Magic_Game/core/e2dutil.h

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
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#ifndef __E2D_UTIL_H__
#define __E2D_UTIL_H__
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#include "e2dmacros.h"
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namespace easy2d
{
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class Size;
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// <20><><EFBFBD><EFBFBD>
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//
// Usage:
// <20><>ʾһ<CABE><D2BB><EFBFBD><EFBFBD>ά<EFBFBD>ռ<EFBFBD><D5BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: Point origin(0, 0);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>: float distance = Point::Distance(p1, p2);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӽ<EFBFBD>: Point p = Point(10, 10) + Point(20, 20); // p <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> (30, 30)
//
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class Point
{
public:
float x; // X <20><><EFBFBD><EFBFBD>
float y; // Y <20><><EFBFBD><EFBFBD>
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public:
Point();
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Point(
float x,
float y
);
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Point(
const Point& other
);
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Point operator + (const Point & other) const;
Point operator - (const Point & other) const;
Point operator * (float value) const;
Point operator / (float value) const;
Point operator - () const;
bool operator== (const Point& other) const;
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E2D_OP_EXPLICIT operator easy2d::Size() const;
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// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static float Distance(
const Point& p1,
const Point& p2
);
};
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// <20><>С
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//
// Usage:
// <20><>ʾһ<CABE><D2BB><EFBFBD><EFBFBD>ά<EFBFBD><CEAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ĵ<EFBFBD>С: Size s(10, 5); // <20><>Ϊ 10, <20><>Ϊ 5
// <20><>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ӽ<EFBFBD>: Size s = Size(10, 10) + Size(20, 20); // s <20>Ĵ<EFBFBD>С<EFBFBD>ǿ<EFBFBD><C7BF>߾<EFBFBD>Ϊ 30
//
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class Size
{
public:
float width; // <20><><EFBFBD><EFBFBD>
float height; // <20>߶<EFBFBD>
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public:
Size();
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Size(
float width,
float height
);
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Size(
const Size& other
);
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Size operator + (const Size & other) const;
Size operator - (const Size & other) const;
Size operator * (float value) const;
Size operator / (float value) const;
Size operator - () const;
bool operator== (const Size& other) const;
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E2D_OP_EXPLICIT operator easy2d::Point() const;
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};
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// <20><><EFBFBD><EFBFBD>
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//
// Usage:
// <20><>ʾһ<CABE><D2BB><EFBFBD><EFBFBD>ά<EFBFBD><CEAC><EFBFBD><EFBFBD>: Rect rect = Rect(10, 20, 30, 40); // <20><><EFBFBD>Ͻ<EFBFBD><CFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ (10, 20), <20><>Ϊ 30, <20><>Ϊ 40
// <20><><EFBFBD>ο<EFBFBD><CEBF><EFBFBD>ͨ<EFBFBD><CDA8> Point + Size <20><><EFBFBD><EFBFBD>, Point <20><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͻ<EFBFBD><CFBD><EFBFBD><EFBFBD><EFBFBD>, Size <20><>ʾ<EFBFBD><CABE><EFBFBD>ο<EFBFBD><CEBF><EFBFBD>
// <20>ж<EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ھ<EFBFBD><DABE><EFBFBD><EFBFBD><EFBFBD>: bool contains = rect.ContainsPoint(p);
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ཻ: bool intersects = rect1.Intersects(rect2);
//
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class Rect
{
public:
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Point origin; // <20><><EFBFBD>Ͻ<EFBFBD><CFBD><EFBFBD><EFBFBD><EFBFBD>
