Magic_Game/core/eshape.h

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#pragma once
#include "ebase.h"
namespace e2d
{
class ShapeManager;
class Node;
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class Shape :
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public Object
{
friend ShapeManager;
friend Node;
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public:
Shape();
virtual ~Shape();
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// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD>״<EFBFBD>Ľ<EFBFBD><C4BD><EFBFBD><EFBFBD><EFBFBD>ϵ
virtual int getRelationWith(
Shape * pShape
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) const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
Node * getParentNode() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
UINT32 getCategoryBitmask() const;
// <20><>ȡ<EFBFBD><C8A1>ͻ<EFBFBD><CDBB><EFBFBD><EFBFBD>
UINT32 getCollisionBitmask() const;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void setCategoryBitmask(
UINT32 mask
);
// <20><><EFBFBD>ó<EFBFBD>ͻ<EFBFBD><CDBB><EFBFBD><EFBFBD>
void setCollisionBitmask(
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UINT32 mask
);
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// <20><><EFBFBD>û<EFBFBD><C3BB>رո<D8B1><D5B8><EFBFBD>״
virtual void setEnable(
bool bEnable
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״<EFBFBD>Ŀɼ<C4BF><C9BC><EFBFBD>
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void setVisiable(
bool bVisiable
);
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// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD>ɫ
void setColor(
UINT32 color
);
// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void setOpacity(
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double opacity
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);
protected:
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// ת<><D7AA><EFBFBD><EFBFBD>״
virtual void _transform();
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// <20><>Ⱦ<EFBFBD><C8BE>״
virtual void _render();
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// <20><>ȡ ID2D1Geometry <20><><EFBFBD><EFBFBD>
virtual ID2D1Geometry * _getD2dGeometry() const = 0;
protected:
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bool m_bEnable;
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bool m_bIsVisiable;
UINT32 m_nCategoryBitmask;
UINT32 m_nCollisionBitmask;
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UINT32 m_nColor;
float m_fOpacity;
Node * m_pParentNode;
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ID2D1TransformedGeometry * m_pTransformedShape;
};
class Rect :
public Shape
{
public:
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>վ<EFBFBD><D5BE><EFBFBD>
Rect();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͻ<EFBFBD><CFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϳ<EFBFBD><CDBF>ߴ<EFBFBD><DFB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Rect(
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double x,
double y,
double width,
double height
);
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ͽڵ<CDBD>λ<EFBFBD>ô<EFBFBD>С<EFBFBD><D0A1>ͬ<EFBFBD>ľ<EFBFBD><C4BE><EFBFBD>
Rect(
Node * node
);
virtual ~Rect();
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protected:
void _setRect(
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double left,
double top,
double right,
double bottom
);
virtual ID2D1RectangleGeometry * _getD2dGeometry() const override;
protected:
ID2D1RectangleGeometry * m_pD2dRectangle;
};
class Circle :
public Shape
{
public:
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>յ<EFBFBD>Բ<EFBFBD><D4B2>
Circle();
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// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>ĺͰ뾶<CDB0><EBBEB6><EFBFBD><EFBFBD>Բ<EFBFBD><D4B2>
Circle(
Point center,
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double radius
);
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ͽڵ<CDBD>λ<EFBFBD>ô<EFBFBD>С<EFBFBD><D0A1>ͬ<EFBFBD><CDAC>Բ<EFBFBD><D4B2>
Circle(
Node * node
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);
virtual ~Circle();
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protected:
void _setCircle(
Point center,
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double radius
);
virtual ID2D1EllipseGeometry * _getD2dGeometry() const override;
protected:
ID2D1EllipseGeometry * m_pD2dCircle;
};
class Ellipse :
public Shape
{
public:
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>յ<EFBFBD><D5B5><EFBFBD>Բ
Ellipse();
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// <20><><EFBFBD><EFBFBD>Բ<EFBFBD>ĺͰ뾶<CDB0><EBBEB6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Բ
Ellipse(
Point center,
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double radiusX,
double radiusY
);
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>ͽڵ<CDBD>λ<EFBFBD>ô<EFBFBD>С<EFBFBD><D0A1>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD>Բ
Ellipse(
Node * node
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);
virtual ~Ellipse();
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protected:
void _setEllipse(
Point center,
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double radiusX,
double radiusY
);
virtual ID2D1EllipseGeometry * _getD2dGeometry() const override;
protected:
ID2D1EllipseGeometry * m_pD2dEllipse;
};
}