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								// Copyright (c) 2016-2018 Easy2D - Nomango
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								// 
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								// Permission is hereby granted, free of charge, to any person obtaining a copy
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								// of this software and associated documentation files (the "Software"), to deal
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								// in the Software without restriction, including without limitation the rights
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								// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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								// copies of the Software, and to permit persons to whom the Software is
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								// furnished to do so, subject to the following conditions:
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								// 
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								// The above copyright notice and this permission notice shall be included in
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								// all copies or substantial portions of the Software.
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								// 
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								// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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								// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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								// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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								// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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								// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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								// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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								// THE SOFTWARE.
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								#pragma once
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								#include "base.hpp"
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								#include "window.h"
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								#include "time.h"
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								#include "KeyEvent.h"
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								#include "MouseEvent.h"
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								namespace easy2d
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								{
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									struct Options
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									{
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										String	title;	/* <20><><EFBFBD><EFBFBD> */
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										int		width;	/* <20><><EFBFBD><EFBFBD> */
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										int		height;	/* <20>߶<EFBFBD> */
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										LPCWSTR	icon;	/* ͼ<><CDBC> */
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										bool	debug;	/* <20><><EFBFBD><EFBFBD>ģʽ */
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										Options()
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											: title(L"Easy2D Game")
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											, width(640)
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											, height(480)
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											, icon(nullptr)
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											, debug(false)
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										{}
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									};
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									class Game
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									{
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										E2D_DISABLE_COPY(Game);
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									public:
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										Game();
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										Game(
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											Options const& options
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										);
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										virtual ~Game();
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										// <20>˳<EFBFBD>ʱ
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										virtual void OnExit() {}
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										// <20><><EFBFBD>ڹر<DAB9>ʱ
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										// <20><><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD> false <20><><EFBFBD><EFBFBD>ֹ<EFBFBD><D6B9><EFBFBD>ڹر<DAB9>
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										virtual bool OnClose() { return true; }
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										// <20><>ʼ<EFBFBD><CABC>
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										void Init(
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											Options const& options
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										);
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										// <20><><EFBFBD><EFBFBD>
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										void Run();
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										// <20><><EFBFBD><EFBFBD>
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										void Quit();
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										// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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										bool EnterScene(
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											spScene const& scene			/* <20><><EFBFBD><EFBFBD> */
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										);
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										// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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										bool EnterScene(
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											spScene const& scene,			/* <20><><EFBFBD><EFBFBD> */
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											spTransition const& transition	/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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										);
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										// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
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										spScene const& GetCurrentScene();
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										void DrawScene();
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										void UpdateScene(
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											Duration const& dt
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										void Dispatch(
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											MouseEvent const& e
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										void Dispatch(
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											KeyEvent const& e
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										);
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									private:
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										bool			initialized_;
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										bool			debug_enabled_;
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										bool			quit_;
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										spScene			curr_scene_;
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										spScene			next_scene_;
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										spTransition	transition_;
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									};
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								}
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