Magic_Game/core/e2dcommon.h

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#pragma once
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#include "e2dmacros.h"
namespace e2d
{
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// <20><><EFBFBD><EFBFBD>
enum class Direction : int
{
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Up, /* <20><> */
Down, /* <20><> */
Left, /* <20><> */
Right /* <20><> */
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
enum class LineJoin : int
{
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Miter = 0, /* б<><D0B1> */
Bevel = 1, /* б<><D0B1> */
Round = 2 /* Բ<><D4B2> */
};
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class Size;
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// <20><><EFBFBD><EFBFBD>
class Point
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{
public:
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float x; // X <20><><EFBFBD><EFBFBD>
float y; // Y <20><><EFBFBD><EFBFBD>
public:
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Point();
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Point(float x, float y);
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Point(const Point& other);
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Point operator + (Point const & point) const;
Point operator - (Point const & point) const;
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Point operator * (float const & point) const;
Point operator / (float const & point) const;
Point operator - () const;
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bool operator== (const Point& point) const;
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operator e2d::Size() const;
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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static float distance(const Point&, const Point&);
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};
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// <20><>ά<EFBFBD><CEAC><EFBFBD><EFBFBD>
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typedef Point Vector2;
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// <20><>С
class Size
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{
public:
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float width; // <20><><EFBFBD><EFBFBD>
float height; // <20>߶<EFBFBD>
public:
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Size();
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Size(float width, float height);
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Size(const Size& other);
Size operator + (Size const & size) const;
Size operator - (Size const & size) const;
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Size operator * (float const & size) const;
Size operator / (float const & size) const;
Size operator - () const;
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bool operator== (const Size& size) const;
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operator e2d::Point() const;
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};
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// <20><><EFBFBD><EFBFBD>
class Rect
{
public:
Point origin; // ԭ<><D4AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Size size; // <20><><EFBFBD>Ⱥ͸߶<CDB8>
public:
Rect();
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Rect(float x, float y, float width, float height);
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Rect(const Point& pos, const Size& size);
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Rect(const Rect& other);
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Rect& operator= (const Rect& other);
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bool operator== (const Rect& rect) const;
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// <20><><EFBFBD>þ<EFBFBD><C3BE><EFBFBD>
void setRect(
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float x,
float y,
float width,
float height
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);
// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ھ<EFBFBD><DABE><EFBFBD><EFBFBD><EFBFBD>
bool containsPoint(
const Point& point
) const;
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
bool intersects(
const Rect& rect
) const;
};
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// <20>ַ<EFBFBD><D6B7><EFBFBD>
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class String
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{
