Magic_Game/core/e2dmanager.h

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#pragma once
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#include "e2dmacros.h"
#include "e2dcommon.h"
namespace e2d
{
class Game;
class Input;
class Renderer;
class Node;
class Timer;
class Action;
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class Player;
class Collider;
class Transition;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class SceneManager
{
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friend class Game;
friend class Renderer;
public:
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static SceneManager * getInstance();
// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static void destroyInstance();
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// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
void enter(
Scene * scene, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8> */
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Transition * transition = nullptr, /* <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD> */
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bool saveCurrentScene = true /* <20>Ƿ񱣴浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD>
void back(
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Transition * transition = nullptr /* <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD>ձ<EFBFBD><D5B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>г<EFBFBD><D0B3><EFBFBD>
void clear();
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// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
Scene * getCurrentScene();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ջ
std::stack<Scene*> getSceneStack();
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ڽ<EFBFBD><DABD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
bool isTransitioning();
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private:
SceneManager();
~SceneManager();
E2D_DISABLE_COPY(SceneManager);
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void __update();
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// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void __render();
private:
bool _saveCurrScene;
Scene * _currScene;
Scene * _nextScene;
Transition * _transition;
std::stack<Scene*> _scenes;
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static SceneManager * _instance;
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class ActionManager
{
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friend class Game;
friend class Action;
public:
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static ActionManager * getInstance();
// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static void destroyInstance();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD>
std::vector<Action *> get(
const String& name
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
const std::vector<Action*>& getAll();
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// ִ<>ж<EFBFBD><D0B6><EFBFBD>
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void start(
Action * action,
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Node * target,
bool paused
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void resume(
const String& name
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);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void pause(
const String& name
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);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void stop(
const String& name
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void resumeAll();
// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void pauseAll();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void stopAll();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void resumeAllBindedWith(
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Node * target
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void pauseAllBindedWith(
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Node * target
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void stopAllBindedWith(
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Node * target
);
// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void clearAllBindedWith(
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Node * target
);
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private:
ActionManager();
~ActionManager();
E2D_DISABLE_COPY(ActionManager);
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>״̬
void __update();
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
void __add(
Action * action
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void __remove(
Action * action
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>״̬
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void __resetAll();
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private:
std::vector<Action*> _actions;
std::vector<Action*> _runningActions;
static ActionManager * _instance;
};
// <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class ColliderManager
{
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friend class Node;
friend class Collider;
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public:
// <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static ColliderManager * getInstance();
// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static void destroyInstance();
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private:
ColliderManager();
~ColliderManager();
E2D_DISABLE_COPY(ColliderManager);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
void __updateCollider(
Collider * pActiveCollider
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
void __add(
Collider * pCollider
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);
// ɾ<><C9BE><EFBFBD>Ѱ󶨵<D1B0><F3B6A8B5><EFBFBD>ײ<EFBFBD><D7B2>
void __remove(
Collider * pCollider
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);
private:
std::vector<Collider*> _colliders;
static ColliderManager * _instance;
};
}