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Size size; // <20><><EFBFBD>Ⱥ͸߶<CDB8>
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public:
Rect();
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Rect(
float x,
float y,
float width,
float height
);
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Rect(
const Point& pos,
const Size& size
);
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Rect(
const Rect& other
);
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Rect& operator= (const Rect& other);
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bool operator== (const Rect& rect) const;
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// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ھ<EFBFBD><DABE><EFBFBD><EFBFBD><EFBFBD>
bool ContainsPoint(
const Point& point
) const;
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// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
bool Intersects(
const Rect& rect
) const;
};
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// <20><>ɫ
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//
// Usage:
// ʹ<><CAB9>ö<EFBFBD>ٱ<EFBFBD>ʾ<EFBFBD><CABE>ɫ: Color blue = Color::Blue;
// ʹ<><CAB9> RGB <20><>ʾһ<CABE><D2BB><EFBFBD><EFBFBD>ɫ: Color red(1.0f, 0.0f, 0.0f);
// ʹ<><CAB9> RGBA <20><>ʾһ<CABE><D2BB><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD>ȵ<EFBFBD><C8B5><EFBFBD>ɫ: Color not_black(1.0f, 1.0f, 1.0f, 0.5f);
// ʹ<><CAB9>һ<EFBFBD><D2BB> UINT <20><><EFBFBD>͵<EFBFBD>ֵ<EFBFBD><D6B5>ʾ RGB: Color black(0x000000);
//
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class Color
{
public:
Color();
Color(
float r,
float g,
float b
);
Color(
float r,
float g,
float b,
float alpha
);
Color(
UINT rgb
);
Color(
UINT rgb,
float alpha
);
Color(
const D2D1_COLOR_F& color
);
E2D_OP_EXPLICIT operator D2D1_COLOR_F() const;
public:
enum Value : UINT
{
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Black = 0x000000,
Blue = 0x0000FF,
BlueViolet = 0x8A2BE2,
Brown = 0xA52A2A,
Chocolate = 0xD2691E,
DarkBlue = 0x00008B,
DarkGray = 0xA9A9A9,
DarkGreen = 0x006400,
DarkOrange = 0xFF8C00,
DarkRed = 0x8B0000,
DarkViolet = 0x9400D3,
ForestGreen = 0x228B22,
Gold = 0xFFD700,
Gray = 0x808080,
Green = 0x008000,
GreenYellow = 0xADFF2F,
LightBlue = 0xADD8E6,
LightCyan = 0xE0FFFF,
LightGreen = 0x90EE90,
LightGray = 0xD3D3D3,
LightPink = 0xFFB6C1,
LightSeaGreen = 0x20B2AA,
LightSkyBlue = 0x87CEFA,
LightYellow = 0xFFFFE0,
Orange = 0xFFA500,
OrangeRed = 0xFF4500,
Pink = 0xFFC0CB,
Purple = 0x800080,
Red = 0xFF0000,
Silver = 0xC0C0C0,
SkyBlue = 0x87CEEB,
Snow = 0xFFFAFA,
Violet = 0xEE82EE,
Wheat = 0xF5DEB3,
White = 0xFFFFFF,
WhiteSmoke = 0xF5F5F5,
Wood = 0xDEB887,
Yellow = 0xFFFF00,
YellowGreen = 0x9ACD32
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};
public:
float r;
float g;
float b;
float a;
};
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// <20><><EFBFBD><EFBFBD>
enum class Direction : int
{
Up, /* <20><> */
Down, /* <20><> */
Left, /* <20><> */
Right /* <20><> */
};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><E0BDBB>ʽ
enum class Stroke : int
{
Miter = 0, /* б<><D0B1> */
Bevel = 1, /* б<><D0B1> */
Round = 2 /* Բ<><D4B2> */
};
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// <20><><EFBFBD>̼<EFBFBD>ֵ
enum class KeyCode : int
{
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Unknown = 0,
Up = 0xC8,
Left = 0xCB,
Right = 0xCD,
Down = 0xD0,
Enter = 0x1C,
Space = 0x39,
Esc = 0x01,
Q = 0x10,
W = 0x11,
E = 0x12,
R = 0x13,
T = 0x14,
Y = 0x15,
U = 0x16,
I = 0x17,
O = 0x18,
P = 0x19,
A = 0x1E,
S = 0x1F,
D = 0x20,
F = 0x21,
G = 0x22,
H = 0x23,
J = 0x24,
K = 0x25,
L = 0x26,
Z = 0x2C,
X = 0x2D,
C = 0x2E,
V = 0x2F,
B = 0x30,
N = 0x31,
M = 0x32,
Num1 = 0x02,
Num2 = 0x03,
Num3 = 0x04,
Num4 = 0x05,
Num5 = 0x06,
Num6 = 0x07,
Num7 = 0x08,
Num8 = 0x09,
Num9 = 0x0A,
Num0 = 0x0B,
Numpad7 = 0x47,
Numpad8 = 0x48,
Numpad9 = 0x49,
Numpad4 = 0x4B,
Numpad5 = 0x4C,
Numpad6 = 0x4D,
Numpad1 = 0x4F,
Numpad2 = 0x50,
Numpad3 = 0x51,
Numpad0 = 0x52,
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};
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֵ
enum class MouseCode : int
{
Left, /* <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> */
Right, /* <20><><EFBFBD><EFBFBD><EFBFBD>Ҽ<EFBFBD> */
