Magic_Game/Easy2D/enodes.h

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#pragma once
#include "ebase.h"
namespace e2d
{
class EText;
class ESprite;
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class EAction;
class ENode :
public EObject
{
friend EScene;
public:
ENode();
ENode(
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const EString & name
);
virtual ~ENode();
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// <20><>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5><EFBFBD><EFBFBD><EFBFBD><EBB3A1>ʱ<EFBFBD>Զ<EFBFBD>ִ<EFBFBD><D6B4>
virtual void onEnter();
// <20><>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5><EFBFBD><EBBFAA><EFBFBD><EFBFBD>ʱ<EFBFBD>Զ<EFBFBD>ִ<EFBFBD><D6B4>
virtual void onExit();
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ʾ״̬
virtual bool isVisiable() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual EString getName() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
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virtual int getOrder() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual float getPosX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual float getPosY() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual EPoint getPos() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual float getWidth() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶<EFBFBD>
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virtual float getHeight() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ȣ<EFBFBD><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
virtual float getRealWidth() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶ȣ<DFB6><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
virtual float getRealHeight() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
virtual ESize getRealSize() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С
virtual ESize getSize() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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virtual float getScaleX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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virtual float getScaleY() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
virtual float getSkewX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
virtual float getSkewY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
virtual float getRotation() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
virtual float getOpacity() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
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virtual ENode * getParent() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
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virtual EScene * getParentScene() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
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virtual EVector<ENode*> &getChildren();
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// <20><>ȡ<EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual size_t getChildrenCount() const;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD>ȡ<EFBFBD>ӽڵ<D3BD>
virtual ENode * getChild(
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const EString & name
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);
// <20><><EFBFBD>ýڵ<C3BD><DAB5>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ
virtual void setVisiable(
bool value
);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual void setName(
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const EString & name
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void setPosX(
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float x
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void setPosY(
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float y
);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void setPos(
const EPoint & point
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void setPos(
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float x,
float y
);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
virtual void move(
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float x,
float y
);
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// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
virtual void move(
const EVec & v
);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
// Ĭ<><C4AC>Ϊ 0
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virtual void setOrder(
int order
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0f
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virtual void setScaleX(
float scaleX
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0f
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virtual void setScaleY(
float scaleY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ (1.0f, 1.0f)
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virtual void setScale(
float scaleX,
float scaleY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0f
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virtual void setScale(
float scale
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
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virtual void setSkewX(
float angleX
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
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virtual void setSkewY(
float angleY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ (0, 0)
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virtual void setSkew(
float angleX,
float angleY
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
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virtual void setRotation(
float rotation
);
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0f, <20><>Χ [0, 1]
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virtual void setOpacity(
float opacity
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>
// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
virtual void setAnchorX(
float anchorX
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD>ê<EFBFBD><C3AA>
// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
virtual void setAnchorY(
float anchorY
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
virtual void setAnchor(
float anchorX,
float anchorY
);
// <20><><EFBFBD>ø<EFBFBD><C3B8>ڵ<EFBFBD>
virtual void setParent(
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ENode* parent
);
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// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
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virtual void addChild(
ENode * child,
int order = 0
);
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// <20>Ӹ<EFBFBD><D3B8>ڵ<EFBFBD><DAB5>Ƴ<EFBFBD>
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virtual void removeFromParent(
bool release = false
);
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// <20>Ƴ<EFBFBD><C6B3>ӽڵ<D3BD>
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virtual bool removeChild(
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ENode * child,
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bool release = true
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);
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// <20>Ƴ<EFBFBD><C6B3>ӽڵ<D3BD>
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virtual void removeChild(
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const EString & childName,
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bool release = true
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);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>нڵ<D0BD>
virtual void clearAllChildren(
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bool release = true
);
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
virtual void runAction(
EAction * action
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void resumeAction(
EAction * action
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
virtual void pauseAction(
EAction * action
);
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// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
virtual void stopAction(
EAction * action
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);
protected:
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// <20><><EFBFBD>ʽڵ<CABD>
virtual void _callOn();
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// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD>
virtual void _onRender();
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// <20>ڵ㱻<DAB5><E3B1BB><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD>
virtual void _onEnter();
// <20>ڵ<EFBFBD><DAB5>ӳ<EFBFBD><D3B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʧʱ<CAA7><CAB1>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD>