public:
String();
String(const String &);
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String(const char *);
String(const wchar_t *);
String(String &&);
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~String();
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// <20>ж<EFBFBD><D0B6>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD>Ƿ<EFBFBD>Ϊ<EFBFBD><CEAA>
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bool isEmpty() const;
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// <20><>ȡ<EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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int getLength() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD>ɢ<EFBFBD><C9A2>ֵ
size_t getHashCode() const;
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// <20><>ȡ Unicode <20>ַ<EFBFBD><D6B7><EFBFBD>
std::wstring getWString() const;
// <20><>ȡ ANSI <20>ַ<EFBFBD><D6B7><EFBFBD>
std::string getCString() const;
// <20><>ȡָ<C8A1><D6B8>λ<EFBFBD><CEBB><EFBFBD>ַ<EFBFBD>
wchar_t at(
int index
) const;
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// <20>Ƚ<EFBFBD><C8BD>ַ<EFBFBD><D6B7><EFBFBD>
int compare(
const String & str
) const;
// <20><>ȡ<EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
e2d::String subtract(
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int offset, /* ƫ<><C6AB><EFBFBD><EFBFBD> */
int count = -1 /* <20><>ȡ<EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD> */
) const;
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// <20><><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
void insert(
const String & str,
int pos
);
// <20><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD>е<EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void replace(
const String & from, /* <20><><EFBFBD><EFBFBD><E6BBBB><EFBFBD><EFBFBD> */
const String & to /* <20><EFBFBD><E6BBBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
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// ɾ<><C9BE><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD>е<EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void erase(
int offset, /* ƫ<><C6AB><EFBFBD><EFBFBD> */
int count /* ɾ<><C9BE><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
int find(
const String & str, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
int offset = 0 /* ƫ<><C6AB><EFBFBD><EFBFBD> */
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) const;
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// <20><><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
void clear();
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// <20><>ȡ<EFBFBD><C8A1>д<EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
String toUpper() const;
// <20><>ȡСд<D0A1>ַ<EFBFBD><D6B7><EFBFBD>
String toLower() const;
// <20><><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>ת<EFBFBD><D7AA>Ϊ int <20><>
int toInt() const;
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// <20><><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>ת<EFBFBD><D7AA>Ϊ float <20><>
float toFloat() const;
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// <20><><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>ת<EFBFBD><D7AA>Ϊ double <20><>
double toDouble() const;
// <20><><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>ת<EFBFBD><D7AA>Ϊ bool <20><>
bool toBool() const;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
static String parse(int value);
static String parse(unsigned int value);
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static String parse(float value);
static String parse(double value);
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// <20><>ʽ<EFBFBD><CABD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
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static String format(const char * format, ...);
static String format(const wchar_t * format, ...);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD>
static void swap(String &str1, String &str2);
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// <20><>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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String& operator= (const String &);
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String& operator= (const char *);
String& operator= (const wchar_t *);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
String& operator+= (const String &);
String& operator+= (const char *);
String& operator+= (const wchar_t *);
