Magic_Game/core/e2dmodule.h

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#pragma once
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#include "e2dimpl.h"
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#include "e2dnode.h"
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#include "e2dtransition.h"
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namespace e2d
{
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// <20><><EFBFBD><EFBFBD>
class Window
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{
public:
// <20><><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>ʽ
enum class Cursor : int
{
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Normal, /* Ĭ<><C4AC>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>ʽ */
Hand, /* <20><>״ָ<D7B4><D6B8> */
No, /* <20><>ָֹ<D6B9><D6B8> */
Wait, /* ɳ©ָ<C2A9><D6B8> */
ArrowWait /* Ĭ<><C4AC>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>Сɳ© */
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ
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enum class PopupStyle : int
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{
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Info, /* <20><>ʾ */
Warning, /* <20><><EFBFBD><EFBFBD> */
Error /* <20><><EFBFBD><EFBFBD> */
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};
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public:
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
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static Window * GetInstance();
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// <20><><EFBFBD>ٴ<EFBFBD><D9B4><EFBFBD>ʵ<EFBFBD><CAB5>
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static void DestroyInstance();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E5BBA5><EFBFBD><EFBFBD>
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bool CheckMutex(
const String& mutex = L"" /* <20><><EFBFBD>̻<EFBFBD><CCBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const String& GetTitle() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int GetWidth() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>߶<EFBFBD>
int GetHeight() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>С
Size GetSize() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD> DPI
float GetDpi() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ھ<EFBFBD><DABE><EFBFBD>
HWND GetHWnd();
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// <20>޸Ĵ<DEB8><C4B4><EFBFBD><EFBFBD><EFBFBD>С
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void SetSize(
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int width, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
int height /* <20><><EFBFBD><EFBFBD><EFBFBD>߶<EFBFBD> */
);
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// <20><><EFBFBD>ô<EFBFBD><C3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void SetTitle(
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const String& title /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD>ô<EFBFBD><C3B4><EFBFBD>ͼ<EFBFBD><CDBC>
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void SetIcon(
int icon_id
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD>ʽ
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void SetCursor(
Cursor cursor
);
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// <20>򿪻<EFBFBD><F2BFAABB><EFBFBD><EFBFBD>ؿ<EFBFBD><D8BF><EFBFBD>̨
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void SetConsoleEnabled(
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bool enabled
);
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӧ<EFBFBD><D3A6><EFBFBD>
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void SetTypewritingEnabled(
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bool enabled
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڰ<EFBFBD><DAB0><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ťʱ<C5A5><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5>ʾ<EFBFBD>û<EFBFBD><C3BB>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ȷ<EFBFBD>ϰ<EFBFBD>ť
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bool Popup(
const String& text, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
const String& title, /* <20><><EFBFBD>ڱ<EFBFBD><DAB1><EFBFBD> */
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PopupStyle style = PopupStyle::Info,/* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʽ */
bool has_cancel = false /* <20><><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ť */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
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void Poll();
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private:
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Window();
~Window();
E2D_DISABLE_COPY(Window);
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// <20><><EFBFBD>ݿͻ<DDBF><CDBB><EFBFBD><EFBFBD><EFBFBD>С<EFBFBD><D0A1>λ<EFBFBD><CEBB><EFBFBD><EFBFBD>
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Rect Locate(
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int width,
int height
);
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// Win32 <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD>
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static LRESULT CALLBACK WndProc(
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HWND hWnd,
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UINT msg,
WPARAM w_param,
LPARAM l_param
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);
private:
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HWND hWnd_;
MSG msg_;
int width_;
int height_;
String title_;
int icon_id_;
float dpi_;
static Window * instance_;
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};
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// <20><>Ⱦ<EFBFBD><C8BE>
class Renderer
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{
public:
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// <20><>ȡ<EFBFBD><C8A1>Ⱦ<EFBFBD><C8BE>ʵ<EFBFBD><CAB5>
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static Renderer * GetInstance();
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// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
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static void DestroyInstance();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ɫ
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Color GetBackgroundColor();
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// <20>޸ı<DEB8><C4B1><EFBFBD>ɫ
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void SetBackgroundColor(
const Color& color
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);
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// <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD> FPS
// Ĭ<>ϣ<EFBFBD><CFA3><EFBFBD><EFBFBD><EFBFBD>
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void ShowFps(
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bool show
);
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// <20><>ʼ<EFBFBD><CABC>Ⱦ
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void BeginDraw();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ
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void EndDraw();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦ<EFBFBD><C8BE>
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E2DTextRenderer * GetTextRenderer();
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// <20><>ȡ ID2D1HwndRenderTarget <20><><EFBFBD><EFBFBD>
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ID2D1HwndRenderTarget * GetRenderTarget();
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// <20><>ȡ ID2D1SolidColorBrush <20><><EFBFBD><EFBFBD>
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ID2D1SolidColorBrush * GetSolidBrush();
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// <20><>ȡ ID2D1Factory <20><><EFBFBD><EFBFBD>
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static ID2D1Factory * GetFactory();
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// <20><>ȡ IWICImagingFactory <20><><EFBFBD><EFBFBD>
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static IWICImagingFactory * GetImagingFactory();
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// <20><>ȡ IDWriteFactory <20><><EFBFBD><EFBFBD>
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static IDWriteFactory * GetWriteFactory();
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// <20><>ȡ Miter <20><>ʽ<EFBFBD><CABD> ID2D1StrokeStyle
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static ID2D1StrokeStyle * GetMiterStrokeStyle();
