Magic_Game/Easy2D/enodes.h

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#pragma once
#include "ebase.h"
namespace e2d
{
class EText;
class ESprite;
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class EAction;
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class EButton;
class EButtonToggle;
class EGeometry;
class EMenu;
class ENode :
public EObject
{
friend EScene;
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friend EButton;
friend EButtonToggle;
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friend EGeometry;
public:
ENode();
ENode(
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const EString & name
);
virtual ~ENode();
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// <20><>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5><EFBFBD><EFBFBD><EFBFBD><EBB3A1>ʱ<EFBFBD>Զ<EFBFBD>ִ<EFBFBD><D6B4>
virtual void onEnter();
// <20><>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5><EFBFBD><EBBFAA><EFBFBD><EFBFBD>ʱ<EFBFBD>Զ<EFBFBD>ִ<EFBFBD><D6B4>
virtual void onExit();
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ʾ״̬
virtual bool isVisiable() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual EString getName() 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 float getPosX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual float getPosY() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual EPoint getPos() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual float getWidth() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶<EFBFBD>
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virtual float 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>
virtual float getRealWidth() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶ȣ<DFB6><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
virtual float getRealHeight() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
virtual ESize getRealSize() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>
virtual float getPivotX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>
virtual float getPivotY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С
virtual ESize getSize() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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virtual float getScaleX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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virtual float getScaleY() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
virtual float getSkewX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
virtual float getSkewY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
virtual float getRotation() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
virtual float getOpacity() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
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virtual ENode * getParent() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
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virtual EScene * getParentScene() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
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virtual EVector<ENode*> &getChildren();
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// <20><>ȡ<EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual size_t getChildrenCount() const;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD>ȡ<EFBFBD>ӽڵ<D3BD>
virtual ENode * getChild(
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const EString & name
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);
// <20><><EFBFBD>ýڵ<C3BD><DAB5>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ
virtual void setVisiable(
bool value
);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual void setName(
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const EString & 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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float x
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void setPosY(
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float y
);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void setPos(
const EPoint & point
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void setPos(
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float x,
float y
);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
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virtual void movePosX(
float x
);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
virtual void movePosY(
float y
);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
virtual void movePos(
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float x,
float y
);
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// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
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virtual void movePos(
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const EVec & v
);
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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(
float 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(
float 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(
float scaleX,
float scaleY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0f
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virtual void setScale(
float scale
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
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virtual void setSkewX(
float angleX
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
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virtual void setSkewY(