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String operator+ (const String &);
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String operator+ (const char *);
String operator+ (const wchar_t *);
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// <20><>Ԫ<EFBFBD><D4AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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friend String operator+ (const char *, const String &);
friend String operator+ (const wchar_t*, const String &);
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// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
E2D_OP_EXPLICIT operator const wchar_t* () const;
E2D_OP_EXPLICIT operator wchar_t* () const;
E2D_OP_EXPLICIT operator const char* () const;
E2D_OP_EXPLICIT operator char* () const;
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// <20>Ƚ<EFBFBD><C8BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool operator== (const String &) const;
bool operator== (const char *) const;
bool operator== (const wchar_t *) const;
bool operator!= (const String &) const;
bool operator!= (const char *) const;
bool operator!= (const wchar_t *) const;
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bool operator> (const String &) const;
bool operator>= (const String &) const;
bool operator< (const String &) const;
bool operator<= (const String &) const;
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// << <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD>
String& operator<< (const String &);
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String& operator<< (const char *);
String& operator<< (char *);
String& operator<< (const wchar_t *);
String& operator<< (wchar_t *);
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String& operator<< (int value);
String& operator<< (unsigned int value);
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String& operator<< (float value);
String& operator<< (double value);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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wchar_t& operator[] (int);
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friend std::ostream& operator<< (std::ostream &, const String &);
friend std::wostream& operator<< (std::wostream &, const String &);
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friend std::istream& operator>> (std::istream &, String &);
friend std::wistream& operator>> (std::wistream &, String &);
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private:
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std::wstring _str;
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};
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// <20><>ɫ
class Color
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{
public:
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Color();
Color(
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float r,
float g,
float b
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);
Color(
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float r,
float g,
float b,
float alpha
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);
Color(
UINT rgb
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);
Color(
UINT rgb,
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float alpha
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);
D2D1_COLOR_F toD2DColorF() const;
public:
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enum Value : UINT
{
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Black = 0x000000,
Blue = 0x0000FF,
BlueViolet = 0x8A2BE2,
Brown = 0xA52A2A,
Chocolate = 0xD2691E,
DarkBlue = 0x00008B,
DarkGray = 0xA9A9A9,
DarkGreen = 0x006400,
DarkOrange = 0xFF8C00,
DarkRed = 0x8B0000,
DarkViolet = 0x9400D3,
ForestGreen = 0x228B22,
Gold = 0xFFD700,
Gray = 0x808080,
Green = 0x008000,
GreenYellow = 0xADFF2F,
LightBlue = 0xADD8E6,
LightCyan = 0xE0FFFF,
LightGreen = 0x90EE90,
LightGray = 0xD3D3D3,
LightPink = 0xFFB6C1,
LightSeaGreen = 0x20B2AA,
LightSkyBlue = 0x87CEFA,
LightYellow = 0xFFFFE0,
Orange = 0xFFA500,
OrangeRed = 0xFF4500,
Pink = 0xFFC0CB,
Purple = 0x800080,
Red = 0xFF0000,
Silver = 0xC0C0C0,
SkyBlue = 0x87CEEB,
Snow = 0xFFFAFA,
Violet = 0xEE82EE,
Wheat = 0xF5DEB3,
White = 0xFFFFFF,
WhiteSmoke = 0xF5F5F5,
Wood = 0xDEB887,
Yellow = 0xFFFF00,
Yellow_Green = 0x9ACD32
};
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private:
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void _init(
UINT rgb,