// <20><>ȡ Bevel <20><>ʽ<EFBFBD><CABD> ID2D1StrokeStyle
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static ID2D1StrokeStyle * GetBevelStrokeStyle();
// <20><>ȡ Round <20><>ʽ<EFBFBD><CABD> ID2D1StrokeStyle
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static ID2D1StrokeStyle * GetRoundStrokeStyle();
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protected:
Renderer();
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~Renderer();
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E2D_DISABLE_COPY(Renderer);
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protected:
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bool show_fps_;
int render_times_;
Time last_render_time_;
D2D1_COLOR_F clear_color_;
E2DTextRenderer* text_renderer_;
IDWriteTextFormat* fps_text_format_;
IDWriteTextLayout* fps_text_layout_;
ID2D1SolidColorBrush* solid_brush_;
ID2D1HwndRenderTarget* render_target_;
static ID2D1Factory* factory_;
static IWICImagingFactory* imaging_factory_;
static IDWriteFactory* write_factory_;
static ID2D1StrokeStyle* miter_stroke_style_;
static ID2D1StrokeStyle* bevel_stroke_style_;
static ID2D1StrokeStyle* round_stroke_style_;
static Renderer * instance_;
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD>
class Input
{
public:
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>豸ʵ<E8B1B8><CAB5>
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static Input * GetInstance();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>豸ʵ<E8B1B8><CAB5>
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static void DestroyInstance();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD><C4B3><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool IsDown(
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KeyCode key
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EAB0B4><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool IsDown(
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MouseCode code
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD><58><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
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float GetMouseX();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Y<EFBFBD><59><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
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float GetMouseY();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
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Point GetMousePos();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>X<EFBFBD><58><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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float GetMouseDeltaX();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Y<EFBFBD><59><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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float GetMouseDeltaY();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Z<EFBFBD><EFBFBD><E1A3A8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֣<EFBFBD><D6A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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float GetMouseDeltaZ();
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// ˢ<><CBA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>豸״̬
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void Update();
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protected:
Input();
~Input();
E2D_DISABLE_COPY(Input);
protected:
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IDirectInput8W * direct_input_;
IDirectInputDevice8W* keyboard_device_;
IDirectInputDevice8W* mouse_device_;
DIMOUSESTATE mouse_state_;
char key_buffer_[256];
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static Input * instance_;
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};
// <20><>Ƶ<EFBFBD>
class Audio
{
public:
// <20><>ȡ<EFBFBD><C8A1>Ƶ<EFBFBD>豸ʵ<E8B1B8><CAB5>
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static Audio * GetInstance();
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// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
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static void DestroyInstance();
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// <20><>ȡ XAudio2 ʵ<><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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IXAudio2 * GetXAudio2();
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// <20><>ȡ MasteringVoice ʵ<><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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IXAudio2MasteringVoice* GetMasteringVoice();
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protected:
Audio();
virtual ~Audio();
E2D_DISABLE_COPY(Audio);
protected:
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IXAudio2 * x_audio2_;
IXAudio2MasteringVoice* mastering_voice_;
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static Audio * instance_;
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};
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// <20><>Ϸ
class Game
{
public:
// <20><>ȡ Game ʵ<><CAB5>
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static Game * GetInstance();
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// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
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static void DestroyInstance();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ
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void Start();
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// <20><>ͣ<EFBFBD><CDA3>Ϸ
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void Pause();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ
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void Resume();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ
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void Quit();
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// <20><>Ϸ<EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ͣ
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bool IsPaused();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ջ
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void EnterScene(
Scene * scene /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8> */
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ջ
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void EnterScene(
Transition * transition /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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);
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// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
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Scene * GetCurrentScene();
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ڽ<EFBFBD><DABD>г<EFBFBD><D0B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool IsTransitioning() const;
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void UpdateScene();
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// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void DrawScene();
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protected:
Game();
~Game();
E2D_DISABLE_COPY(Game);
private:
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bool quit_;
bool paused_;
Scene* curr_scene_;
Scene* next_scene_;
Transition* transition_;
static Game * instance_;
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ճ<EFBFBD>
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class GC
{
public:
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// <20><>ȡ GC ʵ<><CAB5>
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static GC * GetInstance();
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// <20>Զ<EFBFBD><D4B6>ͷ<EFBFBD>
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void AutoRelease(
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Ref* ref
);
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// <20><>ȫ<EFBFBD><C8AB><EFBFBD>ͷŶ<CDB7><C5B6><EFBFBD>
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void SafeRelease(
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Ref* ref
);
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// ˢ<><CBA2><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
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void Flush();
private:
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GC();
~GC();
E2D_DISABLE_COPY(GC);
private:
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bool notifyed_;
bool cleanup_;
std::set<Ref*> pool_;
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};
}