
{
ALICE_BLUE = 0xF0F8FF,
AQUA = 0x00FFFF,
AZURE = 0xF0FFFF,
BEIGE = 0xF5F5DC,
BLACK = 0x000000,
BLUE = 0x0000FF,
BLUE_VIOLET = 0x8A2BE2,
BROWN = 0xA52A2A,
CHOCOLATE = 0xD2691E,
CYAN = 0x00FFFF,
DARK_BLUE = 0x00008B,
DARK_CYAN = 0x008B8B,
DARK_GOLDENROD = 0xB8860B,
DARK_GRAY = 0xA9A9A9,
DARK_GREEN = 0x006400,
DARK_ORANGE = 0xFF8C00,
DARK_RED = 0x8B0000,
DARK_SEA_GREEN = 0x8FBC8F,
DARK_VIOLET = 0x9400D3,
DEEP_PINK = 0xFF1493,
DEEP_SKY_BLUE = 0x00BFFF,
FOREST_GREEN = 0x228B22,
GOLD = 0xFFD700,
GOLDENROD = 0xDAA520,
GRAY = 0x808080,
GREEN = 0x008000,
GREEN_YELLOW = 0xADFF2F,
LIGHT_BLUE = 0xADD8E6,
LIGHT_CYAN = 0xE0FFFF,
LIGHT_GOLDENROD_YELLOW = 0xFAFAD2,
LIGHT_GREEN = 0x90EE90,
LIGHT_GRAY = 0xD3D3D3,
LIGHT_PINK = 0xFFB6C1,
LIGHT_SEA_GREEN = 0x20B2AA,
LIGHT_SKY_BLUE = 0x87CEFA,
LIGHT_SLATE_GRAY = 0x778899,
LIGHT_YELLOW = 0xFFFFE0,
MEDIUM_BLUE = 0x0000CD,
MEDIUM_PURPLE = 0x9370DB,
MEDIUM_SEA_GREEN = 0x3CB371,
MEDIUM_SPRING_GREEN = 0x00FA9A,
MEDUIM_VIOLET_RED = 0xC71585,
MIDNIGHT_BLUE = 0x191970,
ORANGE = 0xFFA500,
ORANGE_RED = 0xFF4500,
PINK = 0xFFC0CB,
PURPLE = 0x800080,
RED = 0xFF0000,
SEA_GREEN = 0x2E8B57,
SEA_SHELL = 0xFFF5EE,
SILVER = 0xC0C0C0,
SKY_BLUE = 0x87CEEB,
SNOW = 0xFFFAFA,
SPRING_GREEN = 0x00FF7F,
TOMATO = 0xFF6347,
VIOLET = 0xEE82EE,
WHEAT = 0xF5DEB3,
WHITE = 0xFFFFFF,
WHITE_SMOKE = 0xF5F5F5,
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WOOD = 0xDEB887,
YELLOW = 0xFFFF00,
YELLOW_GREEN = 0x9ACD32
};
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protected:
void _init(
UINT32 rgb,
double alpha
);
public:
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float r;
float g;
float b;
float a;
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ
class FontWeight
{
public:
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enum : UINT32
{
THIN = 100,
EXTRA_LIGHT = 200,
ULTRA_LIGHT = 200,
LIGHT = 300,
SEMI_LIGHT = 350,
NORMAL = 400,
REGULAR = 400,
MEDIUM = 500,
DEMI_BOLD = 600,
SEMI_BOLD = 600,
BOLD = 700,
EXTRA_BOLD = 800,
ULTRA_BOLD = 800,
BLACK = 900,
HEAVY = 900,
EXTRA_BLACK = 950,
ULTRA_BLACK = 950
};
};
// <20>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ʽ
enum class TextAlign : int
{
LEFT, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
RIGHT, /* <20>Ҷ<EFBFBD><D2B6><EFBFBD> */
CENTER /* <20><><EFBFBD>ж<EFBFBD><D0B6><EFBFBD> */
};
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// <20><>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD>
enum class KeyCode : int
{
UP = 0xC8,
LEFT = 0xCB,
RIGHT = 0xCD,
DOWN = 0xD0,
ENTER = 0x1C,
SPACE = 0x39,
ESC = 0x01,
BACK = 0x0E,
TAB = 0x0F,
PAUSE = 0xC5,
Q = 0x10,
W = 0x11,
E = 0x12,
R = 0x13,
T = 0x14,
Y = 0x15,
U = 0x16,
I = 0x17,
O = 0x18,
P = 0x19,
A = 0x1E,
S = 0x1F,
D = 0x20,
F = 0x21,
G = 0x22,
H = 0x23,
J = 0x24,
K = 0x25,
L = 0x26,
Z = 0x2C,
X = 0x2D,
C = 0x2E,
V = 0x2F,
B = 0x30,
N = 0x31,
M = 0x32,
NUM1 = 0x02,
NUM2 = 0x03,
NUM3 = 0x04,
NUM4 = 0x05,
NUM5 = 0x06,
NUM6 = 0x07,
NUM7 = 0x08,
NUM8 = 0x09,
NUM9 = 0x0A,
NUM0 = 0x0B,
NUMPAD7 = 0x47,
NUMPAD8 = 0x48,
NUMPAD9 = 0x49,
NUMPAD4 = 0x4B,
NUMPAD5 = 0x4C,
NUMPAD6 = 0x4D,
NUMPAD1 = 0x4F,
NUMPAD2 = 0x50,
NUMPAD3 = 0x51,
NUMPAD0 = 0x52
};
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// <20><><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>ʽ
enum class Cursor : int
{
NORMAL, /* Ĭ<><C4AC>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>ʽ */
HAND, /* <20><>״ָ<D7B4><D6B8> */
NO, /* <20><>ָֹ<D6B9><D6B8> */
WAIT, /* ɳ©ָ<C2A9><D6B8> */
ARROW_WAIT /* Ĭ<><C4AC>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>Сɳ© */
};
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// <20><><EFBFBD><EFBFBD>
enum class Direction : int
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{
UP, /* <20><> */
DOWN, /* <20><> */
LEFT, /* <20><> */
RIGHT /* <20><> */
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};
// <20><><EFBFBD><EFBFBD><E5BDBB><EFBFBD><EFBFBD>ϵ
enum class Relation : int
{
UNKNOWN = 0, /* <20><>ϵ<EFBFBD><CFB5>ȷ<EFBFBD><C8B7> */
DISJOINT = 1, /* û<>н<EFBFBD><D0BD><EFBFBD> */
IS_CONTAINED = 2, /* <20><>ȫ<EFBFBD><C8AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
CONTAINS = 3, /* <20><>ȫ<EFBFBD><C8AB><EFBFBD><EFBFBD> */
OVERLAP = 4 /* <20><><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD> */
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
enum class LineJoin : int
{
MITER = 0,
BEVEL = 1,
ROUND = 2
};
// <20><>״<EFBFBD><D7B4>ʽ
enum class ShapeStyle : int
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{
SOLID, /* <20><><EFBFBD><EFBFBD> */
ROUND, /* <20><><EFBFBD><EFBFBD> */
FILL, /* <20><><EFBFBD><EFBFBD> + <20><><EFBFBD><EFBFBD> */
};
// <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
enum class ColliderType : int
{
RECT, /* <20><><EFBFBD><EFBFBD> */