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float alpha
);
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private:
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float r;
float g;
float b;
float a;
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Function
{
public:
Function();
Function(
std::nullptr_t
);
Function(
std::function<void()> func
);
template<typename Func>
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Function(Func func) : _func(func) {}
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template<typename Func, typename Object>
Function(
Func&& func, /* <20><><EFBFBD><EFBFBD><EFBFBD>ij<EFBFBD>Ա<EFBFBD><D4B1><EFBFBD><EFBFBD> */
Object&& obj /* <20><><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8> */
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)
{
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_func = std::bind(func, obj);
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}
void operator() (void) const;
E2D_OP_EXPLICIT operator bool() const;
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protected:
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std::function<void()> _func;
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};
// ʱ<><CAB1><EFBFBD><EFBFBD>
class Duration
{
public:
Duration();
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explicit Duration(
int ms
);
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explicit Duration(
std::chrono::milliseconds ms
);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int milliseconds() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
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float seconds() const;
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bool operator== (const Duration &) const;
bool operator!= (const Duration &) const;
bool operator> (const Duration &) const;
bool operator>= (const Duration &) const;
bool operator< (const Duration &) const;
bool operator<= (const Duration &) const;
Duration operator + (Duration const & other) const;
Duration operator - (Duration const & other) const;
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protected:
std::chrono::milliseconds _ms;
};
// ʱ<><CAB1><EFBFBD><EFBFBD>
class Time
{
public:
Time();
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explicit Time(
std::chrono::steady_clock::time_point time
);
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// <20><>ȡʱ<C8A1><CAB1><EFBFBD><EFBFBD>
time_t getTimeStamp() const;
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Time operator + (Duration const & other) const;
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Time& operator += (Duration const &);
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Duration operator - (Time const & other) const;
// <20><>ȡ<EFBFBD><C8A1>ǰʱ<C7B0><CAB1>
static Time now();
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protected:
std::chrono::steady_clock::time_point _timePoint;
};
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// <20><><EFBFBD><EFBFBD>
class Font
{
public:
String family; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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float size; // <20>ֺ<EFBFBD>
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UINT weight; // <20><>ϸֵ
bool italic; // б<><D0B1>
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ
enum Weight : UINT
{
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Thin = 100,
ExtraLight = 200,
Light = 300,
Normal = 400,
Medium = 500,
Bold = 700,
ExtraBold = 800,
Black = 900,
ExtraBlack = 950
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};
public:
Font();
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explicit Font(
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const String& family,
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float size = 22,
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UINT weight = Font::Weight::Normal,
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bool italic = false
);
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
enum class MouseCode : int
{
Left, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Right, /* <20><><EFBFBD><EFBFBD><EFBFBD>Ҽ<EFBFBD> */
Middle /* <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD> */
};
// <20><><EFBFBD>̼<EFBFBD>ֵ
enum class KeyCode : int
{
Unknown = 0,
Up = 0xC8,
Left = 0xCB,
Right = 0xCD,
Down = 0xD0,
Enter = 0x1C,
Space = 0x39,
Esc = 0x01,
Q = 0x10,
W = 0x11,
E = 0x12,
R = 0x13,