Middle /* <20><><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD> */
};
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// ʱ<><CAB1><EFBFBD><EFBFBD>
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//
// Usage:
// 5 <20><>: Duration::Second * 5
// 1.5 Сʱ: Duration::Hour * 1.5
// 3 Сʱ 45 <20><> 15 <20><>: Duration::Hour * 3 + Duration::Minute * 45 + Duration::Second * 15
// ʱ<><CAB1><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>Ϊ<EFBFBD><CEAA>: float s = duration.Seconds();
// ʱ<><CAB1><EFBFBD>θ<EFBFBD>ʽ<EFBFBD><CABD>: Duration d = Duration::Parse(L"1h35m"); // 1Сʱ35<33><35><EFBFBD><EFBFBD>
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//
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class Duration
{
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public:
static const Duration Millisecond; // <20><><EFBFBD><EFBFBD>
static const Duration Second; // <20><>
static const Duration Minute; // <20><><EFBFBD><EFBFBD>
static const Duration Hour; // Сʱ
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public:
Duration();
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explicit Duration(
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int milliseconds
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);
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// ת<><D7AA>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>
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int Milliseconds() const;
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// ת<><D7AA>Ϊ<EFBFBD><CEAA>
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float Seconds() const;
// ת<><D7AA>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>
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float Minutes() const;
// ת<><D7AA>ΪСʱ
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float Hours() const;
// ʱ<><CAB1><EFBFBD>θ<EFBFBD>ʽ<EFBFBD><CABD>
// ʱ<><CAB1><EFBFBD><EFBFBD><EFBFBD>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>з<EFBFBD><D0B7>ŵĸ<C5B5><C4B8><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD>Ҵ<EFBFBD><D2B4><EFBFBD>ʱ<EFBFBD>䵥λ<E4B5A5><CEBB>׺
// <20><><EFBFBD><EFBFBD>: "300ms", "-1.5h", "2h45m"
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD>䵥λ<E4B5A5><CEBB> "ms", "s", "m", "h"
static Duration Parse(const std::wstring& str);
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bool operator== (const Duration &) const;
bool operator!= (const Duration &) const;
bool operator> (const Duration &) const;
bool operator>= (const Duration &) const;
bool operator< (const Duration &) const;
bool operator<= (const Duration &) const;
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Duration operator + (Duration const &) const;
Duration operator - (Duration const &) const;
Duration operator - () const;
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Duration operator * (int) const;
Duration operator * (float) const;
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Duration operator * (double) const;
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Duration operator / (int) const;
Duration operator / (float) const;
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Duration operator / (double) const;
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Duration& operator += (Duration const &);
Duration& operator -= (Duration const &);
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Duration& operator *= (int);
Duration& operator *= (float);
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Duration& operator *= (double);
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Duration& operator /= (int);
Duration& operator /= (float);
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Duration& operator /= (double);
friend Duration operator* (int, const Duration &);
friend Duration operator* (float, const Duration &);
friend Duration operator* (double, const Duration &);
friend Duration operator/ (int, const Duration &);
friend Duration operator/ (float, const Duration &);
friend Duration operator/ (double, const Duration &);
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private:
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int milliseconds_;
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};