float angleY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ (0, 0)
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virtual void setSkew(
float angleX,
float angleY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
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virtual void setRotation(
float rotation
);
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0f, <20><>Χ [0, 1]
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virtual void setOpacity(
float 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(
float 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(
float pivotY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
virtual void setPivot(
float pivotX,
float pivotY
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>״
virtual void setGeometry(
EGeometry * geometry
);
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// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
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virtual void addChild(
ENode * child,
int order = 0
);
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// <20>Ӹ<EFBFBD><D3B8>ڵ<EFBFBD><DAB5>Ƴ<EFBFBD>
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virtual void removeFromParent();
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// <20>Ƴ<EFBFBD><C6B3>ӽڵ<D3BD>
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virtual bool removeChild(
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ENode * child
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);
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// <20>Ƴ<EFBFBD><C6B3>ӽڵ<D3BD>
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virtual void removeChild(
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const EString & childName
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);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>нڵ<D0BD>
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virtual void clearAllChildren();
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// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void runAction(
EAction * action
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void resumeAction(
EAction * action
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
virtual void pauseAction(
EAction * action
);
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
virtual void stopAction(
EAction * action
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
virtual void startAllActions();
// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
virtual void pauseAllActions();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
virtual void stopAllActions();
// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ڽڵ<DABD><DAB5><EFBFBD>
virtual bool isPointIn(
EPoint point
);
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD>Ĭ<EFBFBD><C4AC><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>λ<EFBFBD><CEBB>
static void setDefaultPiovt(
float defaultPiovtX,
float defaultPiovtY
);
protected:
// <20><><EFBFBD>½ڵ<C2BD>
virtual void _update();
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// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD>
virtual void _render();
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// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC>
virtual void _drawGeometry();
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// <20>ڵ㱻<DAB5><E3B1BB><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD>
virtual void _onEnter();
// <20>ڵ<EFBFBD><DAB5>ӳ<EFBFBD><D3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧʱ<CAA7><CAB1>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD>
virtual void _onExit();
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// <20>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
void _sortChildren();
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
virtual void _setParentScene(
EScene * scene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>ά<EFBFBD><CEAC><EFBFBD><EFBFBD><EFBFBD>
virtual void _updateTransform();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void _updateChildrenTransform();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
virtual void _updateChildrenOpacity();
// <20><><EFBFBD>½ڵ<C2BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
static void _updateTransform(ENode * node);
// <20><><EFBFBD>½ڵ<C2BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
static void _updateOpacity(ENode * node);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void _setWidth(
float width
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5>߶<EFBFBD>
virtual void _setHeight(
float height
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>С
virtual void _setSize(
const ESize & size
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>С
virtual void _setSize(
float width,
float height
);
protected:
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EString m_sName;
size_t m_nHashName;
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EPoint m_Pos;
ESize m_Size;
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float m_fScaleX;
float m_fScaleY;
float m_fRotation;
float m_fSkewAngleX;
float m_fSkewAngleY;
float m_fDisplayOpacity;
float m_fRealOpacity;
float m_fPivotX;
float m_fPivotY;
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int m_nOrder;
bool m_bVisiable;
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bool m_bDisplayedInScene;
bool m_bSortChildrenNeeded;
bool m_bTransformNeeded;
EGeometry * m_pGeometry;
EScene * m_pParentScene;
ENode * m_pParent;
D2D1::Matrix3x2F m_MatriInitial;
D2D1::Matrix3x2F m_MatriFinal;
