Magic_Game/core/e2dmanager.h

306 lines
4.4 KiB
C
Raw Normal View History

#pragma once
2018-04-21 21:24:46 +08:00
#include "e2dmacros.h"
#include "e2dcommon.h"
namespace e2d
{
class Game;
class Input;
class Renderer;
class Node;
class Timer;
class Action;
class Music;
class Collider;
class Transition;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-04-02 23:40:08 +08:00
class ObjectManager
{
friend Game;
friend Object;
public:
2018-03-03 11:46:57 +08:00
// <20>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4>ռ<EFBFBD>
static void flush();
private:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4>ؽ<EFBFBD><D8BD>й<EFBFBD><D0B9><EFBFBD>
static void __add(
Object * pObject
);
2018-03-03 17:02:08 +08:00
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void __update();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void __clear();
};
2018-01-30 16:45:38 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-04-02 23:40:08 +08:00
class SceneManager
{
friend Game;
friend Renderer;
public:
2018-01-30 16:45:38 +08:00
// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
2018-03-03 11:46:57 +08:00
static void enter(
Scene * scene, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8> */
Transition * transition = nullptr, /* <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD> */
2018-01-30 16:45:38 +08:00
bool saveCurrentScene = true /* <20>Ƿ񱣴浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD> */
);
2018-01-30 16:45:38 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>
2018-03-03 11:46:57 +08:00
static void back(
Transition * transition = nullptr /* <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD> */
);
2018-01-30 16:45:38 +08:00
// <20><><EFBFBD>ձ<EFBFBD><D5B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>г<EFBFBD><D0B3><EFBFBD>
2018-03-03 11:46:57 +08:00
static void clear();
2018-01-30 16:45:38 +08:00
// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
static Scene * getCurrentScene();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ջ
static std::stack<Scene*> getSceneStack();
2018-02-06 21:11:54 +08:00
// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ڽ<EFBFBD><DABD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static bool isTransitioning();
private:
2018-01-30 16:45:38 +08:00
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void __update();
2018-01-30 16:45:38 +08:00
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void __render();
2018-02-01 22:07:44 +08:00
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static bool __init();
// <20><><EFBFBD>ճ<EFBFBD><D5B3><EFBFBD><EFBFBD><EFBFBD>Դ
static void __uninit();
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-04-02 23:40:08 +08:00
class ActionManager
{
friend Game;
friend Node;
friend Action;
public:
2018-03-06 09:56:17 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void resume(
String strActionName
2018-03-06 09:56:17 +08:00
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void pause(
String strActionName
2018-03-06 09:56:17 +08:00
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void stop(
String strActionName
2018-03-06 09:56:17 +08:00
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void resumeAll();
// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void pauseAll();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void stopAll();
2018-03-06 09:56:17 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD>
static std::vector<Action *> get(
String strActionName
2018-03-06 09:56:17 +08:00
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static std::vector<Action*> getAll();
2018-03-06 09:56:17 +08:00
private:
2018-03-06 09:56:17 +08:00
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>״̬
static void __update();
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
2018-03-06 09:56:17 +08:00
static void __add(
Action * pAction
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void __remove(
Action * pAction
);
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
static void __startAction(
Action * pAction,
Node * pTargetNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void __resumeAllBindedWith(
Node * pTargetNode
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void __pauseAllBindedWith(
Node * pTargetNode
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void __stopAllBindedWith(
Node * pTargetNode
);
// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void __clearAllBindedWith(
Node * pTargetNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>״̬
2018-04-24 09:02:06 +08:00
static void __resetAll();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static void __uninit();
};
// <20><><EFBFBD>̺<EFBFBD><CCBA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-04-02 23:40:08 +08:00
class InputManager
{
friend Game;
friend Input;
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void add(
Function func, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
2018-04-24 13:28:21 +08:00
String name = L"", /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
bool paused = false /* <20>Ƿ<EFBFBD><C7B7><EFBFBD>ͣ */
);
2018-04-24 13:28:21 +08:00
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void pause(
String name
);
2018-04-24 13:28:21 +08:00
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void resume(
String name
);
2018-04-24 13:28:21 +08:00
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stop(
String name
);
2018-04-24 13:28:21 +08:00
// <20><>ͣ<EFBFBD><CDA3><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void pauseAll();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void resumeAll();
// ֹͣ<CDA3><D6B9><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void stopAll();
private:
// <20><><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
static void __update();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static void __uninit();
};
// <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-04-02 23:40:08 +08:00
class ColliderManager
{
friend Game;
friend Node;
friend Collider;
2017-10-28 18:48:21 +08:00
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ر<EFBFBD><D8B1><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܣ<EFBFBD>Ĭ<EFBFBD>Ϲرգ<D8B1>
static void setEnable(
bool bEnable
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void add(
Function func, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײʱ<D7B2><CAB1>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
2018-04-24 13:28:21 +08:00
String name = L"", /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
bool paused = false /* <20>Ƿ<EFBFBD><C7B7><EFBFBD>ͣ */
);
2018-04-24 13:28:21 +08:00
// <20><>ͣ<EFBFBD><CDA3>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void pause(
String name
);
2018-04-24 13:28:21 +08:00
// <20><>ͣ<EFBFBD><CDA3>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void resume(
String name
);
2018-04-24 13:28:21 +08:00
// ֹͣ<CDA3><D6B9>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void stop(
String name
);
2018-04-24 13:28:21 +08:00
// <20><>ͣ<EFBFBD><CDA3><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void pauseAll();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void resumeAll();
// ֹͣ<CDA3><D6B9><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void stopAll();
// <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static Node * getActiveNode();
// <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>ʱ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
static Node * getPassiveNode();
2018-04-01 00:04:33 +08:00
// <20>ж<EFBFBD><D0B6><EFBFBD>ײ<EFBFBD>Ƿ<EFBFBD><C7B7>ɸýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǣ<EFBFBD><C7A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD>Ľڵ<C4BD>ָ<EFBFBD><EFBFBD><EBA3AC><EFBFBD>򷵻ؿգ<D8BF>
static Node * isCausedBy(
2018-04-01 00:04:33 +08:00
Node * pNode
);
2018-03-31 22:34:18 +08:00
2018-04-01 00:04:33 +08:00
// <20>жϷ<D0B6><CFB7><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD>Ľڵ<C4BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EBA3AC><EFBFBD>򷵻ؿգ<D8BF>
static Node * isCausedBy(
2018-04-01 00:04:33 +08:00
String name
);
2018-03-31 22:34:18 +08:00
2017-10-28 18:48:21 +08:00
private:
// <20><><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
static void __update();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
static void __updateCollider(
Collider * pActiveCollider
2018-02-03 22:04:43 +08:00
);
2017-10-28 18:48:21 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
static void __addCollider(
Collider * pCollider
2017-10-31 17:19:13 +08:00
);
// ɾ<><C9BE><EFBFBD>Ѱ󶨵<D1B0><F3B6A8B5><EFBFBD>ײ<EFBFBD><D7B2>
static void __removeCollider(
Collider * pCollider
2017-10-31 17:19:13 +08:00
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static void __uninit();
};
}