2018-10-03 22:02:46 +08:00
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// Copyright (c) 2016-2018 Easy2D - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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2018-11-08 21:39:26 +08:00
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#pragma once
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#include "base.h"
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#include "window.h"
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2018-09-02 14:30:48 +08:00
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2018-11-08 00:21:59 +08:00
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namespace easy2d
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{
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2018-11-08 21:39:26 +08:00
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class Scene;
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class Transition;
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class Game
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{
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public:
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Game();
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~Game();
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// <20><><EFBFBD><EFBFBD>ʱ
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virtual void OnUpdate(float dt) {}
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// <20>˳<EFBFBD>ʱ
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virtual void OnExit() {}
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// <20><><EFBFBD>ڹر<DAB9>ʱ
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// <20><><EFBFBD><EFBFBD>ֵ<EFBFBD><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD> false <20><><EFBFBD><EFBFBD>ֹ<EFBFBD><D6B9><EFBFBD>ڹر<DAB9>
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virtual bool OnClose() { return true; }
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// <20><>ʼ<EFBFBD><CABC>
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void Initialize(
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const window::Property& property /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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);
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// <20><><EFBFBD><EFBFBD>
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void Run();
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// <20><><EFBFBD><EFBFBD>
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void Quit();
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// <20><><EFBFBD><EFBFBD>ģʽ
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void SetDebugMode(
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bool enabled
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);
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2018-11-08 21:39:26 +08:00
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// <20>л<EFBFBD><D0BB><EFBFBD><EFBFBD><EFBFBD>
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void EnterScene(
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Scene * scene, /* <20><><EFBFBD><EFBFBD> */
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Transition * transition = nullptr /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
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);
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// <20><>ȡ<EFBFBD><C8A1>ǰ<EFBFBD><C7B0><EFBFBD><EFBFBD>
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Scene * GetCurrentScene();
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ڽ<EFBFBD><DABD>г<EFBFBD><D0B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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bool IsTransitioning() const;
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// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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void DrawScene();
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// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD>
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void UpdateScene(
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float dt
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);
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2018-10-03 18:04:04 +08:00
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2018-11-08 21:39:26 +08:00
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// <20><>ȡʵ<C8A1><CAB5>
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static Game * GetInstance();
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protected:
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E2D_DISABLE_COPY(Game);
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private:
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bool debug_mode_;
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bool quit_;
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Scene* curr_scene_;
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Scene* next_scene_;
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Transition* transition_;
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};
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}
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