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EVector<ENode*> m_vChildren;
};
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class ESprite :
public ENode
{
public:
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>վ<EFBFBD><D5BE><EFBFBD>
ESprite();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ESprite(
ETexture * texture
);
// <20>Ӿ<EFBFBD><D3BE><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ESprite(
ESpriteFrame * spriteFrame
);
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// <20><><EFBFBD>ļ<EFBFBD>ͼƬ<CDBC><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ESprite(
const EString & imageFileName
);
// <20><><EFBFBD>ļ<EFBFBD>ͼƬ<CDBC><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>
ESprite(
const EString & imageFileName,
float x,
float y,
float width,
float height
);
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// <20><><EFBFBD><EFBFBD>ԴͼƬ<CDBC><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ESprite(
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LPCTSTR resourceName,
LPCTSTR resourceType
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);
// <20><><EFBFBD><EFBFBD>ԴͼƬ<CDBC><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>
ESprite(
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LPCTSTR resourceName,
LPCTSTR resourceType,
float x,
float y,
float width,
float height
);
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virtual ~ESprite();
// <20><><EFBFBD>ؾ<EFBFBD><D8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void loadFrom(
ETexture * texture
);
// <20>ӱ<EFBFBD><D3B1><EFBFBD><EFBFBD>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void loadFrom(
const EString & imageFileName
);
// <20><><EFBFBD><EFBFBD>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void loadFrom(
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LPCTSTR resourceName,
LPCTSTR resourceType
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>
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void loadFrom(
ETexture * texture,
float x,
float y,
float width,
float height
);
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// <20>Ӿ<EFBFBD><D3BE><EFBFBD>֡<EFBFBD><D6A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
void loadFrom(
ESpriteFrame * frame
);
// <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
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void clip(
float x,
float y,
float width,
float height
);
protected:
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
virtual void _render() override;
protected:
float m_fSourceClipX;
float m_fSourceClipY;
ETexture * m_pTexture;
};
class EText :
public ENode
{
public:
EText();
EText(
const EString & text
);
EText(
EFont * font
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);
EText(
const EString & text,
EFont * font
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);
EText(
const EString & text,
EString fontFamily,
float fontSize = 22,
UINT32 color = EColor::WHITE,
UINT32 fontWeight = EFontWeight::REGULAR,
bool italic = false
);
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virtual ~EText();
// <20><>ȡ<EFBFBD>ı<EFBFBD>
EString getText() const;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
virtual float getWidth() const override;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ȣ<EFBFBD><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
virtual float getRealWidth() const override;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
EFont * getFont() const;
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD>
void setText(
const EString & text
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void setFont(
EFont * font
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>
void setWordWrapping(
bool value
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><D6BB>п<EFBFBD><D0BF>ȣ<EFBFBD>WordWrapping <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>Ч<EFBFBD><D0A7>
void setWordWrappingWidth(
float wordWrapWidth
);
protected:
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
virtual void _render() override;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD>
void _initTextLayout();
protected:
EString m_sText;
bool m_bWordWrapping;
float m_fWordWrappingWidth;
EFont * m_pFont;
};
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class EButton :
public ENode
{
friend EMenu;
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public:
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>հ<EFBFBD>ť
EButton();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
EButton(
ENode * normal, /* <20><>ͨ״̬ */
const BUTTON_CLICK_CALLBACK & callback = nullptr
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
EButton(
ENode * normal, /* <20><>ͨ״̬ */
ENode * selected, /* <20><><EFBFBD><EFBFBD><EAB0B4>״̬ */
const BUTTON_CLICK_CALLBACK & callback = nullptr
2017-10-21 19:09:31 +08:00
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
EButton(
ENode * normal, /* <20><>ͨ״̬ */
ENode * mouseover, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
ENode * selected, /* <20><><EFBFBD><EFBFBD><EAB0B4>״̬ */
const BUTTON_CLICK_CALLBACK & callback = nullptr
2017-10-21 19:09:31 +08:00
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ť
EButton(
ENode * normal, /* <20><>ͨ״̬ */
ENode * mouseover, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
ENode * selected, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬ */
ENode * disabled, /* <20><>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>״̬ */
const BUTTON_CLICK_CALLBACK & callback = nullptr
);
// <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>
void setEnable(