CIRCLE, /* Բ<><D4B2> */
ELLIPSE /* <20><>Բ<EFBFBD><D4B2> */
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};
// <20>ı<EFBFBD><C4B1><EFBFBD>ʽ
class TextStyle
{
public:
String fontFamily; // <20><><EFBFBD><EFBFBD>
double fontSize; // <20>ֺ<EFBFBD>
Color color; // <20><>ɫ
UINT32 fontWeight; // <20><>ϸֵ
bool italic; // б<><D0B1>
TextAlign alignment; // <20><><EFBFBD>ʽ
bool wrapping; // <20><><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>
double wrappingWidth; // <20>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>п<EFBFBD><D0BF><EFBFBD>
double 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
double outlineWidth; // <20><><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
LineJoin outlineJoin; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
public:
TextStyle();
TextStyle(
const String& fontFamily,
double fontSize = 22,
Color color = Color::WHITE,
UINT32 fontWeight = FontWeight::NORMAL,
bool italic = false,
TextAlign alignment = TextAlign::LEFT,
bool wrapping = false,
double wrappingWidth = 0.0,
double lineSpacing = 0.0,
bool hasUnderline = false,
bool hasStrikethrough = false,
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bool hasOutline = true,
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Color outlineColor = Color(Color::BLACK, 0.5),
double outlineWidth = 1.0,
LineJoin outlineJoin = LineJoin::ROUND
);
};
// <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
struct NodeProperty
{
bool visable; // <20>ɼ<EFBFBD><C9BC><EFBFBD>
double posX; // X <20><><EFBFBD><EFBFBD>
double posY; // Y <20><><EFBFBD><EFBFBD>
double width; // <20><><EFBFBD><EFBFBD>
double height; // <20>߶<EFBFBD>
double opacity; // ͸<><CDB8><EFBFBD><EFBFBD>
double pivotX; // <20><><EFBFBD>ĵ<EFBFBD> X <20><><EFBFBD><EFBFBD>
double pivotY; // <20><><EFBFBD>ĵ<EFBFBD> Y <20><><EFBFBD><EFBFBD>
double scaleX; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
double scaleY; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
double rotation; // <20><>ת<EFBFBD>Ƕ<EFBFBD>
double skewAngleX; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
double skewAngleY; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Function
{
public:
Function();
Function(
std::nullptr_t
);
Function(
std::function<void()> func
);
template<typename Func>
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Function(Func func) : _func(func) {}
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template<typename Func, typename Object>
Function(
Func&& func, /* <20><><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD> */
Object&& obj /* <20><><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8> */
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)
{
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_func = std::bind(func, obj);
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}
void operator() (void) const;
operator bool() const;
protected:
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std::function<void()> _func;
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class Object
{
public:
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Object();
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virtual ~Object();
// <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
void retain();
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// <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
void release();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>
int getRefCount() const;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void onDestroy() {}
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private:
int _refCount;
};
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// ͼƬ
class Image :
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public Object
{
public:
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>յ<EFBFBD>ͼƬ<CDBC><C6AC><EFBFBD><EFBFBD>
Image();
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC>ļ<EFBFBD>
Image(
const String& filePath /* ͼƬ<CDBC>ļ<EFBFBD>·<EFBFBD><C2B7> */
);
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC><C6AC>Դ
Image(
int resNameId, /* ͼƬ<CDBC><C6AC>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
const String& resType /* ͼƬ<CDBC><C6AC>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD>ü<EFBFBD>
Image(
const String& filePath, /* ͼƬ<CDBC>ļ<EFBFBD>·<EFBFBD><C2B7> */
double cropX, /* <20>ü<EFBFBD>λ<EFBFBD><CEBB> X <20><><EFBFBD><EFBFBD> */
double cropY, /* <20>ü<EFBFBD>λ<EFBFBD><CEBB> Y <20><><EFBFBD><EFBFBD> */
double cropWidth, /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
double cropHeight /* <20>ü<EFBFBD><C3BC>߶<EFBFBD> */
);
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC><C6AC>Դ<EFBFBD><D4B4><EFBFBD>ü<EFBFBD>
