显示FPS配置移动到Config类中
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167bf51d4c
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109bebb1e4
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@ -39,7 +39,9 @@ void e2d::Renderer::destroyInstance()
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}
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e2d::Renderer::Renderer()
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: _showFps(false)
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: _renderTimes(0)
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, _lastRenderTime(0)
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, _fpsText()
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, _renderTarget(nullptr)
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, _solidBrush(nullptr)
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, _textRenderer(nullptr)
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@ -133,50 +135,9 @@ void e2d::Renderer::render()
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SceneManager::getInstance()->render();
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// äÖȾ FPS
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if (_showFps)
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if (Game::getInstance()->getConfig()->isFpsShow())
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{
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static int s_nRenderTimes = 0;
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static double s_fLastRenderTime = 0;
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static String s_sFpsText;
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++s_nRenderTimes;
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double fDelay = Time::getTotalTime() - s_fLastRenderTime;
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if (fDelay >= 0.3)
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{
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s_sFpsText = String::format(L"FPS: %.1lf", (1 / fDelay) * s_nRenderTimes);
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s_fLastRenderTime = Time::getTotalTime();
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s_nRenderTimes = 0;
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}
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IDWriteTextLayout * pTextLayout = nullptr;
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IDWriteTextFormat * pTextFormat = Renderer::getFpsTextFormat();
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hr = _writeFactory->CreateTextLayout(
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(const WCHAR *)s_sFpsText,
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(UINT32)s_sFpsText.getLength(),
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pTextFormat,
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0,
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0,
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&pTextLayout
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);
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if (SUCCEEDED(hr))
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{
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_renderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
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_solidBrush->SetOpacity(1.0f);
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_textRenderer->SetTextStyle(
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D2D1::ColorF(D2D1::ColorF::White),
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TRUE,
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D2D1::ColorF(D2D1::ColorF::Black, 0.4f),
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1.5f,
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D2D1_LINE_JOIN_ROUND
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);
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pTextLayout->Draw(nullptr, _textRenderer, 10, 0);
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SafeRelease(pTextLayout);
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}
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_renderFps();
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}
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// ÖÕÖ¹äÖȾ
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@ -196,6 +157,50 @@ void e2d::Renderer::render()
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}
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}
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void e2d::Renderer::_renderFps()
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{
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++_renderTimes;
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double fDelay = Time::getTotalTime() - _lastRenderTime;
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if (fDelay >= 0.1)
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{
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_fpsText = String::format(L"FPS: %.1lf", (1 / fDelay) * _renderTimes);
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_lastRenderTime = Time::getTotalTime();
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_renderTimes = 0;
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}
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IDWriteTextLayout * pTextLayout = nullptr;
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IDWriteTextFormat * pTextFormat = Renderer::getFpsTextFormat();
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HRESULT hr = _writeFactory->CreateTextLayout(
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(const WCHAR *)_fpsText,
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(UINT32)_fpsText.getLength(),
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pTextFormat,
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0,
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0,
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&pTextLayout
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);
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if (SUCCEEDED(hr))
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{
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_renderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
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_solidBrush->SetOpacity(1.0f);
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auto textRenderer = this->getTextRenderer();
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textRenderer->SetTextStyle(
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D2D1::ColorF(D2D1::ColorF::White),
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TRUE,
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D2D1::ColorF(D2D1::ColorF::Black, 0.4f),
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1.5f,
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D2D1_LINE_JOIN_ROUND
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);
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pTextLayout->Draw(nullptr, textRenderer, 10, 0);
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SafeRelease(pTextLayout);
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}
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}
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e2d::Color e2d::Renderer::getBackgroundColor()
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{
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return Color(_clearColor.r, _clearColor.g, _clearColor.b, _clearColor.a);
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@ -206,11 +211,6 @@ void e2d::Renderer::setBackgroundColor(Color color)
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_clearColor = color.toD2DColorF();
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}
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void e2d::Renderer::showFps(bool show)
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{
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_showFps = show;
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}
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ID2D1HwndRenderTarget * e2d::Renderer::getRenderTarget()
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{
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return _renderTarget;
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@ -5,6 +5,7 @@ e2d::Config::Config()
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: _gameName()
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, _defaultNodePivot()
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, _soundEnabled(true)
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, _showFps(false)
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, _outlineVisible(false)
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, _collisionEnabled(false)
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, _colliderVisible(false)
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@ -22,6 +23,11 @@ void e2d::Config::setGameName(const String & name)
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_gameName = name;
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}
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void e2d::Config::showFps(bool show)
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{
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_showFps = show;
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}
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void e2d::Config::setOutlineVisible(bool visible)
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{
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_outlineVisible = visible;
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@ -69,6 +75,11 @@ bool e2d::Config::isSoundEnabled() const
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return _soundEnabled;
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}
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bool e2d::Config::isFpsShow() const
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{
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return _showFps;
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}
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bool e2d::Config::isOutlineVisible() const
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{
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return _outlineVisible;
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@ -71,7 +71,7 @@ void e2d::CollisionManager::__updateCollider(Collider* collider)
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relation != Collider::Relation::Disjoin)
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{
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Collision collision(passive, relation);
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SceneManager::getInstance()->getCurrentScene()->onCollision(collision);
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active->getParentScene()->onCollision(collision);
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active->onCollision(collision);
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}
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}
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@ -149,7 +149,7 @@ void e2d::Node::_render()
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// 转换渲染器的二维矩阵
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Renderer::getInstance()->getRenderTarget()->SetTransform(_finalMatri);
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// 渲染自身
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this->onRender();
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//this->onRender();
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}
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else
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{
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@ -174,7 +174,7 @@ void e2d::Node::_render()
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// 转换渲染器的二维矩阵
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Renderer::getInstance()->getRenderTarget()->SetTransform(_finalMatri);
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// 渲染自身
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this->onRender();
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//this->onRender();
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// 访问剩余节点
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for (; i < _children.size(); ++i)
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@ -323,11 +323,6 @@ public:
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Color color
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);
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// ÏÔʾ FPS
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void showFps(
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bool show = true
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);
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// 渲染游戏画面
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void render();
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@ -374,8 +369,13 @@ private:
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// 删除设备相关资源
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void __discardDeviceResources();
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// äÖȾ FPS
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void _renderFps();
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private:
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bool _showFps;
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int _renderTimes;
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double _lastRenderTime;
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String _fpsText;
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D2D1_COLOR_F _clearColor;
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ID2D1HwndRenderTarget* _renderTarget;
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ID2D1SolidColorBrush* _solidBrush;
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@ -1003,6 +1003,12 @@ public:
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const String& name
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);
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// 显示或隐藏 FPS
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// 默认:隐藏
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void showFps(
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bool show
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);
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// 显示或隐藏节点轮廓
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// 默认:隐藏
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void setOutlineVisible(
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@ -1045,6 +1051,9 @@ public:
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// 获取声音打开状态
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bool isSoundEnabled() const;
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// 获取 FPS 显示状态
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bool isFpsShow() const;
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// 获取节点轮廓显示状态
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bool isOutlineVisible() const;
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@ -1065,6 +1074,7 @@ protected:
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protected:
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bool _unconfigured;
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bool _showFps;
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bool _soundEnabled;
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bool _outlineVisible;
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bool _collisionEnabled;
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