2017-10-26 17:17:30 +08:00
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#pragma once
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#include "emacros.h"
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#include "ecommon.h"
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namespace e2d
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{
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2018-01-30 16:45:38 +08:00
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class EGame;
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class ERenderer;
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2017-10-26 17:17:30 +08:00
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class EObject;
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class EScene;
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class ENode;
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class ETimer;
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class EAction;
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2018-02-01 22:07:44 +08:00
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class EMusic;
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2018-02-03 22:04:43 +08:00
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class EShape;
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2018-01-30 16:45:38 +08:00
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class ETransition;
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2017-11-03 12:51:01 +08:00
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class EListenerPhysics;
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2017-10-26 17:17:30 +08:00
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class EObjectManager
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{
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2018-01-30 16:45:38 +08:00
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friend EGame;
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2017-10-26 17:17:30 +08:00
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public:
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// <20><>һ<EFBFBD><D2BB><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
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static void add(
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e2d::EObject * nptr
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);
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// ֪ͨ<CDA8>ڴ<EFBFBD><DAB4><EFBFBD>ˢ<EFBFBD><CBA2>
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static void notifyFlush();
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private:
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// ˢ<><CBA2><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
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static void __flush();
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};
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2018-01-30 16:45:38 +08:00
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class ESceneManager
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2017-10-26 17:17:30 +08:00
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{
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2018-01-30 16:45:38 +08:00
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friend EGame;
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friend ERenderer;
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2017-10-26 17:17:30 +08:00
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public:
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2018-01-30 16:45:38 +08:00
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// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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static void enterScene(
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EScene * scene, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8> */
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ETransition * transition = nullptr, /* <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD> */
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bool saveCurrentScene = true /* <20>Ƿ浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD> */
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2017-10-26 17:17:30 +08:00
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);
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2018-01-30 16:45:38 +08:00
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>
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static void backScene(
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ETransition * transition = nullptr /* <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD> */
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2017-10-26 17:17:30 +08:00
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);
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2018-01-30 16:45:38 +08:00
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// <20><><EFBFBD>ձ<EFBFBD><D5B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>г<EFBFBD><D0B3><EFBFBD>
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static void clearScene();
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2018-01-30 16:45:38 +08:00
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// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
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static EScene * getCurrentScene();
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private:
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2018-01-30 16:45:38 +08:00
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static void __update();
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2017-10-26 17:17:30 +08:00
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2018-01-30 16:45:38 +08:00
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// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static void __render();
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2017-10-26 17:17:30 +08:00
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2018-02-01 22:07:44 +08:00
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static bool __init();
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// <20><><EFBFBD>ճ<EFBFBD><D5B3><EFBFBD><EFBFBD><EFBFBD>Դ
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static void __uninit();
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2017-10-26 17:17:30 +08:00
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};
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// <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class ETimerManager
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{
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2018-01-30 16:45:38 +08:00
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friend EGame;
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2017-10-26 17:17:30 +08:00
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friend ENode;
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public:
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// <20><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static void bindTimer(
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ETimer * timer,
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EScene * pParentScene
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);
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// <20><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
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static void bindTimer(
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ETimer * timer,
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ENode * pParentNode
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
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static void startTimers(
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const EString &name
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);
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
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static void stopTimers(
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const EString &name
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);
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// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
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static void delTimers(
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const EString &name
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
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static void startAllTimersBindedWith(
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EScene * pParentScene
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);
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
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static void stopAllTimersBindedWith(
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EScene * pParentScene
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
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static void startAllTimersBindedWith(
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ENode * pParentNode
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);
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
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static void stopAllTimersBindedWith(
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ENode * pParentNode
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
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static void startAllTimers();
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// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
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static void stopAllTimers();
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private:
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2018-01-30 16:45:38 +08:00
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// <20><><EFBFBD>¶<EFBFBD>ʱ<EFBFBD><CAB1>
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static void __update();
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2017-10-26 17:17:30 +08:00
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// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
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2018-01-30 16:45:38 +08:00
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static void __clearAllTimersBindedWith(
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ENode * pParentNode
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);
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// <20><><EFBFBD>ö<EFBFBD>ʱ<EFBFBD><CAB1>״̬
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2018-01-30 16:45:38 +08:00
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static void __resetAllTimers();
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2017-10-26 17:17:30 +08:00
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class EActionManager
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{
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2018-01-30 16:45:38 +08:00
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friend EGame;
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2017-10-26 17:17:30 +08:00
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friend ENode;
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public:
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// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
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static void addAction(
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EAction * action
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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2018-01-30 16:45:38 +08:00
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static void resumeAllActionsBindedWith(
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ENode * pTargetNode
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);
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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static void pauseAllActionsBindedWith(
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ENode * pTargetNode
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);
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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static void stopAllActionsBindedWith(
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ENode * pTargetNode
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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2018-01-30 16:45:38 +08:00
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static void resumeAllActions();
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2017-10-26 17:17:30 +08:00
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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static void pauseAllActions();
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// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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static void stopAllActions();
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private:
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2018-01-30 16:45:38 +08:00
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// <20><><EFBFBD>¶<EFBFBD><C2B6><EFBFBD>״̬
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static void __update();
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2017-10-26 17:17:30 +08:00
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// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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2018-01-30 16:45:38 +08:00
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static void __clearAllActionsBindedWith(
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ENode * pTargetNode
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>״̬
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static void __resetAllActions();
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};
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2018-02-01 22:07:44 +08:00
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// <20><><EFBFBD>ֹ<EFBFBD><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class EMusicManager
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{
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friend EGame;
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public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>
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2018-02-03 22:04:43 +08:00
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static bool add(
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2018-02-01 22:07:44 +08:00
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const EString & strFilePath /* <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7> */
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);
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// <20><>ȡָ<C8A1><D6B8><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD> EMusic <20><><EFBFBD><EFBFBD>
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static EMusic * get(
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const EString & strFilePath /* <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7> */
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);
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// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static void pauseAllMusics();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static void resumeAllMusics();
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static void stopAllMusics();
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// <20><>ȡ IXAudio2 <20><><EFBFBD><EFBFBD>
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static IXAudio2 * getIXAudio2();
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// <20><>ȡ IXAudio2MasteringVoice <20><><EFBFBD><EFBFBD>
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static IXAudio2MasteringVoice * getIXAudio2MasteringVoice();
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private:
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// <20><>ʼ<EFBFBD><CABC> XAudio2
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static bool __init();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
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static void __uninit();
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};
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2018-02-03 22:04:43 +08:00
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class EShapeManager
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2017-10-26 17:17:30 +08:00
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{
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2018-01-30 16:45:38 +08:00
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friend EGame;
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2017-10-28 18:48:21 +08:00
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friend ENode;
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2018-02-03 22:04:43 +08:00
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friend EShape;
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2017-10-28 18:48:21 +08:00
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private:
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2018-02-03 22:04:43 +08:00
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
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static void __updateShape(
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EShape * pActiveShape
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);
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2017-10-28 18:48:21 +08:00
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2017-10-31 17:19:13 +08:00
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
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2018-02-03 22:04:43 +08:00
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static void __addShape(
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EShape * pShape
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2017-10-31 17:19:13 +08:00
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);
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// ɾ<><C9BE><EFBFBD>Ѱ<D1B0><F3B6A8B5><EFBFBD>״
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2018-02-03 22:04:43 +08:00
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static void __delShape(
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EShape * pShape
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2017-10-31 17:19:13 +08:00
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);
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2017-10-26 17:17:30 +08:00
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};
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}
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