T = 0x14,
Y = 0x15,
U = 0x16,
I = 0x17,
O = 0x18,
P = 0x19,
A = 0x1E,
S = 0x1F,
D = 0x20,
F = 0x21,
G = 0x22,
H = 0x23,
J = 0x24,
K = 0x25,
L = 0x26,
Z = 0x2C,
X = 0x2D,
C = 0x2E,
V = 0x2F,
B = 0x30,
N = 0x31,
M = 0x32,
Num1 = 0x02,
Num2 = 0x03,
Num3 = 0x04,
Num4 = 0x05,
Num5 = 0x06,
Num6 = 0x07,
Num7 = 0x08,
Num8 = 0x09,
Num9 = 0x0A,
Num0 = 0x0B,
Numpad7 = 0x47,
Numpad8 = 0x48,
Numpad9 = 0x49,
Numpad4 = 0x4B,
Numpad5 = 0x4C,
Numpad6 = 0x4D,
Numpad1 = 0x4F,
Numpad2 = 0x50,
Numpad3 = 0x51,
Numpad0 = 0x52,
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
class KeyEvent
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>
enum class Type : int
{
Down = 0x0100, // <20><><EFBFBD><EFBFBD>
Up // ̧<><CCA7>
};
public:
explicit KeyEvent(
UINT message,
WPARAM wParam,
LPARAM lParam
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
KeyCode getCode() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
int getCount() const;
// <20><>ȡ<EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
KeyEvent::Type getType() const;
// VK <20><>ֵת<D6B5><D7AA>
static KeyCode convertKeyCode(
WPARAM wParam
);
protected:
int _count;
KeyCode _code;
KeyEvent::Type _type;
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
class MouseEvent
{
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>
enum class Type : int
{
Move = 0x0200, // <20><><EFBFBD><EFBFBD><EFBFBD>ƶ<EFBFBD>
LeftDown, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
LeftUp, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̧<EFBFBD><CCA7>
LeftDoubleClick, // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˫<EFBFBD><CBAB>
RightDown, // <20><><EFBFBD><EFBFBD><EFBFBD>Ҽ<EFBFBD><D2BC><EFBFBD><EFBFBD><EFBFBD>
RightUp, // <20><><EFBFBD><EFBFBD><EFBFBD>Ҽ<EFBFBD>̧<EFBFBD><CCA7>
RightDoubleClick, // <20><><EFBFBD><EFBFBD><EFBFBD>Ҽ<EFBFBD>˫<EFBFBD><CBAB>
MiddleDown, // <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
MiddleUp, // <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD>̧<EFBFBD><CCA7>
MiddleDoubleClick, // <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD>˫<EFBFBD><CBAB>
Wheel // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
};
public:
explicit MouseEvent(
UINT message,
WPARAM wParam,
LPARAM lParam
);
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float getX() const;
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float getY() const;
Point getPos() const;
// <20><>ȡ<EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
MouseEvent::Type getType() const;
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float getWheelDelta() const;
// Shift <20><><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
bool isShiftDown() const;
// Ctrl <20><><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>
bool isCtrlDown() const;
protected:
bool _shiftDown;
bool _ctrlDown;
2018-07-28 20:06:27 +08:00
float _wheelDelta;
Point _pos;
MouseEvent::Type _type;
};
class Node;
// <20><>ײ<EFBFBD><D7B2>
class Collider
{
public:
// <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>״
enum class Shape
{
None, /* <20><> */
Rect, /* <20><><EFBFBD><EFBFBD> */
Circle, /* Բ<><D4B2> */
Ellipse /* <20><>Բ<EFBFBD><D4B2> */
};
// <20><>ײ<EFBFBD><EFBFBD><E5BDBB><EFBFBD><EFBFBD>ϵ
enum class Relation : int
{
Unknown = 0, /* <20><>ϵ<EFBFBD><CFB5>ȷ<EFBFBD><C8B7> */
Disjoin = 1, /* û<>н<EFBFBD><D0BD><EFBFBD> */
IsContained = 2, /* <20><>ȫ<EFBFBD><C8AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Contains = 3, /* <20><>ȫ<EFBFBD><C8AB><EFBFBD><EFBFBD> */
Overlap = 4 /* <20><><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD> */
};
public:
explicit Collider(
2018-07-13 00:45:39 +08:00
Node * parent
);
virtual ~Collider();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>״
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void setShape(
Shape shape
);
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// <20>Ƿ񴥷<C7B7><F1B4A5B7><EFBFBD>ײ<EFBFBD>¼<EFBFBD>
void setCollisionNotify(
bool notify
);
// <20><><EFBFBD>û<EFBFBD><C3BB>رո<D8B1><D5B8><EFBFBD>ײ<EFBFBD><D7B2>
2018-07-13 00:45:39 +08:00
void setEnabled(
bool enabled
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD>Ŀɼ<C4BF><C9BC><EFBFBD>
void setVisible(
bool visible
);
// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>ɫ
void setColor(
Color color
);
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD>Ľ<EFBFBD><C4BD><EFBFBD><EFBFBD><EFBFBD>ϵ
2018-07-13 00:45:39 +08:00
Relation getRelationWith(
Collider * pCollider
) const;
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