virtual void _onExit();
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// <20>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
void _sortChildren();
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
virtual void _setParentScene(
EScene * scene
);
// ֻ<><D6BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>ά<EFBFBD><CEAC><EFBFBD><EFBFBD><EFBFBD>
void _updateTransformToReal();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
void _updateChildrenTransform();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void _updateChildrenOpacity();
// <20><><EFBFBD>½ڵ<C2BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
static void _updateTransform(ENode * node);
// <20><><EFBFBD>½ڵ<C2BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
static void _updateOpacity(ENode * node);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void _setWidth(
float width
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5>߶<EFBFBD>
virtual void _setHeight(
float height
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>С
virtual void _setSize(
const ESize & size
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>С
virtual void _setSize(
float width,
float height
);
protected:
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EString m_sName;
size_t m_nHashName;
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EPoint m_Pos;
ESize m_Size;
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float m_fScaleX;
float m_fScaleY;
float m_fRotation;
float m_fSkewAngleX;
float m_fSkewAngleY;
float m_fDisplayOpacity;
float m_fRealOpacity;
float m_fAnchorX;
float m_fAnchorY;
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int m_nOrder;
bool m_bVisiable;
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bool m_bDisplayedInScene;
bool m_bSortChildrenNeeded;
bool m_bTransformChildrenNeeded;
EScene * m_pParentScene;
ENode * m_pParent;
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D2D1::Matrix3x2F m_Matri;
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EVector<ENode*> m_vChildren;
};
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class ETexture :
public EObject
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{
friend ESprite;
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public:
// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>յ<EFBFBD><D5B5><EFBFBD><EFBFBD><EFBFBD>
ETexture();
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// <20>ӱ<EFBFBD><D3B1><EFBFBD><EFBFBD>ļ<EFBFBD><C4BC>ж<EFBFBD>ȡ<EFBFBD><C8A1>Դ
ETexture(
const EString & fileName
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
ETexture(
const EString & resourceName,
const EString & resourceType
);
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virtual ~ETexture();
// <20>ӱ<EFBFBD><D3B1><EFBFBD><EFBFBD>ļ<EFBFBD><C4BC>ж<EFBFBD>ȡ<EFBFBD><C8A1>Դ
void loadFromFile(
const EString & fileName
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
void loadFromResource(
const EString & resourceName,
const EString & resourceType
);
// <20><>ȡԴͼƬ<CDBC><C6AC><EFBFBD><EFBFBD>
virtual float getSourceWidth() const;
// <20><>ȡԴͼƬ<CDBC>߶<EFBFBD>
virtual float getSourceHeight() const;
// <20><>ȡԴͼƬ<CDBC><C6AC>С
virtual ESize getSourceSize() const;
// Ԥ<><D4A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static bool preload(
const EString & fileName
);
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// Ԥ<><D4A4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ
static bool preload(
const EString & resourceName,
const EString & resourceType
);
// <20><><EFBFBD>ջ<EFBFBD><D5BB><EFBFBD>
static void clearCache();
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protected:
ID2D1Bitmap * _getBitmap();
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protected:
ID2D1Bitmap * m_pBitmap;
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};
class ESprite :
public ENode
{
public:
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// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD>վ<EFBFBD><D5BE><EFBFBD>
ESprite();
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// <20><><EFBFBD>ļ<EFBFBD>ͼƬ<CDBC><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ESprite(
const EString & imageFileName
);
// <20><><EFBFBD>ļ<EFBFBD>ͼƬ<CDBC><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>
ESprite(
const EString & imageFileName,
float x,
float y,
float width,
float height
);
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// <20><><EFBFBD><EFBFBD>ԴͼƬ<CDBC><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
ESprite(
const EString & resourceName,
const EString & resourceType
);
// <20><><EFBFBD><EFBFBD>ԴͼƬ<CDBC><C6AC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>
ESprite(
const EString & resourceName,
const EString & resourceType,
float x,
float y,
float width,
float height
);
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virtual ~ESprite();
// <20><><EFBFBD>þ<EFBFBD><C3BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void setTexture(
ETexture * texture
);
// <20><><EFBFBD>þ<EFBFBD><C3BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>
void setTexture(
ETexture * texture,
float x,
float y,
float width,
float height
);
// <20>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>
void clipTexture(
float x,
float y,
float width,
float height
);
protected:
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
virtual void _onRender() override;
protected:
float m_fSourcePosX;
float m_fSourcePosY;
ETexture * m_pTexture;
};
class ESpriteFrame :
public EObject
{
protected:
ETexture * texture;
};
class EFont :
public EObject
{
friend EText;
public:
EFont();
EFont(
EString fontFamily,
float fontSize = 22,
EFontWeight fontWeight = EFontWeight::REGULAR,
bool italic = false
);
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virtual ~EFont();
// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD>ֺ<EFBFBD>
float getFontSize() const;
// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ
EFontWeight getFontWeight() const;
// <20>Ƿ<EFBFBD><C7B7><EFBFBD>б<EFBFBD><D0B1>
bool isItalic() const;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void setFamily(
EString fontFamily
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);
// <20><><EFBFBD><EFBFBD><EFBFBD>ֺ<EFBFBD>
void setSize(
float fontSize
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ
void setWeight(
EFontWeight fontWeight
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);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD><D0B1>
void setItalic(
bool value
);
protected:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD>ʽ
void _initTextFormat();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ָ<EFBFBD>ʽ
IDWriteTextFormat * _getTextFormat();
protected:
EString m_sFontFamily;
float m_fFontSize;
EFontWeight m_FontWeight;
bool m_bItalic;
bool m_bRecreateNeeded;
IDWriteTextFormat * m_pTextFormat;
};
class EText :
public ENode
{
public:
EText();
EText(
const EString & text
);
EText(
EFont * font
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);
EText(
const EString & text,
EColor color,
EFont * font
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);
EText(
const EString & text,
EColor color,
EString fontFamily,
float fontSize = 22,
EFontWeight fontWeight = EFontWeight::REGULAR,
bool italic = false
);
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virtual ~EText();
// <20><>ȡ<EFBFBD>ı<EFBFBD>
EString getText() const;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD><EFBFBD>
virtual float getWidth() const override;
// <20><>ȡ<EFBFBD>ı<EFBFBD><C4B1><EFBFBD><EFBFBD>ȣ<EFBFBD><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
virtual float getRealWidth() const override;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
EColor getColor() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
EFont * getFont() const;
// <20><><EFBFBD><EFBFBD><EFBFBD>ı<EFBFBD>
void setText(
const EString & text
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ
void setColor(
EColor color
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void setFont(
EFont * font
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD>
void setWordWrapping(
bool value
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֻ<EFBFBD><D6BB>п<EFBFBD><D0BF>ȣ<EFBFBD>WordWrapping <20><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>Ч<EFBFBD><D0A7>
void setWordWrappingWidth(
float wordWrapWidth
);
protected:
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
virtual void _onRender() override;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֲ<EFBFBD><D6B2><EFBFBD>
void _initTextLayout();
protected:
EString m_sText;
EColor m_Color;
bool m_bWordWrapping;
float m_fWordWrappingWidth;
EFont * m_pFont;
};
}