Magic_Game/core/emanager.h

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#pragma once
#include "emacros.h"
#include "ecommon.h"
namespace e2d
{
class Game;
class Input;
class Renderer;
class Node;
class Timer;
class Action;
class Music;
class Collider;
class Transition;
class InputListener;
class CollisionListener;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class ObjectManager
{
friend Game;
friend Object;
public:
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// <20>ͷ<EFBFBD><CDB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4>ռ<EFBFBD>
static void flush();
private:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4>ؽ<EFBFBD><D8BD>й<EFBFBD><D0B9><EFBFBD>
static void __add(
Object * pObject
);
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void __update();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void __clear();
};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class SceneManager
{
friend Game;
friend Renderer;
public:
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// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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static void enter(
Scene * scene, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8> */
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>
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static void back(
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>
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static void clear();
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// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
static Scene * getCurrentScene();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ջ
static 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>
static bool isTransitioning();
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>
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class TimerManager
{
friend Game;
friend Node;
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friend Timer;
public:
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static Timer* start(
String name, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Function func, /* ִ<>к<EFBFBD><D0BA><EFBFBD> */
double interval = 0, /* ʱ<><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>룩 */
int times = -1, /* ִ<>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -1 Ϊ<><CEAA><EFBFBD><EFBFBD>ִ<EFBFBD>У<EFBFBD> */
bool atOnce = false, /* <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4> */
bool autoRelease = false /* <20>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>񣺵ȴ<F1A3BAB5>һ<EFBFBD><D2BB>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static Timer* start(
double timeOut, /* <20>ȴ<EFBFBD><C8B4><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>룩 */
Function func /* ִ<>еĺ<D0B5><C4BA><EFBFBD> */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
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static void start(
String name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
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static void stop(
String name
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
static void clear(
String name
);
// <20><><EFBFBD>Ӷ<EFBFBD>ʱ<EFBFBD><CAB1>
static void add(
Timer * pTimer
);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>Ķ<EFBFBD>ʱ<EFBFBD><CAB1>
static std::vector<Timer*> get(
String name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void startAll();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void stopAll();
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void stopAndClearAll();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static std::vector<Timer*> getAll();
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private:
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// <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
static void __update();
// <20><><EFBFBD>ö<EFBFBD>ʱ<EFBFBD><CAB1>״̬
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static void __resetAllTimers();
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// <20><><EFBFBD>ն<EFBFBD>ʱ<EFBFBD><CAB1>
static void __uninit();
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class ActionManager
{
friend Game;
friend Node;
friend Action;
public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void resume(
String strActionName
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);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void pause(
String strActionName
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);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void stop(
String strActionName
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void resumeAll();
// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void pauseAll();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void stopAll();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD>
static std::vector<Action *> get(
String strActionName
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);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static std::vector<Action*> getAll();
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private:
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// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>״̬
static void __update();
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
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static void __add(
Action * pAction
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void __remove(
Action * pAction
);
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
static void __startAction(
Action * pAction,
Node * pTargetNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void __resumeAllBindedWith(
Node * pTargetNode
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void __pauseAllBindedWith(
Node * pTargetNode
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void __stopAllBindedWith(
Node * pTargetNode
);
// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void __clearAllBindedWith(
Node * pTargetNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>״̬
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static void __resetAllActions();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static void __uninit();
};
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// <20><><EFBFBD>ֹ<EFBFBD><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class MusicManager
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{
friend Game;
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public:
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// Ԥ<><D4A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static bool preload(
String strFilePath /* <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7> */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static bool play(
String strFilePath, /* <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7> */
int nLoopCount = 0 /* <20>ظ<EFBFBD><D8B8><EFBFBD><EFBFBD>Ŵ<EFBFBD><C5B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> -1 Ϊѭ<CEAA><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
static void pause(
String strFilePath /* <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7> */
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void resume(
String strFilePath /* <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7> */
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);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
static void stop(
String strFilePath /* <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7> */
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);
// <20><>ȡָ<C8A1><D6B8><EFBFBD><EFBFBD><EFBFBD>ֵ<EFBFBD> Music <20><><EFBFBD><EFBFBD>
static Music * get(
String strFilePath /* <20><><EFBFBD><EFBFBD><EFBFBD>ļ<EFBFBD>·<EFBFBD><C2B7> */
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);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void pauseAll();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void resumeAll();
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stopAll();
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#if HIGHER_THAN_VS2010
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// <20><>ȡ IXAudio2 <20><><EFBFBD><EFBFBD>
static IXAudio2 * getIXAudio2();
// <20><>ȡ IXAudio2MasteringVoice <20><><EFBFBD><EFBFBD>
static IXAudio2MasteringVoice * getIXAudio2MasteringVoice();
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#else
// <20><>ȡ HINSTANCE
static HINSTANCE getHInstance();
#endif
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private:
// <20><>ʼ<EFBFBD><CABC><EFBFBD><EFBFBD><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD><EFBFBD><EFBFBD>
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static bool __init();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static void __uninit();
};
// <20><><EFBFBD>̺<EFBFBD><CCBA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class InputManager
{
friend Game;
friend Input;
friend InputListener;
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void add(
Function func, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
String name = L"" /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void start(
String name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stop(
String name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void clear(
String name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void startAll();
// ֹͣ<CDA3><D6B9><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void stopAll();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void clearAll();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static std::vector<InputListener*> get(
String name
);
// <20><>ȡȫ<C8A1><C8AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static std::vector<InputListener*> getAll();
private:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void __add(
InputListener * pListener
);
// <20><><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
static void __update();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static void __uninit();
};
// <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class ColliderManager
{
friend Game;
friend Node;
friend Collider;
friend CollisionListener;
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public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ر<EFBFBD><D8B1><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܣ<EFBFBD>Ĭ<EFBFBD>Ϲرգ<D8B1>
static void setEnable(
bool bEnable
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void add(
Function func, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײʱ<D7B2><CAB1>ִ<EFBFBD>к<EFBFBD><D0BA><EFBFBD> */
String name = L"" /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void start(
String name
);
// ֹͣ<CDA3><D6B9>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void stop(
String name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void clear(
String name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void startAll();
// ֹͣ<CDA3><D6B9><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void stopAll();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void clearAll();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static std::vector<CollisionListener*> get(
String name
);
// <20><>ȡȫ<C8A1><C8AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static std::vector<CollisionListener*> getAll();
// <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static Node * getActiveNode();
// <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>ʱ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
static Node * getPassiveNode();
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// <20>ж<EFBFBD><D0B6><EFBFBD>ײ<EFBFBD>Ƿ<EFBFBD><C7B7>ɸýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ǣ<EFBFBD><C7A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD>Ľڵ<C4BD>ָ<EFBFBD><EFBFBD><EBA3AC><EFBFBD>򷵻ؿգ<D8BF>
static Node * isCausedBy(
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Node * pNode
);
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// <20>жϷ<D0B6><CFB7><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD>Ľڵ<C4BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><EFBFBD><EBA3AC><EFBFBD>򷵻ؿգ<D8BF>
static Node * isCausedBy(
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String name
);
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private:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD>
static void __add(
CollisionListener * pListener
);
// <20><><EFBFBD>¼<EFBFBD><C2BC><EFBFBD><EFBFBD><EFBFBD>
static void __update();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
static void __updateCollider(
Collider * pActiveCollider
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
static void __addCollider(
Collider * pCollider
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);
// ɾ<><C9BE><EFBFBD>Ѱ󶨵<D1B0><F3B6A8B5><EFBFBD>ײ<EFBFBD><D7B2>
static void __removeCollider(
Collider * pCollider
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static void __uninit();
};
}