bool isEnabled() const;
// <20>Ƿ<EFBFBD><C7B7>ɼ<EFBFBD>
bool isVisible() const;
// <20>Ƿ񴥷<C7B7><F1B4A5B7><EFBFBD>ײ<EFBFBD>¼<EFBFBD>
bool isCollisionNotify() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
Color getColor() const;
// <20><>ȡ<EFBFBD><C8A1>״
Shape getShape() const;
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// <20><>ȡ<EFBFBD>󶨽ڵ<F3B6A8BD>
Node* getNode() const;
// <20><>ȡ ID2D1Geometry* <20><><EFBFBD><EFBFBD>
ID2D1Geometry* getGeometry() const;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void recreate();
// <20><>Ⱦ<EFBFBD><C8BE>ײ<EFBFBD><D7B2>
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void render();
protected:
E2D_DISABLE_COPY(Collider);
protected:
bool _enabled;
bool _visible;
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bool _notify;
Color _color;
Node * _parentNode;
Shape _shape;
ID2D1Geometry* _geometry;
};
2018-07-13 00:45:39 +08:00
// <20><>ײ<EFBFBD>¼<EFBFBD>
class Collision
{
public:
Collision();
explicit Collision(
Node* node,
2018-07-13 00:45:39 +08:00
Collider::Relation relation
);
~Collision();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD>ڵ<EFBFBD>
Node* getNode() const;
2018-07-13 00:45:39 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ
Collider::Relation getRelation() const;
protected:
Node* _node;
2018-07-13 00:45:39 +08:00
Collider::Relation _relation;
};
// <20><>Դ
class Resource
{
public:
Resource(
const String& fileName /* <20>ļ<EFBFBD>·<EFBFBD><C2B7> */
);
Resource(
size_t resNameId, /* <20><>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
const String& resType /* <20><>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
);
// <20>Ƿ<EFBFBD><C7B7>DZ<EFBFBD><C7B1><EFBFBD><EFBFBD>ļ<EFBFBD>
bool isFile() const;
const String& getFileName() const;
size_t getResNameId() const;
const String& getResType() const;
size_t getKey() const;
// <20>Ƚ<EFBFBD><C8BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool operator> (const Resource &) const;
bool operator>= (const Resource &) const;
bool operator< (const Resource &) const;
bool operator<= (const Resource &) const;
protected:
bool _isFile;
size_t _resNameId;
2018-07-08 02:48:04 +08:00
String _resType;
String _fileName;
};
2018-07-07 01:43:41 +08:00
// <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Ref
{
public:
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Ref();
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virtual ~Ref();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>
void retain();
2017-10-28 18:48:21 +08:00
2018-07-07 01:43:41 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>
void release();
2018-03-03 17:02:08 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>
int getRefCount() const;
protected:
E2D_DISABLE_COPY(Ref);
private:
int _refCount;
};
2017-10-28 18:48:21 +08:00
2018-02-03 22:04:43 +08:00
// ͼƬ
class Image :
2018-07-07 01:43:41 +08:00
public Ref
{
public:
Image();
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explicit Image(
const Resource& res
);
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explicit Image(
const Resource& res,
const Rect& cropRect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
);
2018-05-24 16:25:05 +08:00
explicit Image(
const String& fileName
2018-05-14 00:36:01 +08:00
);
2018-05-24 16:25:05 +08:00
explicit Image(
const String& fileName,
2018-05-22 23:36:46 +08:00
const Rect& cropRect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
2018-05-17 12:22:52 +08:00
);
virtual ~Image();
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC><C6AC>Դ
bool open(
const Resource& res
);
// <20><><EFBFBD><EFBFBD>ͼƬ<CDBC><C6AC>Դ
bool open(
const String& fileName
);
2018-04-06 11:31:24 +08:00
// <20><>ͼƬ<CDBC>ü<EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>
void crop(
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const Rect& cropRect /* <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD> */
2018-03-02 23:49:57 +08:00
);
2018-02-03 22:04:43 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
2018-07-28 20:06:27 +08:00
virtual float getWidth() const;
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// <20><>ȡ<EFBFBD>߶<EFBFBD>
2018-07-28 20:06:27 +08:00
virtual float getHeight() const;
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// <20><>ȡ<EFBFBD><C8A1>С
virtual Size getSize() const;
2018-02-03 22:04:43 +08:00
// <20><>ȡԴͼƬ<CDBC><C6AC><EFBFBD><EFBFBD>
2018-07-28 20:06:27 +08:00
virtual float getSourceWidth() const;