Image(
int resNameId, /* ͼƬ<CDBC><C6AC>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
const String& resType, /* ͼƬ<CDBC><C6AC>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
double cropX, /* <20>ü<EFBFBD>λ<EFBFBD><CEBB> X <20><><EFBFBD><EFBFBD> */
double cropY, /* <20>ü<EFBFBD>λ<EFBFBD><CEBB> Y <20><><EFBFBD><EFBFBD> */
double cropWidth, /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
double cropHeight /* <20>ü<EFBFBD><C3BC>߶<EFBFBD> */
);
virtual ~Image();
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC>ļ<EFBFBD>
bool open(
const String& filePath
);
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC><C6AC>Դ
bool open(
int resNameId, /* ͼƬ<CDBC><C6AC>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
const String& resType /* ͼƬ<CDBC><C6AC>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
);
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// <20><>ͼƬ<CDBC>ü<EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>
void crop(
double cropX, /* <20>ü<EFBFBD>λ<EFBFBD><CEBB> X <20><><EFBFBD><EFBFBD> */
double cropY, /* <20>ü<EFBFBD>λ<EFBFBD><CEBB> Y <20><><EFBFBD><EFBFBD> */
double cropWidth, /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
double cropHeight /* <20>ü<EFBFBD><C3BC>߶<EFBFBD> */
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);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
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virtual double getWidth() const;
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// <20><>ȡ<EFBFBD>߶<EFBFBD>
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virtual double getHeight() const;
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// <20><>ȡ<EFBFBD><C8A1>С
virtual Size getSize() const;
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// <20><>ȡԴͼƬ<CDBC><C6AC><EFBFBD><EFBFBD>
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virtual double getSourceWidth() const;
// <20><>ȡԴͼƬ<CDBC>߶<EFBFBD>
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virtual double getSourceHeight() const;
// <20><>ȡԴͼƬ<CDBC><C6AC>С
virtual Size getSourceSize() const;
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// <20><>ȡ<EFBFBD>ü<EFBFBD>λ<EFBFBD><CEBB> X <20><><EFBFBD><EFBFBD>
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virtual double getCropX() const;
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// <20><>ȡ<EFBFBD>ü<EFBFBD>λ<EFBFBD><CEBB> Y <20><><EFBFBD><EFBFBD>
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virtual double getCropY() const;
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// <20><>ȡ<EFBFBD>ü<EFBFBD>λ<EFBFBD><CEBB>
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virtual Point getCropPos() const;
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// <20><>ȡ ID2D1Bitmap <20><><EFBFBD><EFBFBD>
ID2D1Bitmap * getBitmap();
// Ԥ<><D4A4><EFBFBD><EFBFBD>ͼƬ<CDBC>ļ<EFBFBD>
static bool preload(
const String& filePath /* ͼƬ<CDBC>ļ<EFBFBD>·<EFBFBD><C2B7> */
);
// Ԥ<><D4A4><EFBFBD><EFBFBD>ͼƬ<CDBC><C6AC>Դ
static bool preload(
int resNameId, /* ͼƬ<CDBC><C6AC>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
const String& resType /* ͼƬ<CDBC><C6AC>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD>ջ<EFBFBD><D5BB><EFBFBD>
static void clearCache();
protected:
double _cropX;
double _cropY;
double _cropWidth;
double _cropHeight;
ID2D1Bitmap * _bitmap;
};
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// ֡<><D6A1><EFBFBD><EFBFBD>
class Animation :
public Object
{
public:
// <20><><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation();
// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD><D8B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
double interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ض<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
double interval, /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
const std::vector<Image*>& frames /* <20>ؼ<EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD>
Animation(
const std::vector<Image*>& frames /* <20>ؼ<EFBFBD>֡<EFBFBD>б<EFBFBD> */
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);
virtual ~Animation();
// <20><><EFBFBD>ӹؼ<D3B9>֡
void add(
Image * frame /* <20>ؼ<EFBFBD>֡ */
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ؼ<EFBFBD>֡
void add(
const std::vector<Image*>& frames /* <20>ؼ<EFBFBD>֡<EFBFBD>б<EFBFBD> */
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);
// <20><>ȡ֡<C8A1><D6A1><EFBFBD><EFBFBD>
double getInterval() const;
// <20><>ȡ<EFBFBD>ؼ<EFBFBD>֡
const std::vector<Image*>& getFrames() const;
// <20><><EFBFBD><EFBFBD>ÿһ֡<D2BB><D6A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void setInterval(
double interval /* ֡<><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual Animation * clone() const;
