Magic_Game/core/Manager/SceneManager.cpp

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2018-01-30 16:45:38 +08:00
#include "..\emanagers.h"
#include "..\ebase.h"
#include "..\etransitions.h"
#include <stack>
static e2d::EScene * s_pCurrentScene = nullptr;
static e2d::EScene * s_pNextScene = nullptr;
static e2d::ETransition * s_pTransition = nullptr;
static std::stack<e2d::EScene*> s_SceneStack;
void e2d::ESceneManager::enterScene(EScene * scene, ETransition * transition /* = nullptr */, bool saveCurrentScene /* = true */)
{
ASSERT(scene != nullptr, "Next scene NULL pointer exception!");
scene->retain();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8>
s_pNextScene = scene;
// <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (transition)
{
s_pTransition = transition;
transition->retain();
transition->_setTarget(
s_pCurrentScene,
s_pNextScene
);
}
if (s_pCurrentScene)
{
s_pCurrentScene->m_bWillSave = saveCurrentScene;
}
}
void e2d::ESceneManager::backScene(ETransition * transition /* = nullptr */)
{
// ջΪ<D5BB><CEAA>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>÷<EFBFBD><C3B7>س<EFBFBD><D8B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD><CAA7>
WARN_IF(s_SceneStack.size() == 0, "Scene stack now is empty!");
if (s_SceneStack.size() == 0) return;
// <20><>ջ<EFBFBD><D5BB>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EBA3AC>Ϊ<EFBFBD><CEAA>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>
s_pNextScene = s_SceneStack.top();
s_SceneStack.pop();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD>
if (s_pCurrentScene)
{
s_pCurrentScene->m_bWillSave = false;
}
// <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (transition)
{
s_pTransition = transition;
transition->retain();
transition->_setTarget(
s_pCurrentScene,
s_pNextScene
);
}
}
void e2d::ESceneManager::clearScene()
{
// <20><><EFBFBD>ճ<EFBFBD><D5B3><EFBFBD>ջ
while (s_SceneStack.size())
{
auto temp = s_SceneStack.top();
SafeRelease(&temp);
s_SceneStack.pop();
}
}
e2d::EScene * e2d::ESceneManager::getCurrentScene()
{
return s_pCurrentScene;
}
void e2d::ESceneManager::__update()
{
// <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>
if (s_pTransition)
{
s_pTransition->_update();
if (s_pTransition->isEnding())
{
s_pTransition->release();
s_pTransition = nullptr;
}
return;
}
// <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ָ<EFBFBD>벻Ϊ<EBB2BB><CEAA>ʱ<EFBFBD><CAB1><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
if (s_pNextScene)
{
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>
__enterNextScene();
}
// <20><><EFBFBD>Ե<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD>ǿ<EFBFBD>
ASSERT(s_pCurrentScene != nullptr, "Current scene NULL pointer exception.");
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
s_pCurrentScene->_update();
}
void e2d::ESceneManager::__render()
{
// <20><><EFBFBD>Ƶ<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
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>
if (s_pTransition && s_pNextScene)
{
s_pNextScene->_render();
}
}
void e2d::ESceneManager::__enterNextScene()
{
if (s_pNextScene == nullptr)
return;
// ִ<>е<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> onCloseWindow <20><><EFBFBD><EFBFBD>
if (s_pCurrentScene)
{
s_pCurrentScene->onExit();
if (s_pCurrentScene->m_bWillSave)
{
// <20><>Ҫ<EFBFBD><D2AA><EFBFBD>浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ջ<EFBFBD><D5BB>
s_SceneStack.push(s_pCurrentScene);
}
else
{
SafeRelease(&s_pCurrentScene);
}
}
// ִ<><D6B4><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> onEnter <20><><EFBFBD><EFBFBD>
s_pNextScene->onEnter();
s_pCurrentScene = s_pNextScene; // <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
s_pNextScene = nullptr; // <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD>
}