Magic_Game/core/e2dmanager.h

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#pragma once
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#include "e2dmacros.h"
#include "e2dcommon.h"
namespace e2d
{
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class Node;
class Action;
class Collider;
class Transition;
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class SceneManager
{
public:
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static SceneManager * getInstance();
// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static void destroyInstance();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ջ
void push(
Scene * scene, /* <20><>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8> */
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bool saveCurrentScene = true /* <20>Ƿ񱣴浱ǰ<E6B5B1><C7B0><EFBFBD><EFBFBD> */
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ջ
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Scene* pop();
// <20><><EFBFBD>ó<EFBFBD><C3B3><EFBFBD><EFBFBD>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
void setTransition(
Transition * transition /* <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>
void clear();
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// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
Scene * getCurrentScene();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ջ
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const 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>
bool isTransitioning();
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void update();
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void render();
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
void dispatch(
const MouseEvent& e
);
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
void dispatch(
const KeyEvent& e
);
private:
SceneManager();
~SceneManager();
E2D_DISABLE_COPY(SceneManager);
private:
Scene * _currScene;
Scene * _nextScene;
Transition * _transition;
std::stack<Scene*> _scenes;
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static SceneManager * _instance;
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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class ActionManager
{
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friend class Action;
public:
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static ActionManager * getInstance();
// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static void destroyInstance();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>Ķ<EFBFBD><C4B6><EFBFBD>
std::vector<Action *> get(
const String& name
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
const std::vector<Action*>& getAll();
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// ִ<>ж<EFBFBD><D0B6><EFBFBD>
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void start(
Action * action,
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Node * target,
bool paused
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void resume(
const String& name
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);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void pause(
const String& name
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);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void stop(
const String& name
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void resumeAllBindedWith(
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Node * target
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void pauseAllBindedWith(
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Node * target
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void stopAllBindedWith(
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Node * target
);
// ǿ<><C7BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
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void clearAllBindedWith(
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Node * target
);
// ǿ<><C7BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
void clearAll();
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬
void update();
// ˢ<><CBA2><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD>ʱ
void updateTime();
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private:
ActionManager();
~ActionManager();
E2D_DISABLE_COPY(ActionManager);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
void __add(
Action * action
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void __remove(
Action * action
);
private:
std::vector<Action*> _actions;
std::vector<Action*> _runningActions;
static ActionManager * _instance;
};
// <20><>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class CollisionManager
{
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friend class Node;
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friend class Collider;
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public:
// <20><>ȡ<EFBFBD><C8A1>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static CollisionManager * getInstance();
// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
static void destroyInstance();
// <20><><EFBFBD>ӿɻ<D3BF><C9BB><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void addName(
const String& name1,
const String& name2
);
// <20><><EFBFBD>ӿɻ<D3BF><C9BB><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void addName(
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const std::vector<std::pair<String, String>>& names
);
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ǿ<EFBFBD><C7BF><EFBFBD>ײ<EFBFBD><D7B2>
bool isCollidable(
Node * node1,
Node * node2
);
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ǿ<EFBFBD><C7BF><EFBFBD>ײ<EFBFBD><D7B2>
bool isCollidable(
const String& name1,
const String& name2
);
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private:
CollisionManager();
~CollisionManager();
E2D_DISABLE_COPY(CollisionManager);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
void __addCollider(
Collider* collider
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);
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// <20>Ƴ<EFBFBD><C6B3><EFBFBD>ײ<EFBFBD><D7B2>
void __removeCollider(
Collider* collider
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
void __updateCollider(
Collider* collider
);
private:
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std::vector<Collider*> _colliders;
std::set<std::pair<size_t, size_t>> _collisionList;
static CollisionManager * _instance;
};
}