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void onDestroy() override;
protected:
double _interval;
std::vector<Image*> _frames;
};
class Node;
class SceneManager;
class Transition;
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// <20><><EFBFBD><EFBFBD>
class Scene :
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public Object
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{
friend SceneManager;
friend Transition;
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public:
Scene();
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virtual ~Scene();
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// <20><>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽ<EFBFBD><DABD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Զ<EFBFBD>ִ<EFBFBD><D6B4>
virtual void onEnter() {}
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// <20><>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBBFAA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>Զ<EFBFBD>ִ<EFBFBD><D6B4>
virtual void onExit() {}
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// <20><>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>ʱ<EFBFBD>Զ<EFBFBD>ִ<EFBFBD><D6B4>
virtual void onCollide(
Node* pActiveNode, /* <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Node* pPassiveNode /* <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>ʱ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD> */
) {}
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// <20><>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڹرմ<D8B1><D5B4><EFBFBD>ʱִ<CAB1>У<EFBFBD><D0A3><EFBFBD><EFBFBD><EFBFBD> false <20><><EFBFBD><EFBFBD>ֹ<EFBFBD><D6B9><EFBFBD>ڹرգ<D8B1>
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virtual bool onCloseWindow() { return true; }
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// <20><>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ÿһ֡<D2BB><D6A1><EFBFBD><EFBFBD>ˢ<EFBFBD><CBA2>ʱִ<CAB1><D6B4>
virtual void onUpdate() {}
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> onUpdate <20><><EFBFBD><EFBFBD>
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void setAutoUpdate(
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bool bAutoUpdate
);
// <20><><EFBFBD>ӽڵ㵽<DAB5><E3B5BD><EFBFBD><EFBFBD>
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void add(
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Node * child, /* Ҫ<><D2AA><EFBFBD>ӵĽڵ<C4BD> */
int zOrder = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
);
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// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ڵ㵽<DAB5><E3B5BD><EFBFBD><EFBFBD>
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virtual void add(
const std::vector<Node*>& nodes, /* <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD> */
int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
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);
// ɾ<><C9BE><EFBFBD>ӽڵ<D3BD>
bool remove(
Node * child
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);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
std::vector<Node*> get(
const String& name
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) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
Node* getOne(
const String& name
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) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
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const std::vector<Node*>& getAll() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
Node * getRoot() const;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>رսڵ<D5BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ
void showCollider(
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bool visiable = true
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);
// <20><><EFBFBD>ٶ<EFBFBD><D9B6><EFBFBD>
virtual void onDestroy() override;
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protected:
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void _render();
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void _update();
protected:
bool _autoUpdate;
bool _colliderVisiable;
Node * _root;
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};
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template<typename Object>
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inline void SafeRelease(Object*& p)
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{
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if (p != nullptr)
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{
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p->release();
p = nullptr;
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}
}
}