Magic_Game/core/emanagers.h

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#pragma once
#include "emacros.h"
#include "ecommon.h"
namespace e2d
{
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class EGame;
class ERenderer;
class EObject;
class EScene;
class ENode;
class ETimer;
class EAction;
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class EMusic;
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class EShape;
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class ETransition;
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class EListenerPhysics;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class EObjectManager
{
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friend EGame;
public:
// <20><>һ<EFBFBD><D2BB><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
static void add(
e2d::EObject * nptr
);
// ֪ͨ<CDA8>ڴ<EFBFBD><DAB4><EFBFBD>ˢ<EFBFBD><CBA2>
static void notifyFlush();
private:
// ˢ<><CBA2><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
static void __flush();
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class ESceneManager
{
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friend EGame;
friend ERenderer;
public:
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// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
static void enterScene(
EScene * scene, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8> */
ETransition * transition = nullptr, /* <20><><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD> */
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>
static void backScene(
ETransition * 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>
static void clearScene();
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// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
static EScene * getCurrentScene();
private:
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void __update();
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// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void __render();
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// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static bool __init();
// <20><><EFBFBD>ճ<EFBFBD><D5B3><EFBFBD><EFBFBD><EFBFBD>Դ
static void __uninit();
};
// <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class ETimerManager
{
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friend EGame;
friend ENode;
public:
// <20>󶨶<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void bindTimer(
ETimer * timer,
EScene * pParentScene
);
// <20>󶨶<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
static void bindTimer(
ETimer * timer,
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
static void startTimers(
const EString &name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
static void stopTimers(
const EString &name
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
static void delTimers(
const EString &name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void startAllTimersBindedWith(
EScene * pParentScene
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void stopAllTimersBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void startAllTimersBindedWith(
ENode * pParentNode
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void stopAllTimersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void startAllTimers();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void stopAllTimers();
private:
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// <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
static void __update();
// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
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static void __clearAllTimersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD>ö<EFBFBD>ʱ<EFBFBD><CAB1>״̬
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static void __resetAllTimers();
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class EActionManager
{
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friend EGame;
friend ENode;
public:
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
static void addAction(
EAction * action
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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static void resumeAllActionsBindedWith(
ENode * pTargetNode
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void pauseAllActionsBindedWith(
ENode * pTargetNode
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void stopAllActionsBindedWith(
ENode * pTargetNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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static void resumeAllActions();
// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void pauseAllActions();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void stopAllActions();
private:
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>״̬
static void __update();
// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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static void __clearAllActionsBindedWith(
ENode * pTargetNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>״̬
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static void __resetAllActions();
};
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// <20><><EFBFBD>ֹ<EFBFBD><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class EMusicManager
{
friend EGame;
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>
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static bool add(
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const EString & strFilePath /* <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7> */
);
// <20><>ȡָ<C8A1><D6B8><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD> EMusic <20><><EFBFBD><EFBFBD>
static EMusic * get(
const EString & strFilePath /* <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7> */
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void pauseAllMusics();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void resumeAllMusics();
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stopAllMusics();
// <20><>ȡ IXAudio2 <20><><EFBFBD><EFBFBD>
static IXAudio2 * getIXAudio2();
// <20><>ȡ IXAudio2MasteringVoice <20><><EFBFBD><EFBFBD>
static IXAudio2MasteringVoice * getIXAudio2MasteringVoice();
private:
// <20><>ʼ<EFBFBD><CABC> XAudio2
static bool __init();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static void __uninit();
};
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class EShapeManager
{
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friend EGame;
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friend ENode;
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friend EShape;
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private:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
static void __updateShape(
EShape * pActiveShape
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
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static void __addShape(
EShape * pShape
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);
// ɾ<><C9BE><EFBFBD>Ѱ󶨵<D1B0><F3B6A8B5><EFBFBD>״
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static void __delShape(
EShape * pShape
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);
};
}