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// ʱ<><CAB1><EFBFBD><EFBFBD>
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//
// Usage:
// ʹ<><CAB9> Time::Now <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1>ǰʱ<C7B0><CAB1>: Time now = Time::Now();
// <20><>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20>õ<EFBFBD><C3B5>Ľ<EFBFBD><C4BD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><D2BB> Duration <20><><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD>:
// Time t1 = Time::Now();
// ... // <20><>Щʲô
// Time t2 = Time::Now();
// Ȼ<><C8BB><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĺ<EFBFBD><C4BA><EFBFBD><EFBFBD><EFBFBD>:
// int ms = (t2 - t1).Milliseconds();
//
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class Time
{
public:
Time();
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// <20><>ȡʱ<C8A1><CAB1><EFBFBD><EFBFBD>
time_t GetTimeStamp() const;
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ʱ
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bool IsZero() const;
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Time operator + (Duration const &) const;
Time operator - (Duration const &) const;
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Time& operator += (Duration const &);
Time& operator -= (Duration const &);
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Duration operator - (Time const &) const;
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// <20><>ȡ<EFBFBD><C8A1>ǰʱ<C7B0><CAB1>
static Time Now();
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private:
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std::chrono::steady_clock::time_point time_;
};
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// <20><><EFBFBD><EFBFBD>
class Font
{
public:
std::wstring family; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float size; // <20>ֺ<EFBFBD>
UINT weight; // <20><>ϸֵ
bool italic; // <20>Ƿ<EFBFBD>б<EFBFBD><D0B1>
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public:
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϸֵ
enum Weight : UINT
{
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Thin = 100,
ExtraLight = 200,
Light = 300,
Normal = 400,
Medium = 500,
Bold = 700,
ExtraBold = 800,
Black = 900,
ExtraBlack = 950
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};
public:
explicit Font(
const std::wstring& family = L"",
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float size = 22,
UINT weight = Font::Weight::Normal,
bool italic = false
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);
};
// <20><>Դ
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//
// Usage:
// Resource <20><><EFBFBD>ڻ<EFBFBD>ȡ<EFBFBD><C8A1>ִ<EFBFBD><D6B4><EFBFBD>ļ<EFBFBD> (exe) <20>е<EFBFBD><D0B5><EFBFBD>Դ, <20><><EFBFBD><EFBFBD><EFBFBD>ڹ<EFBFBD><DAB9><EFBFBD><ECBAAF><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
// <20><>Դ<EFBFBD><D4B4><EFBFBD>ͺ<EFBFBD><CDBA><EFBFBD><EFBFBD>Ʊ<EFBFBD>ʶ<EFBFBD><CAB6><EFBFBD><EFBFBD>
// <20><><EFBFBD><EFBFBD>, һ<><D2BB><EFBFBD><EFBFBD>Ƶ<EFBFBD><C6B5>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ L"WAVE", <20><><EFBFBD>Ʊ<EFBFBD>ʶ<EFBFBD><CAB6>Ϊ IDR_WAVE_1, <20><>ô<EFBFBD><C3B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ:
// Resource res(MAKEINTRESOURCE(IDR_WAVE_1), L"WAVE");
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҫ<EFBFBD>ֶ<EFBFBD><D6B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Դ, <20><><EFBFBD><EFBFBD>ͨ<EFBFBD><CDA8> Load <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD>
// if (res.Load()) {
// LPVOID data = res.GetData();
// DWORD size = res.GetDataSize();
// }
// <20>˽<EFBFBD><CBBD><EFBFBD>Դ<EFBFBD>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD><EFBFBD>Ϣ: https://docs.microsoft.com/en-us/windows/desktop/menurc/resources
//
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class Resource
{
public:
Resource(
LPCWSTR name, /* <20><>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
LPCWSTR type /* <20><>Դ<EFBFBD><D4B4><EFBFBD><EFBFBD> */
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);
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bool Load();
LPCWSTR GetName() const;
LPCWSTR GetType() const;
LPVOID GetData() const;
DWORD GetDataSize() const;
size_t GetHashCode() const;
private:
bool loaded_;
LPCWSTR name_;
LPCWSTR type_;
LPVOID data_;
DWORD data_size_;
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};
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// <20><>άת<CEAC><D7AA>
class Transform
{
public:
Point position; // <20><><EFBFBD><EFBFBD>
Size size; // <20><>С
float scale_x; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float scale_y; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float rotation; // <20><>ת
float skew_x; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
float skew_y; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
float pivot_x; // ֧<><D6A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
float pivot_y; // ֧<><D6A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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public:
Transform();
E2D_OP_EXPLICIT operator D2D1::Matrix3x2F() const;
bool operator== (const Transform& other) const;
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};
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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//
// Usage:
// ʹ<>þ<EFBFBD>̬<EFBFBD><CCAC><EFBFBD><EFBFBD> Range <20><>ȡָ<C8A1><D6B8><EFBFBD><EFBFBD>Χ<EFBFBD>ڵ<EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><>:
// int n = Random::Range(1, 5); // <20><>ȡ 1~6 <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><><EFBFBD><EFBFBD> 1 <20><> 6
// <20><><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڸ<EFBFBD><DAB8><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>, <20><>:
// double d = Random::Range(1.2, 1.5);
// ע<><D7A2>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȡ<EFBFBD><C8A1><EFBFBD>ڲ<EFBFBD><DAB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͡<EFBFBD>
//
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class Random
{
public:
// ȡ<>÷<EFBFBD>Χ<EFBFBD>ڵ<EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
template<typename T>
static inline T Range(T min, T max)
{
return easy2d::Random::RandomInt(min, max);
}
// ȡ<>÷<EFBFBD>Χ<EFBFBD>ڵ<EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static inline float Range(float min, float max)
{
return easy2d::Random::RandomReal(min, max);
}
// ȡ<>÷<EFBFBD>Χ<EFBFBD>ڵ<EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
static inline double Range(double min, double max)
{
return easy2d::Random::RandomReal(min, max);
}
private:
template<typename T>
static T RandomInt(T min, T max)
{
std::uniform_int_distribution<T> dist(min, max);
return dist(Random::GetEngine());
}
template<typename T>
static T RandomReal(T min, T max)
{
std::uniform_real_distribution<T> dist(min, max);
return dist(Random::GetEngine());
}
static std::default_random_engine &GetEngine();
};
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// <20><><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
class Ref
{
public:
Ref();
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virtual ~Ref();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>
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LONG Retain();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>
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LONG Release();
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>
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LONG GetRefCount() const;
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private:
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LONG ref_count_;
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};
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template<class Interface>
inline void SafeRelease(Interface*& p)
{
if (p != nullptr)
{
p->Release();
p = nullptr;
}
}
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inline void ThrowIfFailed(HRESULT hr)
{
if (FAILED(hr))
{
// <20>ڴ˴<DAB4><CBB4><EFBFBD><EFBFBD>öϵ<C3B6><CFB5>Բ<EFBFBD><D4B2><EFBFBD>ϵͳ<CFB5>쳣.
static char s_str[64] = {};
sprintf_s(s_str, "Failure with HRESULT of %08X", static_cast<unsigned int>(hr));
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throw std::runtime_error(s_str);
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}
}
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} // end of easy2d namespace
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#endif // __E2D_UTIL_H__