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										 |  |  |  | #include "..\e2dmanager.h"
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							|  |  |  |  | #include "..\e2dbase.h"
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							|  |  |  |  | #include "..\e2dtransition.h"
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										 |  |  |  | e2d::SceneManager * e2d::SceneManager::_instance = nullptr; | 
					
						
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							|  |  |  |  | e2d::SceneManager * e2d::SceneManager::getInstance() | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | 	if (!_instance) | 
					
						
							|  |  |  |  | 		_instance = new (std::nothrow) SceneManager; | 
					
						
							|  |  |  |  | 	return _instance; | 
					
						
							|  |  |  |  | } | 
					
						
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							|  |  |  |  | void e2d::SceneManager::destroyInstance() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	if (_instance) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		delete _instance; | 
					
						
							|  |  |  |  | 		_instance = nullptr; | 
					
						
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										 |  |  |  | 	} | 
					
						
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										 |  |  |  | } | 
					
						
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							|  |  |  |  | e2d::SceneManager::SceneManager() | 
					
						
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										 |  |  |  | 	: _currScene(nullptr) | 
					
						
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										 |  |  |  | 	, _nextScene(nullptr) | 
					
						
							|  |  |  |  | 	, _transition(nullptr) | 
					
						
							|  |  |  |  | 	, _scenes() | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | } | 
					
						
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							|  |  |  |  | e2d::SceneManager::~SceneManager() | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | void e2d::SceneManager::push(Scene * scene, bool saveCurrentScene) | 
					
						
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										 |  |  |  | { | 
					
						
							|  |  |  |  | 	if (!scene) | 
					
						
							|  |  |  |  | 		return; | 
					
						
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							|  |  |  |  | 	// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8>
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										 |  |  |  | 	if (_nextScene) _nextScene->release(); | 
					
						
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										 |  |  |  | 	_nextScene = scene; | 
					
						
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										 |  |  |  | 	_nextScene->retain(); | 
					
						
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										 |  |  |  | 	 | 
					
						
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										 |  |  |  | 	// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 	if (_transition && !_transition->init(_currScene, _nextScene)) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		WARN("Transition initialize failed!"); | 
					
						
							|  |  |  |  | 		_transition->release(); | 
					
						
							|  |  |  |  | 		_transition = nullptr; | 
					
						
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										 |  |  |  | 	} | 
					
						
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										 |  |  |  | 	if (saveCurrentScene && _currScene) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		_scenes.push(_currScene); | 
					
						
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										 |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | e2d::Scene* e2d::SceneManager::pop() | 
					
						
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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>
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										 |  |  |  | 	if (_scenes.size() == 0) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		WARN("Scene stack is empty!"); | 
					
						
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										 |  |  |  | 		return nullptr; | 
					
						
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										 |  |  |  | 	} | 
					
						
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										 |  |  |  | 	_nextScene = _scenes.top(); | 
					
						
							|  |  |  |  | 	_scenes.pop(); | 
					
						
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										 |  |  |  | 	// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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							|  |  |  |  | 	if (_transition && !_transition->init(_currScene, _nextScene)) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		WARN("Transition initialize failed!"); | 
					
						
							|  |  |  |  | 		_transition->release(); | 
					
						
							|  |  |  |  | 		_transition = nullptr; | 
					
						
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										 |  |  |  | 	} | 
					
						
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										 |  |  |  | 	return _nextScene; | 
					
						
							|  |  |  |  | } | 
					
						
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							|  |  |  |  | void e2d::SceneManager::setTransition(Transition * transition) | 
					
						
							|  |  |  |  | { | 
					
						
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										 |  |  |  | 	if (transition) | 
					
						
							|  |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		if (_transition) | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			_transition->stop(); | 
					
						
							|  |  |  |  | 			_transition->release(); | 
					
						
							|  |  |  |  | 		} | 
					
						
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										 |  |  |  | 		_transition = transition; | 
					
						
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										 |  |  |  | 		_transition->retain(); | 
					
						
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										 |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | void e2d::SceneManager::clear() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	while (!_scenes.empty()) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		_scenes.top()->release(); | 
					
						
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										 |  |  |  | 		_scenes.pop(); | 
					
						
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										 |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | e2d::Scene * e2d::SceneManager::getCurrentScene() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	return _currScene; | 
					
						
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										 |  |  |  | } | 
					
						
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										 |  |  |  | const std::stack<e2d::Scene*>& e2d::SceneManager::getSceneStack() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	return _scenes; | 
					
						
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										 |  |  |  | } | 
					
						
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										 |  |  |  | bool e2d::SceneManager::isTransitioning() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	return _transition != nullptr; | 
					
						
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										 |  |  |  | } | 
					
						
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										 |  |  |  | void e2d::SceneManager::update() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	if (_currScene) _currScene->update(); | 
					
						
							|  |  |  |  | 	if (_nextScene) _nextScene->update(); | 
					
						
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										 |  |  |  | 	if (_transition) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		_transition->update(); | 
					
						
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										 |  |  |  | 		if (_transition->isDone()) | 
					
						
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										 |  |  |  | 		{ | 
					
						
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										 |  |  |  | 			_transition->release(); | 
					
						
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										 |  |  |  | 			_transition = nullptr; | 
					
						
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										 |  |  |  | 		} | 
					
						
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										 |  |  |  | 		else | 
					
						
							|  |  |  |  | 		{ | 
					
						
							|  |  |  |  | 			return; | 
					
						
							|  |  |  |  | 		} | 
					
						
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										 |  |  |  | 	} | 
					
						
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										 |  |  |  | 	if (_nextScene) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		if (_currScene) | 
					
						
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										 |  |  |  | 		{ | 
					
						
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										 |  |  |  | 			_currScene->onExit(); | 
					
						
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										 |  |  |  | 			if (_scenes.empty() || _scenes.top() != _currScene) | 
					
						
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										 |  |  |  | 			{ | 
					
						
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										 |  |  |  | 				_currScene->release(); | 
					
						
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										 |  |  |  | 			} | 
					
						
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										 |  |  |  | 		} | 
					
						
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										 |  |  |  | 		_nextScene->onEnter(); | 
					
						
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										 |  |  |  | 		_currScene = _nextScene; | 
					
						
							|  |  |  |  | 		_nextScene = nullptr; | 
					
						
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										 |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | void e2d::SceneManager::render() | 
					
						
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										 |  |  |  | { | 
					
						
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										 |  |  |  | 	if (_transition) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		_transition->render(); | 
					
						
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										 |  |  |  | 	} | 
					
						
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										 |  |  |  | 	else if (_currScene) | 
					
						
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										 |  |  |  | 	{ | 
					
						
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										 |  |  |  | 		_currScene->render(); | 
					
						
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										 |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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										 |  |  |  | 
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							|  |  |  |  | void e2d::SceneManager::dispatch(const MouseEvent & e) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | 	if (_transition != nullptr) | 
					
						
							|  |  |  |  | 		return; | 
					
						
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							|  |  |  |  | 	if (_currScene) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		_currScene->dispatch(e); | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | } | 
					
						
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							|  |  |  |  | void e2d::SceneManager::dispatch(const KeyEvent & e) | 
					
						
							|  |  |  |  | { | 
					
						
							|  |  |  |  | 	if (_transition != nullptr) | 
					
						
							|  |  |  |  | 		return; | 
					
						
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							|  |  |  |  | 	if (_currScene) | 
					
						
							|  |  |  |  | 	{ | 
					
						
							|  |  |  |  | 		_currScene->dispatch(e); | 
					
						
							|  |  |  |  | 	} | 
					
						
							|  |  |  |  | } |