Magic_Game/core/Manager/SceneManager.cpp

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#include "..\emanagers.h"
#include "..\ebase.h"
#include "..\etransitions.h"
#include <stack>
static e2d::Scene * s_pCurrentScene = nullptr;
static e2d::Scene * s_pNextScene = nullptr;
static e2d::Transition * s_pTransition = nullptr;
static std::stack<e2d::Scene*> s_SceneStack;
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void e2d::SceneManager::enter(Scene * scene, Transition * transition /* = nullptr */, bool saveCurrentScene /* = true */)
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{
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;
}
}
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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(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
);
}
}
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void e2d::SceneManager::clear()
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{
// <20><><EFBFBD>ճ<EFBFBD><D5B3><EFBFBD>ջ
while (s_SceneStack.size())
{
auto temp = s_SceneStack.top();
SafeRelease(&temp);
s_SceneStack.pop();
}
}
e2d::Scene * e2d::SceneManager::getCurrentScene()
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{
return s_pCurrentScene;
}
bool e2d::SceneManager::isTransitioning()
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{
return s_pTransition != nullptr;
}
void e2d::SceneManager::__update()
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{
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (s_pCurrentScene)
{
s_pCurrentScene->_update();
}
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// <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)
{
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (s_pNextScene)
{
s_pNextScene->_update();
}
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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s_pTransition->_update();
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if (s_pTransition->isEnding())
{
s_pTransition->release();
s_pTransition = nullptr;
}
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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 (s_pNextScene)
{
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// ִ<>е<EFBFBD>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD> onExit <20><><EFBFBD><EFBFBD>
s_pCurrentScene->onExit();
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// <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 (s_pCurrentScene->m_bWillSave)
{
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>
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}
}
void e2d::SceneManager::__render()
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{
// <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();
}
}
bool e2d::SceneManager::__init()
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{
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// <20><><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7>ʼ<EFBFBD><CABC>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ<EFBFBD>գ<EFBFBD><D5A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ó<EFBFBD><C3B3><EFBFBD>
if (s_pNextScene)
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{
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s_pCurrentScene = s_pNextScene;
s_pCurrentScene->onEnter();
s_pNextScene = nullptr;
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}
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SceneManager::__update();
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return true;
}
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void e2d::SceneManager::__uninit()
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{
SafeRelease(&s_pCurrentScene);
SafeRelease(&s_pNextScene);
SafeRelease(&s_pTransition);
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SceneManager::clear();
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}