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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::Scene * s_pCurrentScene = nullptr; | 
					
						
							|  |  |  |  | static e2d::Scene * s_pNextScene = nullptr; | 
					
						
							|  |  |  |  | static e2d::Transition * s_pTransition = nullptr; | 
					
						
							|  |  |  |  | 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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										 |  |  |  | { | 
					
						
							|  |  |  |  | 	ASSERT(scene != nullptr, "Next scene NULL pointer exception!"); | 
					
						
							|  |  |  |  | 	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) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		s_pTransition = transition; | 
					
						
							|  |  |  |  | 		transition->retain(); | 
					
						
							|  |  |  |  | 		transition->_setTarget( | 
					
						
							|  |  |  |  | 			s_pCurrentScene, | 
					
						
							|  |  |  |  | 			s_pNextScene | 
					
						
							|  |  |  |  | 		); | 
					
						
							|  |  |  |  | 	} | 
					
						
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							|  |  |  |  | 	if (s_pCurrentScene) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		s_pCurrentScene->m_bWillSave = saveCurrentScene; | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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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 now is empty!"); | 
					
						
							|  |  |  |  | 	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_pCurrentScene) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		s_pCurrentScene->m_bWillSave = false; | 
					
						
							|  |  |  |  | 	} | 
					
						
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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(); | 
					
						
							|  |  |  |  | 		transition->_setTarget( | 
					
						
							|  |  |  |  | 			s_pCurrentScene, | 
					
						
							|  |  |  |  | 			s_pNextScene | 
					
						
							|  |  |  |  | 		); | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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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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										 |  |  |  | { | 
					
						
							|  |  |  |  | 	return s_pCurrentScene; | 
					
						
							|  |  |  |  | } | 
					
						
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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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										 |  |  |  | 	// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 	if (s_pCurrentScene) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		s_pCurrentScene->_update(); | 
					
						
							|  |  |  |  | 	} | 
					
						
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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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										 |  |  |  | 		// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 		if (s_pNextScene) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			s_pNextScene->_update(); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 		// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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										 |  |  |  | 		s_pTransition->_update(); | 
					
						
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										 |  |  |  | 		if (s_pTransition->isEnding()) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			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_pCurrentScene->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_pCurrentScene->m_bWillSave) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			s_SceneStack.push(s_pCurrentScene); | 
					
						
							|  |  |  |  | 		} | 
					
						
							|  |  |  |  | 		else | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			SafeRelease(&s_pCurrentScene); | 
					
						
							|  |  |  |  | 		} | 
					
						
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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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										 |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | void e2d::SceneManager::__render() | 
					
						
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										 |  |  |  | { | 
					
						
							|  |  |  |  | 	// <20><><EFBFBD>Ƶ<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
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							|  |  |  |  | 	if (s_pCurrentScene) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		s_pCurrentScene->_render(); | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | 	// <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) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		s_pNextScene->_render(); | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | bool e2d::SceneManager::__init() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	if (!s_pNextScene) | 
					
						
							|  |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		s_pNextScene = new Scene(); | 
					
						
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										 |  |  |  | 	} | 
					
						
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										 |  |  |  | 	s_pCurrentScene = s_pNextScene; | 
					
						
							|  |  |  |  | 	s_pCurrentScene->onEnter(); | 
					
						
							|  |  |  |  | 	s_pNextScene = nullptr; | 
					
						
							|  |  |  |  | 	return true; | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | void e2d::SceneManager::__uninit() | 
					
						
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										 |  |  |  | { | 
					
						
							|  |  |  |  | 	SafeRelease(&s_pCurrentScene); | 
					
						
							|  |  |  |  | 	SafeRelease(&s_pNextScene); | 
					
						
							|  |  |  |  | 	SafeRelease(&s_pTransition); | 
					
						
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										 |  |  |  | 	SceneManager::clear(); | 
					
						
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										 |  |  |  | } |