Magic_Game/core/e2dnode.h

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#pragma once
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#include "e2dbase.h"
namespace e2d
{
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class Action;
class Transition;
class Node :
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public Ref
{
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friend class Scene;
friend class Collider;
friend class Transition;
public:
// <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
struct Property
{
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bool visible; // <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>
};
public:
Node();
virtual ~Node();
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// <20><><EFBFBD>½ڵ<C2BD>
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virtual void onUpdate() {}
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// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD>
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virtual void onRender() {}
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ʾ״̬
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virtual bool isVisible() const;
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// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ڽڵ<DABD><DAB5><EFBFBD>
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virtual bool containsPoint(
const Point& point
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) const;
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// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
virtual bool intersects(
Node * node
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) const;
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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><EFBFBD>Ƶ<EFBFBD> Hash ֵ
virtual unsigned int getHashName() const;
// <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;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual Property getProperty() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ײ<EFBFBD><D7B2>
virtual Collider * getCollider() 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><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
virtual std::vector<Node*> getChildren(
const String& name
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) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
virtual Node* getChild(
const String& name
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) const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
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virtual const std::vector<Node*>& getAllChildren() const;
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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
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virtual void setVisible(
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>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̶<EFBFBD>
virtual void setPosFixed(
bool fixed
);
// <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(
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const Vector2 & 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
);
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// <20>޸Ľڵ<C4BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void setWidth(
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double width
);
// <20>޸Ľڵ<C4BD><DAB5>߶<EFBFBD>
virtual void setHeight(
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double height
);
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD>С
virtual void setSize(
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double width,
double height
);
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD>С
virtual void setSize(
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Size size
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void setProperty(
Property prop
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void setColliderType(
Collider::Type type
);
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// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
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virtual void addChild(
Node * child,
int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ӽڵ<D3BD>
virtual void addChild(
const std::vector<Node*>& nodes, /* <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD> */
int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
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);
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// ִ<>ж<EFBFBD><D0B6><EFBFBD>
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virtual void runAction(
Action * action
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void resumeAction(
const String& name
);
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
virtual void pauseAction(
const String& name
);
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
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virtual void stopAction(
const String& name
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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>
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virtual void pauseAllActions();
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// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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virtual void stopAllActions();
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 _drawCollider();
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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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);
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// <20><><EFBFBD>½ڵ<C2BD><DAB5><EFBFBD>ά<EFBFBD><CEAC><EFBFBD><EFBFBD>
void _updateTransform();
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// <20>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
void _sortChildren();
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// <20><><EFBFBD>½ڵ<C2BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void _updateOpacity();
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// <20><EFBFBD><E1B9A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD><C4B8>º<EFBFBD><C2BA><EFBFBD>
virtual void _fixedUpdate() {}
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protected:
String _name;
unsigned _hashName;
float _posX;
float _posY;
float _width;
float _height;
float _scaleX;
float _scaleY;
float _rotation;
float _skewAngleX;
float _skewAngleY;
float _displayOpacity;
float _realOpacity;
float _pivotX;
float _pivotY;
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int _nOrder;
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bool _visible;
bool _autoUpdate;
bool _needSort;
bool _needTransform;
bool _positionFixed;
Collider * _collider;
Scene * _parentScene;
Node * _parent;
Collider::Type _colliderType;
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D2D1::Matrix3x2F _initialMatri;
D2D1::Matrix3x2F _finalMatri;
std::vector<Node*> _children;
};
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class Sprite :
public Node
{
public:
Sprite();
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explicit Sprite(
Image * image
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);
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explicit Sprite(
const String& filePath /* ͼƬ<CDBC>ļ<EFBFBD>·<EFBFBD><C2B7> */
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);
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explicit Sprite(
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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explicit Sprite(
const String& filePath, /* ͼƬ<CDBC>ļ<EFBFBD>·<EFBFBD><C2B7> */
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const Rect& cropRect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
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explicit Sprite(
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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const Rect& cropRect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
virtual ~Sprite();
// <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> */
);
// <20><><EFBFBD><EFBFBD>ͼƬ
bool open(
Image * image
);
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// <20><>ͼƬ<CDBC>ü<EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>
void crop(
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const Rect& cropRect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><>ȡ Image <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 * _image;
};
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// <20>ı<EFBFBD>
class Text :
public Node
{
public:
// <20>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ʽ
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enum class Align
{
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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 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:
Style();
Style(
Color color,
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Align alignment = Align::Left,
bool wrapping = false,
double wrappingWidth = 0.0,
double lineSpacing = 0.0,
bool hasUnderline = false,
bool hasStrikethrough = false,
bool hasOutline = true,
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Color outlineColor = Color(Color::Black, 0.5),
double outlineWidth = 1.0,
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LineJoin outlineJoin = LineJoin::Round
);
};
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public:
Text();
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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>