// <20><>ȡԴͼƬ<CDBC>߶<EFBFBD>
2018-07-28 20:06:27 +08:00
virtual float getSourceHeight() const;
// <20><>ȡԴͼƬ<CDBC><C6AC>С
virtual Size getSourceSize() const;
2018-02-03 22:04:43 +08:00
// <20><>ȡ<EFBFBD>ü<EFBFBD>λ<EFBFBD><CEBB> X <20><><EFBFBD><EFBFBD>
2018-07-28 20:06:27 +08:00
virtual float getCropX() const;
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// <20><>ȡ<EFBFBD>ü<EFBFBD>λ<EFBFBD><CEBB> Y <20><><EFBFBD><EFBFBD>
2018-07-28 20:06:27 +08:00
virtual float getCropY() const;
2018-02-03 22:04:43 +08:00
// <20><>ȡ<EFBFBD>ü<EFBFBD>λ<EFBFBD><CEBB>
2018-04-06 11:31:24 +08:00
virtual Point getCropPos() const;
2018-02-03 22:04:43 +08:00
// <20><>ȡ ID2D1Bitmap <20><><EFBFBD><EFBFBD>
ID2D1Bitmap * getBitmap();
// Ԥ<><D4A4><EFBFBD><EFBFBD>ͼƬ<CDBC><C6AC>Դ
static bool preload(
const Resource& res
);
// <20><><EFBFBD>ջ<EFBFBD><D5BB><EFBFBD>
static void clearCache();
2018-05-14 00:36:01 +08:00
protected:
E2D_DISABLE_COPY(Image);
2018-05-14 00:36:01 +08:00
// <20><><EFBFBD><EFBFBD> Bitmap
void _setBitmap(
ID2D1Bitmap * bitmap
);
protected:
2018-05-22 23:36:46 +08:00
Rect _cropRect;
ID2D1Bitmap * _bitmap;
2018-07-08 02:48:04 +08:00
static std::map<Resource, ID2D1Bitmap*> _bitmapCache;
};
2018-01-30 16:45:38 +08:00
// <20><><EFBFBD><EFBFBD>
class Scene :
2018-07-07 01:43:41 +08:00
public Ref
2018-01-30 16:45:38 +08:00
{
public:
Scene();
2017-12-11 18:17:24 +08:00
virtual ~Scene();
2017-12-11 18:17:24 +08:00
// <20><><EFBFBD><EFBFBD><EBB3A1>
2018-01-30 16:45:38 +08:00
virtual void onEnter() {}
2017-12-11 18:17:24 +08:00
// <20>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD>
2018-01-30 16:45:38 +08:00
virtual void onExit() {}
2017-12-11 18:17:24 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
// ˵<><CBB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> false <20><><EFBFBD><EFBFBD>ֹ<EFBFBD><D6B9>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual bool onKeyEvent(KeyEvent e) { return true; }
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
// ˵<><CBB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> false <20><><EFBFBD><EFBFBD>ֹ<EFBFBD><D6B9>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual bool onMouseEvent(MouseEvent e) { return true; }
// <20><>ײ<EFBFBD><D7B2>Ϣ
virtual void onCollision(Collision collision) { }
// <20>رմ<D8B1><D5B4><EFBFBD>
// ˵<><CBB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> false <20><><EFBFBD><EFBFBD>ֹ<EFBFBD><D6B9><EFBFBD>ڹر<DAB9>
2018-01-30 16:45:38 +08:00
virtual bool onCloseWindow() { return true; }
2017-12-11 18:17:24 +08:00
2018-01-30 16:45:38 +08:00
// <20><>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ÿһ֡<D2BB><D6A1><EFBFBD><EFBFBD>ˢ<EFBFBD><CBA2>ʱִ<CAB1><D6B4>
virtual void onUpdate() {}
2017-12-11 18:17:24 +08:00
2018-02-03 22:04:43 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> onUpdate <20><><EFBFBD><EFBFBD>
2018-02-04 21:24:27 +08:00
void setAutoUpdate(
2018-02-03 22:04:43 +08:00
bool bAutoUpdate
);
// <20><><EFBFBD>ӽڵ㵽<DAB5><E3B5BD><EFBFBD><EFBFBD>
2018-03-03 11:46:57 +08:00
void add(
2018-04-01 00:04:33 +08:00
Node * child, /* Ҫ<><D2AA><EFBFBD>ӵĽڵ<C4BD> */
int zOrder = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
);
2018-04-01 13:16:07 +08:00
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ڵ㵽<DAB5><E3B5BD><EFBFBD><EFBFBD>
2018-04-01 00:04:33 +08:00
virtual void add(
const std::vector<Node*>& nodes, /* <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD> */
int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
2018-01-30 16:45:38 +08:00
);
// ɾ<><C9BE><EFBFBD>ӽڵ<D3BD>
bool remove(
Node * child
2018-01-30 16:45:38 +08:00
);
2018-07-07 19:05:39 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
Node* getChild(
const String& name
2018-04-24 13:28:21 +08:00
) const;
2018-07-07 19:05:39 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
std::vector<Node*> getChildren(
const String& name
2018-04-24 13:28:21 +08:00
) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
2018-07-07 19:05:39 +08:00
const std::vector<Node*>& getAllChildren() const;
2018-04-24 13:28:21 +08:00
2018-01-30 16:45:38 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
Node * getRoot() const;
2018-01-30 16:45:38 +08:00
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-07-07 19:05:39 +08:00
void render();
2018-01-30 16:45:38 +08:00
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-07-07 19:05:39 +08:00
void update();
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
void dispatch(