bool bEnable
2017-10-21 19:09:31 +08:00
);
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setNormal(
2017-10-21 19:09:31 +08:00
ENode * normal
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>밴ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setMouseOver(
2017-10-21 19:09:31 +08:00
ENode * mouseover
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD>а<EFBFBD>ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setSelected(
2017-10-21 19:09:31 +08:00
ENode * selected
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setDisabled(
2017-10-21 19:09:31 +08:00
ENode * disabled
);
// <20><><EFBFBD>ûص<C3BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void setCallback(
const BUTTON_CLICK_CALLBACK & callback
);
2017-12-05 08:31:54 +08:00
// <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(
float pivotX
) override;
// <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(
float pivotY
) override;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
virtual void setPivot(
float pivotX,
float pivotY
) override;
2017-10-21 19:09:31 +08:00
protected:
enum STATUS { NORMAL, MOUSEOVER, SELECTED };
// <20><><EFBFBD>ð<EFBFBD>ť״̬
virtual void _setStatus(STATUS status);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>ά<EFBFBD><CEAC><EFBFBD><EFBFBD><EFBFBD>
virtual void _updateTransform() override;
// ˢ<>°<EFBFBD>ť<EFBFBD><C5A5>ʾ
virtual void _updateVisiable();
2017-10-21 19:09:31 +08:00
// ˢ<>°<EFBFBD>ť״̬
virtual void _updateStatus();
// ִ<>а<EFBFBD>ť<EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
virtual void _runCallback();
2017-10-21 19:09:31 +08:00
protected:
STATUS m_eStatus;
ENode * m_pNormal;
ENode * m_pMouseover;
ENode * m_pSelected;
ENode * m_pDisabled;
bool m_bEnable;
2017-10-21 19:09:31 +08:00
bool m_bIsSelected;
EListenerMouse * m_pListener;
2017-10-21 19:09:31 +08:00
BUTTON_CLICK_CALLBACK m_Callback;
};
class EButtonToggle :
public EButton
{
public:
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>յĿ<D5B5><C4BF>ذ<EFBFBD>ť
EButtonToggle();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ذ<EFBFBD>ť
EButtonToggle(
ENode * toggleOnNormal,
ENode * toggleOffNormal,
const BUTTON_CLICK_CALLBACK & callback = nullptr
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ذ<EFBFBD>ť
EButtonToggle(
ENode * toggleOnNormal,
ENode * toggleOffNormal,
ENode * toggleOnSelected,
ENode * toggleOffSelected,
const BUTTON_CLICK_CALLBACK & callback = nullptr
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ذ<EFBFBD>ť
EButtonToggle(
ENode * toggleOnNormal,
ENode * toggleOffNormal,
ENode * toggleOnMouseOver,
ENode * toggleOffMouseOver,
ENode * toggleOnSelected,
ENode * toggleOffSelected,
const BUTTON_CLICK_CALLBACK & callback = nullptr
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ذ<EFBFBD>ť
EButtonToggle(
ENode * toggleOnNormal,
ENode * toggleOffNormal,
ENode * toggleOnMouseOver,
ENode * toggleOffMouseOver,
ENode * toggleOnSelected,
ENode * toggleOffSelected,
ENode * toggleOnDisabled,
ENode * toggleOffDisabled,
const BUTTON_CLICK_CALLBACK & callback = nullptr
);
// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>״̬<D7B4><CCAC><EFBFBD><EFBFBD>ִ<EFBFBD>лص<D0BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void toggle();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>״̬
bool isToggleOn() const;
// <20>򿪻<EFBFBD><F2BFAABB>رտ<D8B1><D5BF><EFBFBD>
// <20><><EFBFBD><EFBFBD><EFBFBD>ð<EFBFBD>ť״̬<D7B4><CCAC><EFBFBD><EFBFBD>ִ<EFBFBD>лص<D0BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
void setToggle(
bool toggle
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>״̬<D7B4><CCAC><EFBFBD><EFBFBD>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setNormal(
ENode * 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(
ENode * mouseover
) override;
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>״̬<D7B4>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD>а<EFBFBD>ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
virtual void setSelected(
ENode * 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(
ENode * disabled
) override;
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD>ر<EFBFBD>״̬<D7B4><CCAC><EFBFBD><EFBFBD>ʾ<EFBFBD>İ<EFBFBD>ť
void setNormalOff(
ENode * 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(
ENode * mouseover
);
// <20><><EFBFBD>ð<EFBFBD>ť<EFBFBD>ر<EFBFBD>״̬<D7B4>£<EFBFBD><C2A3><EFBFBD><EFBFBD><EFBFBD>ѡ<EFBFBD>а<EFBFBD>ťʱ<C5A5><CAB1>ʾ<EFBFBD>İ<EFBFBD>ť
void setSelectedOff(
ENode * 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(
ENode * disabled
);
protected:
// ˢ<>°<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD>
virtual void _updateToggle();
// ִ<>а<EFBFBD>ť<EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
virtual void _runCallback() override;
protected:
ENode * m_pNormalOn;
ENode * m_pNormalOff;
ENode * m_pMouseoverOn;
ENode * m_pMouseoverOff;
ENode * m_pSelectedOn;
ENode * m_pSelectedOff;
ENode * m_pDisabledOn;
ENode * m_pDisabledOff;
bool m_bToggle;
};
class EMenu :
public ENode
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD>ղ˵<D5B2>
EMenu();
// <20><><EFBFBD><EFBFBD><EFBFBD>˵<EFBFBD>
EMenu(
int number, /* <20>˵<EFBFBD><CBB5>а<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
EButton * button1, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ť */
...
);
// <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>
void setEnable(
bool enable
);
// <20><><EFBFBD>Ӱ<EFBFBD>ť
void addButton(
EButton * button
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD>ť
bool removeButton(
EButton * button
);
protected:
bool m_bEnable;
EVector<EButton*> m_vButtons;
};
}