Magic_Game/core/Manager/SceneManager.cpp

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#include "..\e2dmanager.h"
#include "..\e2dbase.h"
#include "..\e2dtransition.h"
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e2d::SceneManager * e2d::SceneManager::_instance = nullptr;
e2d::SceneManager * e2d::SceneManager::getInstance()
{
if (!_instance)
_instance = new (std::nothrow) SceneManager;
return _instance;
}
void e2d::SceneManager::destroyInstance()
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{
if (_instance)
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{
delete _instance;
_instance = nullptr;
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}
}
e2d::SceneManager::SceneManager()
: _saveCurrScene(true)
, _currScene(nullptr)
, _nextScene(nullptr)
, _transition(nullptr)
, _scenes()
{
}
e2d::SceneManager::~SceneManager()
{
}
void e2d::SceneManager::enter(Scene * scene, Transition * transition /* = nullptr */, bool saveCurrentScene /* = true */)
{
if (!scene)
return;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8>
_nextScene = scene;
_nextScene->retain();
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// <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if (transition)
{
if (_transition)
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{
_transition->_stop();
_transition->release();
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}
_transition = transition;
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transition->retain();
transition->_init(_currScene, _nextScene);
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transition->_update();
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}
if (_currScene)
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{
_saveCurrScene = saveCurrentScene;
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}
}
void e2d::SceneManager::back(Transition * transition /* = nullptr */)
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{
// ջΪ<D5BB><CEAA>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>÷<EFBFBD><C3B7>س<EFBFBD><D8B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧ<EFBFBD><CAA7>
WARN_IF(_scenes.size() == 0, "Scene stack is empty!");
if (_scenes.size() == 0) return;
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// <20><>ջ<EFBFBD><D5BB>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EBA3AC>Ϊ<EFBFBD><CEAA>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>
_nextScene = _scenes.top();
_scenes.pop();
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// <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 (_currScene)
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{
_saveCurrScene = false;
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if (transition)
{
_transition = transition;
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transition->retain();
transition->_init(_currScene, _nextScene);
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transition->_update();
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}
}
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void e2d::SceneManager::clear()
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{
// <20><><EFBFBD>ճ<EFBFBD><D5B3><EFBFBD>ջ
while (_scenes.size())
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{
auto temp = _scenes.top();
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GC::release(temp);
_scenes.pop();
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}
}
e2d::Scene * e2d::SceneManager::getCurrentScene()
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{
return _currScene;
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}
std::stack<e2d::Scene*> e2d::SceneManager::getSceneStack()
{
return _scenes;
}
bool e2d::SceneManager::isTransitioning()
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{
return _transition != nullptr;
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}
void e2d::SceneManager::__update()
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{
if (_transition == nullptr)
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{
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (_currScene)
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{
_currScene->_update();
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}
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}
else
{
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
_transition->_update();
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if (_transition->isDone())
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{
_transition->release();
_transition = nullptr;
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}
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else
{
return;
}
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}
// <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>ָ<EFBFBD>벻Ϊ<EBB2BB><CEAA>ʱ<EFBFBD><CAB1><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
if (_nextScene)
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{
if (_currScene)
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{
// ִ<>е<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> onExit <20><><EFBFBD><EFBFBD>
_currScene->onExit();
// <20><>Ҫ<EFBFBD><D2AA><EFBFBD>浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ջ<EFBFBD><D5BB>
if (_saveCurrScene)
{
_scenes.push(_currScene);
}
else
{
_currScene->release();
}
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}
// ִ<><D6B4><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD> onEnter <20><><EFBFBD><EFBFBD>
_nextScene->onEnter();
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_currScene = _nextScene; // <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
_nextScene = nullptr; // <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>ÿ<EFBFBD>
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}
}
void e2d::SceneManager::__render()
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{
if (_transition)
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{
_transition->_render();
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}
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else
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{
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// <20><><EFBFBD>Ƶ<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
if (_currScene)
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{
_currScene->_render();
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}
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}
}