const MouseEvent& e
);
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
void dispatch(
const KeyEvent& e
);
2018-07-07 19:05:39 +08:00
protected:
E2D_DISABLE_COPY(Scene);
2018-01-30 16:45:38 +08:00
protected:
bool _autoUpdate;
Node * _root;
2018-01-30 16:45:38 +08:00
};
2017-12-11 18:17:24 +08:00
2018-02-03 22:04:43 +08:00
// <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
2018-07-24 12:49:32 +08:00
class Config
{
public:
Config();
virtual ~Config();
// <20>޸<EFBFBD><DEB8><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
// Ĭ<>ϣ<EFBFBD><CFA3><EFBFBD>
void setGameName(
const String& name
);
2018-07-17 12:32:20 +08:00
// <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD> FPS
// Ĭ<>ϣ<EFBFBD><CFA3><EFBFBD><EFBFBD><EFBFBD>
void showFps(
bool show
);
2018-07-24 20:21:25 +08:00
// <20>򿪻<EFBFBD><F2BFAABB>رմ<D8B1>ֱͬ<D6B1><CDAC>
// Ĭ<>ϣ<EFBFBD><CFA3><EFBFBD><EFBFBD><EFBFBD>
2018-07-24 20:21:25 +08:00
void setVSyncEnabled(
bool enabled
);
// <20><><EFBFBD><EFBFBD>֡<EFBFBD><D6A1>ˢ<EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>رմ<D8B1>ֱͬ<D6B1><CDAC>ʱ<EFBFBD><CAB1>Ч<EFBFBD><D0A7>
2018-07-24 12:49:32 +08:00
// Ĭ<>ϣ<EFBFBD>15
void setFrameInterval(
int interval
);
2018-07-07 18:04:18 +08:00
// <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD>ؽڵ<D8BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
// Ĭ<>ϣ<EFBFBD><CFA3><EFBFBD><EFBFBD><EFBFBD>
void setOutlineVisible(
bool visible
);
// <20>򿪻<EFBFBD><F2BFAABB>ر<EFBFBD><D8B1><EFBFBD><EFBFBD><EFBFBD>
// Ĭ<>ϣ<EFBFBD><CFA3><EFBFBD><EFBFBD><EFBFBD>
void setSoundEnabled(
bool enabled
);
// <20>򿪻<EFBFBD><F2BFAABB>ر<EFBFBD><D8B1><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
// Ĭ<>ϣ<EFBFBD><CFA3>ر<EFBFBD>
void setCollisionEnabled(
bool enabled
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>Ĭ<EFBFBD><C4AC><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<>ϣ<EFBFBD>(0,0)
void setNodeDefaultPivot(
Point pivot
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>Ĭ<EFBFBD><C4AC><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>״
// Ĭ<>ϣ<EFBFBD>Collider::Shape::None
void setDefaultColliderShape(
Collider::Shape shape
);
// <20>򿪻<EFBFBD><F2BFAABB>ر<EFBFBD><D8B1><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD>ӻ<EFBFBD>
// Ĭ<>ϣ<EFBFBD><CFA3>ر<EFBFBD>
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void setColliderVisible(
bool visible
);
// <20><>ȡ<EFBFBD><C8A1>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
String getGameName() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
bool isSoundEnabled() const;
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// <20><>ȡ<EFBFBD><C8A1>ֱͬ<D6B1><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
bool isVSyncEnabled() const;
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// <20><>ȡ FPS <20><>ʾ״̬
bool isFpsShow() const;
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// <20><>ȡ֡<C8A1><D6A1>ˢ<EFBFBD>¼<EFBFBD><C2BC><EFBFBD>
int getFrameInterval() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ״̬
bool isOutlineVisible() const;
// <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>״̬
bool isCollisionEnabled() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>Ĭ<EFBFBD><C4AC><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>λ<EFBFBD><CEBB>
Point getNodeDefaultPivot() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>Ĭ<EFBFBD><C4AC><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Collider::Shape getDefaultColliderShape() const;
// <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD>ӻ<EFBFBD>״̬
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bool isColliderVisible() const;
protected:
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bool _showFps;
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bool _vSyncEnabled;
bool _soundEnabled;
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bool _outlineVisible;
bool _collisionEnabled;
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bool _colliderVisible;
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int _frameInterval;
String _gameName;
Point _defaultNodePivot;
Collider::Shape _defaultColliderShape;
};
}
namespace e2d
{
struct autorelease_t { };
extern autorelease_t const autorelease;
}
void* operator new(
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size_t size,
e2d::autorelease_t const&
) E2D_NOEXCEPT;
void operator delete(
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void* block,
e2d::autorelease_t const&
) E2D_NOEXCEPT;