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										 |  |  |  | #include "..\e2dmanager.h"
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							|  |  |  |  | #include "..\e2dbase.h"
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							|  |  |  |  | #include "..\e2dtransition.h"
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										 |  |  |  | static bool s_bSaveCurrScene = true; | 
					
						
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										 |  |  |  | static e2d::Scene * s_pCurrScene = nullptr; | 
					
						
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										 |  |  |  | static e2d::Scene * s_pNextScene = nullptr; | 
					
						
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										 |  |  |  | static e2d::Transition * s_pTransition = nullptr; | 
					
						
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										 |  |  |  | static std::stack<e2d::Scene*> s_SceneStack; | 
					
						
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										 |  |  |  | void e2d::SceneManager::enter(Scene * scene, Transition * transition /* = nullptr */, bool saveCurrentScene /* = true */) | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	ASSERT(scene, "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; | 
					
						
							|  |  |  |  | 	 | 
					
						
							|  |  |  |  | 	// <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 	if (transition) | 
					
						
							|  |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		if (s_pTransition) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			s_pTransition->_stop(); | 
					
						
							|  |  |  |  | 			s_pTransition->release(); | 
					
						
							|  |  |  |  | 		} | 
					
						
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										 |  |  |  | 		s_pTransition = transition; | 
					
						
							|  |  |  |  | 		transition->retain(); | 
					
						
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										 |  |  |  | 		transition->_init(s_pCurrScene, s_pNextScene); | 
					
						
							|  |  |  |  | 		transition->_update(); | 
					
						
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										 |  |  |  | 	} | 
					
						
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										 |  |  |  | 	if (s_pCurrScene) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		s_bSaveCurrScene = saveCurrentScene; | 
					
						
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										 |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | void e2d::SceneManager::back(Transition * transition /* = nullptr */) | 
					
						
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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 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(); | 
					
						
							|  |  |  |  | 	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_pCurrScene) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		s_bSaveCurrScene = 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) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		s_pTransition = transition; | 
					
						
							|  |  |  |  | 		transition->retain(); | 
					
						
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										 |  |  |  | 		transition->_init(s_pCurrScene, s_pNextScene); | 
					
						
							|  |  |  |  | 		transition->_update(); | 
					
						
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										 |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | void e2d::SceneManager::clear() | 
					
						
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										 |  |  |  | { | 
					
						
							|  |  |  |  | 	// <20><><EFBFBD>ճ<EFBFBD><D5B3><EFBFBD>ջ
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							|  |  |  |  | 	while (s_SceneStack.size()) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		auto temp = s_SceneStack.top(); | 
					
						
							|  |  |  |  | 		SafeRelease(&temp); | 
					
						
							|  |  |  |  | 		s_SceneStack.pop(); | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | e2d::Scene * e2d::SceneManager::getCurrentScene() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	return s_pCurrScene; | 
					
						
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										 |  |  |  | } | 
					
						
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										 |  |  |  | std::stack<e2d::Scene*> e2d::SceneManager::getSceneStack() | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | 	return s_SceneStack; | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | bool e2d::SceneManager::isTransitioning() | 
					
						
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										 |  |  |  | { | 
					
						
							|  |  |  |  | 	return s_pTransition != nullptr; | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | void e2d::SceneManager::__update() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	if (s_pTransition == nullptr) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										 |  |  |  | 		if (s_pCurrScene) | 
					
						
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										 |  |  |  | 		{ | 
					
						
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										 |  |  |  | 			s_pCurrScene->_update(); | 
					
						
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										 |  |  |  | 		} | 
					
						
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										 |  |  |  | 	} | 
					
						
							|  |  |  |  | 	else | 
					
						
							|  |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										 |  |  |  | 		s_pTransition->_update(); | 
					
						
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										 |  |  |  | 		if (s_pTransition->isDone()) | 
					
						
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										 |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			s_pTransition->release(); | 
					
						
							|  |  |  |  | 			s_pTransition = nullptr; | 
					
						
							|  |  |  |  | 		} | 
					
						
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										 |  |  |  | 		else | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			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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										 |  |  |  | 		// ִ<>е<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> onExit <20><><EFBFBD><EFBFBD>
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										 |  |  |  | 		s_pCurrScene->onExit(); | 
					
						
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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_bSaveCurrScene) | 
					
						
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										 |  |  |  | 		{ | 
					
						
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										 |  |  |  | 			s_SceneStack.push(s_pCurrScene); | 
					
						
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										 |  |  |  | 		} | 
					
						
							|  |  |  |  | 		else | 
					
						
							|  |  |  |  | 		{ | 
					
						
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										 |  |  |  | 			SafeRelease(&s_pCurrScene); | 
					
						
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										 |  |  |  | 		} | 
					
						
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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_pCurrScene = 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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										 |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | void e2d::SceneManager::__render() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	if (s_pTransition) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		s_pTransition->_render(); | 
					
						
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										 |  |  |  | 	} | 
					
						
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										 |  |  |  | 	else | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		// <20><><EFBFBD>Ƶ<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
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							|  |  |  |  | 		if (s_pCurrScene) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			s_pCurrScene->_render(); | 
					
						
							|  |  |  |  | 		} | 
					
						
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										 |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | bool e2d::SceneManager::__init() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	// <20><><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7>ʼ<EFBFBD><CABC>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>գ<EFBFBD><D5A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>
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							|  |  |  |  | 	if (s_pNextScene) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		s_pCurrScene = s_pNextScene; | 
					
						
							|  |  |  |  | 		s_pCurrScene->onEnter(); | 
					
						
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										 |  |  |  | 		s_pNextScene = nullptr; | 
					
						
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										 |  |  |  | 	} | 
					
						
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										 |  |  |  | 
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										 |  |  |  | 	// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 	SceneManager::__update(); | 
					
						
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										 |  |  |  | 	return true; | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | void e2d::SceneManager::__uninit() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	SafeRelease(&s_pCurrScene); | 
					
						
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										 |  |  |  | 	SafeRelease(&s_pNextScene); | 
					
						
							|  |  |  |  | 	SafeRelease(&s_pTransition); | 
					
						
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										 |  |  |  | 	SceneManager::clear(); | 
					
						
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										 |  |  |  | } |