Magic_Game/Easy2D/emanagers.h

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#pragma once
#include "emacros.h"
#include "ecommon.h"
namespace e2d
{
class EApp;
class EObject;
class EScene;
class ENode;
class ETimer;
class EAction;
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class EListenerMouse;
class EListenerKeyboard;
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class EGeometry;
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class EListenerPhysics;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class EObjectManager
{
friend EApp;
public:
// <20><>һ<EFBFBD><D2BB><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
static void add(
e2d::EObject * nptr
);
// ֪ͨ<CDA8>ڴ<EFBFBD><DAB4><EFBFBD>ˢ<EFBFBD><CBA2>
static void notifyFlush();
private:
// ˢ<><CBA2><EFBFBD>ڴ<EFBFBD><DAB4><EFBFBD>
static void __flush();
};
// <20><>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class EMsgManager
{
friend EApp;
friend EScene;
friend ENode;
public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void bindListener(
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EListenerMouse * listener,
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
static void bindListener(
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EListenerMouse * listener,
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>Ƶ<EFBFBD><C6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void startMouseListeners(
const EString &name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>Ƶ<EFBFBD><C6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stopMouseListeners(
const EString &name
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>Ƶ<EFBFBD><C6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void delMouseListeners(
const EString &name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void startAllMouseListenersBindedWith(
EScene * pParentScene
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stopAllMouseListenersBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void startAllMouseListenersBindedWith(
ENode * pParentNode
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stopAllMouseListenersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void startAllMouseListeners();
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stopAllMouseListeners();
// <20>󶨰<EFBFBD><F3B6A8B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void bindListener(
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EListenerKeyboard * listener,
EScene * pParentScene
);
// <20>󶨰<EFBFBD><F3B6A8B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
static void bindListener(
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EListenerKeyboard * listener,
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>İ<EFBFBD><C4B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void startKeyboardListeners(
const EString &name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>İ<EFBFBD><C4B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stopKeyboardListeners(
const EString &name
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>İ<EFBFBD><C4B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void delKeyboardListeners(
const EString &name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>а<EFBFBD><D0B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void startAllKeyboardListenersBindedWith(
EScene * pParentScene
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>а<EFBFBD><D0B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stopAllKeyboardListenersBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>а<EFBFBD><D0B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void startAllKeyboardListenersBindedWith(
ENode * pParentNode
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>а<EFBFBD><D0B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stopAllKeyboardListenersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>а<EFBFBD><D0B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void startAllKeyboardListeners();
// ֹͣ<CDA3><D6B9><EFBFBD>а<EFBFBD><D0B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void stopAllKeyboardListeners();
private:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void _clearManager();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void _clearAllMouseListenersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>а<EFBFBD><D0B0><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void _clearAllKeyboardListenersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>
static void MouseProc(
UINT message,
WPARAM wParam,
LPARAM lParam
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD><CFA2><EFBFBD><EFBFBD>
static void KeyboardProc(
UINT message,
WPARAM wParam,
LPARAM lParam
);
};
// <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class ETimerManager
{
friend EApp;
friend EScene;
friend ENode;
public:
// <20>󶨶<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void bindTimer(
ETimer * timer,
EScene * pParentScene
);
// <20>󶨶<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
static void bindTimer(
ETimer * timer,
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
static void startTimers(
const EString &name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
static void stopTimers(
const EString &name
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ƵĶ<C6B5>ʱ<EFBFBD><CAB1>
static void delTimers(
const EString &name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void startAllTimersBindedWith(
EScene * pParentScene
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void stopAllTimersBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void startAllTimersBindedWith(
ENode * pParentNode
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void stopAllTimersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void startAllTimers();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void stopAllTimers();
private:
// <20><><EFBFBD>ն<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void _clearManager();
// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD>ʱ<EFBFBD><CAB1>
static void _clearAllTimersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD>ö<EFBFBD>ʱ<EFBFBD><CAB1>״̬
static void _resetAllTimers();
// <20><>ʱ<EFBFBD><CAB1>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD>
static void TimerProc();
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class EActionManager
{
friend EApp;
friend EScene;
friend ENode;
public:
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD>
static void addAction(
EAction * action
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void startAllActionsBindedWith(
ENode * pTargetNode
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void pauseAllActionsBindedWith(
ENode * pTargetNode
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void stopAllActionsBindedWith(
ENode * pTargetNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void startAllActions();
// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void pauseAllActions();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void stopAllActions();
private:
// <20><><EFBFBD>ն<EFBFBD><D5B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void _clearManager();
// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
static void _clearAllActionsBindedWith(
ENode * pTargetNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>״̬
static void _resetAllActions();
// <20><><EFBFBD><EFBFBD>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD>
static void ActionProc();
};
class EPhysicsManager
{
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friend EApp;
friend EScene;
friend ENode;
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friend EGeometry;
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public:
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EBB3A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void bindListener(
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EListenerPhysics * listener,
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EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
static void bindListener(
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EListenerPhysics * listener,
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ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>Ƶļ<C6B5><C4BC><EFBFBD><EFBFBD><EFBFBD>
static void startListeners(
const EString &name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>Ƶļ<C6B5><C4BC><EFBFBD><EFBFBD><EFBFBD>
static void stopListeners(
const EString &name
);
// ɾ<><C9BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>Ƶļ<C6B5><C4BC><EFBFBD><EFBFBD><EFBFBD>
static void delListeners(
const EString &name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void startAllListenersBindedWith(
EScene * pParentScene
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void stopAllListenersBindedWith(
EScene * pParentScene
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void startAllListenersBindedWith(
ENode * pParentNode
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void stopAllListenersBindedWith(
ENode * pParentNode
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void startAllListeners();
// ֹͣ<CDA3><D6B9><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void stopAllListeners();
private:
// <20><><EFBFBD>ռ<EFBFBD><D5BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static void _clearManager();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״
static void _addGeometry(
EGeometry * geometry
);
// ɾ<><C9BE><EFBFBD>Ѱ󶨵<D1B0><F3B6A8B5><EFBFBD>״
static void _delGeometry(
EGeometry * geometry
);
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// <20><><EFBFBD>հ<EFBFBD><D5B0><EFBFBD><EFBFBD>ڽڵ<DABD><DAB5>ϵ<EFBFBD><CFB5><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD><EFBFBD><EFBFBD>
static void _clearAllListenersBindedWith(
ENode * pParentNode
);
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// <20><><EFBFBD><EFBFBD>ͼ<EFBFBD><CDBC><EFBFBD>жϳ<D0B6><CFB3><EFBFBD>
static void PhysicsGeometryProc(
EGeometry * pActiveGeometry
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ִ<EFBFBD>г<EFBFBD><D0B3><EFBFBD>
static void PhysicsListenerProc();
};
}