String getText() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
Font getFont() const;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʽ
Style getStyle() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
String getFontFamily() const;
// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD>ֺ<EFBFBD>
double 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
Color getColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color getOutlineColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
double getOutlineWidth() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
LineJoin getOutlineJoin() 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;
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾɾ<CABE><C9BE><EFBFBD><EFBFBD>
bool hasStrikethrough() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD>»<EFBFBD><C2BB><EFBFBD>
bool hasUnderline() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
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bool hasOutline() const;
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD>
void setText(
const String& text
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1><EFBFBD>ʽ
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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(
double size
);
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// <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 setWrapping(
bool wrapping
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD><C4B1>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD>еĿ<D0B5><C4BF>ȣ<EFBFBD>Ĭ<EFBFBD><C4AC>Ϊ 0<><30>
void setWrappingWidth(
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double wrappingWidth
);
// <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC>ࣨĬ<E0A3A8><C4AC>Ϊ 0<><30>
void setLineSpacing(
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double lineSpacing
);
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// <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 hasUnderline
);
// <20><><EFBFBD><EFBFBD>ɾ<EFBFBD><C9BE><EFBFBD>ߣ<EFBFBD>Ĭ<EFBFBD><C4AC>ֵΪ false<73><65>
void setStrikethrough(
bool hasStrikethrough
);
// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>
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void setOutline(
bool hasOutline
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void setOutlineColor(
Color outlineColor
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>߿<EFBFBD>
void setOutlineWidth(
double outlineWidth
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
void setOutlineJoin(
LineJoin outlineJoin
);
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
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virtual void onRender() override;
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protected:
// <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 * _textFormat;
IDWriteTextLayout * _textLayout;
};
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class Button :
public Node
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{
public:
Button();
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explicit Button(
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Node * normal, /* <20><>ͨ״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
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);
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explicit Button(
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Node * normal, /* <20><>ͨ״̬ */
Node * selected, /* <20><><EFBFBD><EFBFBD><EAB0B4>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
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);
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explicit Button(
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Node * normal, /* <20><>ͨ״̬ */
Node * mouseover, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * selected, /* <20><><EFBFBD><EFBFBD><EAB0B4>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
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);
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explicit Button(
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Node * normal, /* <20><>ͨ״̬ */
Node * mouseover, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * selected, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * disabled, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
);
// <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>
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void setEnabled(
bool enabled
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);
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setNormal(
Node * normal
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>밴ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setMouseOver(
Node * mouseover
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>°<EFBFBD>ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setSelected(
Node * selected
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);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setDisabled(
Node * disabled
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);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD>
void setClickFunc(
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const Function& func
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);
protected:
// <20><>ť״̬ö<CCAC><C3B6>
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enum class ButtonState { Normal, Mouseover, Selected };
// <20><><EFBFBD>ð<EFBFBD>ť״̬
virtual void _setState(ButtonState state);
// ˢ<>°<EFBFBD>ť<EFBFBD><C5A5>ʾ
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virtual void _updateVisible();
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// <20><><EFBFBD>°<EFBFBD>ť״̬
virtual void _fixedUpdate() override;
// ִ<>а<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _runCallback();
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protected:
Node * _normal;
Node * _mouseover;
Node * _selected;
Node * _disabled;
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bool _enabled;
bool _isSelected;
ButtonState _state;
Function _func;
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};
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class ToggleButton :
public Button
{
public:
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ToggleButton();
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explicit ToggleButton(
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Node * onNormal, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * offNormal, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
);
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explicit ToggleButton(
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Node * onNormal, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * offNormal, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * onSelected, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
Node * offSelected, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
);
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explicit ToggleButton(
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Node * onNormal, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * offNormal, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * onMouseOver, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * offMouseOver, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * onSelected, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
Node * offSelected, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
);
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explicit ToggleButton(
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Node * onNormal, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * offNormal, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ͨ״̬ */
Node * onMouseOver, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * offMouseOver, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * onSelected, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
Node * offSelected, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4>״̬ */
Node * onDisabled, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
Node * offDisabled, /* <20><>ť<EFBFBD>ر<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
const Function& func = nullptr /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>״̬<D7B4><CCAC><EFBFBD>򿪻<EFBFBD><F2BFAABB>رգ<D8B1>
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bool getState() const;
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// <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>°<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>°<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><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void _runCallback() override;
protected:
Node * _normalOff;
Node * _mouseoverOff;
Node * _selectedOff;
Node * _disabledOff;
bool _toggle;
};
class Menu :
public Node
{
public:
Menu();
2018-05-24 16:25:05 +08:00
explicit Menu(
const std::vector<Button*>& buttons /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD> */
2018-05-10 00:58:43 +08:00
);
// <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>
2018-07-04 17:00:21 +08:00
void setEnabled(
bool enabled
);
// <20><><EFBFBD>Ӱ<EFBFBD>ť
void addButton(
Button * button
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD>ť
bool removeButton(
Button * button
);
2018-05-10 14:16:36 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>а<EFBFBD>ť
const std::vector<Button*>& getAllButtons() const;
protected:
2018-07-04 17:00:21 +08:00
bool _enabled;
std::vector<Button*> _buttons;
};
}