2018-01-30 16:45:38 +08:00
										 
									 
								 
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								#include "..\emanagers.h"
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								#include "..\ebase.h"
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								#include "..\etransitions.h"
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								#include <stack>
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								static e2d::EScene * s_pCurrentScene = nullptr;
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								static e2d::EScene * s_pNextScene = nullptr;
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								static e2d::ETransition * s_pTransition = nullptr;
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								static std::stack<e2d::EScene*> s_SceneStack;
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								void e2d::ESceneManager::enterScene(EScene * scene, ETransition * transition /* = nullptr */, bool saveCurrentScene /* = true */)
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								{
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									ASSERT(scene != nullptr, "Next scene NULL pointer exception!");
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									scene->retain();
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									// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8>
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									s_pNextScene = scene;
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									// <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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									if (transition)
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									{
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										s_pTransition = transition;
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										transition->retain();
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										transition->_setTarget(
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											s_pCurrentScene,
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											s_pNextScene
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										);
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									}
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									if (s_pCurrentScene)
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									{
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										s_pCurrentScene->m_bWillSave = saveCurrentScene;
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									}
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								}
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								void e2d::ESceneManager::backScene(ETransition * transition /* = nullptr */)
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								{
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									// ջΪ<D5BB><CEAA>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>÷<EFBFBD><C3B7>س<EFBFBD><D8B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD><CAA7>
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									WARN_IF(s_SceneStack.size() == 0, "Scene stack now is empty!");
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									if (s_SceneStack.size() == 0) return;
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									// <20><>ջ<EFBFBD><D5BB>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>룬<EFBFBD><EBA3AC>Ϊ<EFBFBD><CEAA>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>
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									s_pNextScene = s_SceneStack.top();
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									s_SceneStack.pop();
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									// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD>
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									if (s_pCurrentScene)
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									{
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										s_pCurrentScene->m_bWillSave = false;
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									}
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									// <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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									if (transition)
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									{
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										s_pTransition = transition;
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										transition->retain();
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										transition->_setTarget(
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											s_pCurrentScene,
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											s_pNextScene
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										);
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									}
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								}
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								void e2d::ESceneManager::clearScene()
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								{
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									// <20><><EFBFBD>ճ<EFBFBD><D5B3><EFBFBD>ջ
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									while (s_SceneStack.size())
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									{
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										auto temp = s_SceneStack.top();
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										SafeRelease(&temp);
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										s_SceneStack.pop();
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									}
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								}
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								e2d::EScene * e2d::ESceneManager::getCurrentScene()
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								{
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									return s_pCurrentScene;
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								}
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								void e2d::ESceneManager::__update()
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								{
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									// <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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									if (s_pTransition)
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									{
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										s_pTransition->_update();
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										if (s_pTransition->isEnding())
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										{
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											s_pTransition->release();
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											s_pTransition = nullptr;
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										}
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										return;
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									}
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									// <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ָ<EFBFBD>벻Ϊ<EBB2BB><CEAA>ʱ<EFBFBD><CAB1><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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									if (s_pNextScene)
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									{
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											2018-02-01 22:07:44 +08:00
										 
									 
								 
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										// <20><>Ҫ<EFBFBD><D2AA><EFBFBD>浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ջ<EFBFBD><D5BB>
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										if (s_pCurrentScene->m_bWillSave)
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										{
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											s_SceneStack.push(s_pCurrentScene);
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										}
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										else
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										{
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											SafeRelease(&s_pCurrentScene);
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										}
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										// ִ<>е<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> onExit <20><><EFBFBD><EFBFBD>
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										s_pCurrentScene->onExit();
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										// ִ<><D6B4><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> onEnter <20><><EFBFBD><EFBFBD>
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										s_pNextScene->onEnter();
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										s_pCurrentScene = s_pNextScene;		// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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										s_pNextScene = nullptr;				// <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD>
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											2018-01-30 16:45:38 +08:00
										 
									 
								 
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									}
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									// <20><><EFBFBD>Ե<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD>
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									ASSERT(s_pCurrentScene != nullptr, "Current scene NULL pointer exception.");
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									// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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									s_pCurrentScene->_update();
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								}
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								void e2d::ESceneManager::__render()
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								{
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									// <20><><EFBFBD>Ƶ<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
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									if (s_pCurrentScene)
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									{
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										s_pCurrentScene->_render();
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									}
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									// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ͬʱ<CDAC><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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									if (s_pTransition && s_pNextScene)
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									{
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										s_pNextScene->_render();
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									}
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								}
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											2018-02-01 22:07:44 +08:00
										 
									 
								 
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								bool e2d::ESceneManager::__init()
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											2018-01-30 16:45:38 +08:00
										 
									 
								 
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								{
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									if (s_pNextScene == nullptr)
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											2018-02-01 22:07:44 +08:00
										 
									 
								 
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										return false;
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											2018-01-30 16:45:38 +08:00
										 
									 
								 
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											2018-02-01 22:07:44 +08:00
										 
									 
								 
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									s_pCurrentScene = s_pNextScene;
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									s_pCurrentScene->onEnter();
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									s_pNextScene = nullptr;
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									return true;
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								}
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											2018-01-30 16:45:38 +08:00
										 
									 
								 
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											2018-02-01 22:07:44 +08:00
										 
									 
								 
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								void e2d::ESceneManager::__uninit()
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								{
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									SafeRelease(&s_pCurrentScene);
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									SafeRelease(&s_pNextScene);
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									SafeRelease(&s_pTransition);
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									ESceneManager::clearScene();
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											2018-01-30 16:45:38 +08:00
										 
									 
								 
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								}
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