移除ActionManager
This commit is contained in:
parent
8984817dd8
commit
11e9d1ce9b
|
|
@ -7,12 +7,10 @@ e2d::Action::Action()
|
|||
, initialized_(false)
|
||||
, target_(nullptr)
|
||||
{
|
||||
ActionManager::GetInstance()->Add(this);
|
||||
}
|
||||
|
||||
e2d::Action::~Action()
|
||||
{
|
||||
ActionManager::GetInstance()->Remove(this);
|
||||
}
|
||||
|
||||
bool e2d::Action::IsRunning()
|
||||
|
|
@ -57,7 +55,7 @@ void e2d::Action::Reset()
|
|||
started_ = Time::Now();
|
||||
}
|
||||
|
||||
bool e2d::Action::IsDone()
|
||||
bool e2d::Action::IsDone() const
|
||||
{
|
||||
return done_;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -39,7 +39,6 @@ e2d::GC::~GC()
|
|||
{
|
||||
// 删除所有对象
|
||||
Timer::GetInstance()->ClearAllTasks();
|
||||
ActionManager::GetInstance()->ClearAll();
|
||||
|
||||
cleanup_ = true;
|
||||
for (const auto& ref : pool_)
|
||||
|
|
|
|||
|
|
@ -47,7 +47,6 @@ void e2d::Game::Start()
|
|||
auto input = Input::GetInstance();
|
||||
auto renderer = Renderer::GetInstance();
|
||||
auto timer = Timer::GetInstance();
|
||||
auto action_manager = ActionManager::GetInstance();
|
||||
|
||||
const int minInterval = 5;
|
||||
Time last = Time::Now();
|
||||
|
|
@ -71,7 +70,6 @@ void e2d::Game::Start()
|
|||
if (!paused_)
|
||||
{
|
||||
timer->Update();
|
||||
action_manager->Update();
|
||||
UpdateScene();
|
||||
}
|
||||
|
||||
|
|
@ -103,7 +101,8 @@ void e2d::Game::Resume()
|
|||
if (paused_ && !quit_)
|
||||
{
|
||||
Timer::GetInstance()->UpdateTime();
|
||||
ActionManager::GetInstance()->UpdateTime();
|
||||
if (curr_scene_)
|
||||
curr_scene_->UpdateActionsTime();
|
||||
}
|
||||
paused_ = false;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,245 +0,0 @@
|
|||
#include "..\e2dmanager.h"
|
||||
#include "..\e2daction.h"
|
||||
#include "..\e2dnode.h"
|
||||
|
||||
|
||||
e2d::ActionManager * e2d::ActionManager::GetInstance()
|
||||
{
|
||||
static ActionManager instance;
|
||||
return &instance;
|
||||
}
|
||||
|
||||
e2d::ActionManager::ActionManager()
|
||||
: actions_()
|
||||
, running_actions_()
|
||||
{
|
||||
}
|
||||
|
||||
e2d::ActionManager::~ActionManager()
|
||||
{
|
||||
}
|
||||
|
||||
void e2d::ActionManager::Update()
|
||||
{
|
||||
if (running_actions_.empty())
|
||||
return;
|
||||
|
||||
std::vector<Action*> currActions;
|
||||
currActions.reserve(running_actions_.size());
|
||||
std::copy_if(
|
||||
running_actions_.begin(),
|
||||
running_actions_.end(),
|
||||
std::back_inserter(currActions),
|
||||
[](Action* action) { return action->IsRunning() && !action->IsDone(); }
|
||||
);
|
||||
|
||||
// 遍历所有正在运行的动作
|
||||
for (const auto& action : currActions)
|
||||
action->Update();
|
||||
|
||||
// 清除完成的动作
|
||||
for (auto iter = running_actions_.begin(); iter != running_actions_.end();)
|
||||
{
|
||||
if ((*iter)->IsDone())
|
||||
{
|
||||
(*iter)->Release();
|
||||
(*iter)->target_ = nullptr;
|
||||
iter = running_actions_.erase(iter);
|
||||
}
|
||||
else
|
||||
{
|
||||
++iter;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::Add(Action * action)
|
||||
{
|
||||
if (action)
|
||||
{
|
||||
auto iter = std::find(actions_.begin(), actions_.end(), action);
|
||||
if (iter == actions_.end())
|
||||
{
|
||||
actions_.push_back(action);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::Remove(Action * action)
|
||||
{
|
||||
if (actions_.empty() || action == nullptr)
|
||||
return;
|
||||
|
||||
auto iter = std::find(actions_.begin(), actions_.end(), action);
|
||||
if (iter != actions_.end())
|
||||
{
|
||||
actions_.erase(iter);
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::ResumeAllBindedWith(Node * target)
|
||||
{
|
||||
if (running_actions_.empty() || target == nullptr)
|
||||
return;
|
||||
|
||||
for (const auto& action : running_actions_)
|
||||
{
|
||||
if (action->GetTarget() == target)
|
||||
{
|
||||
action->Resume();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::PauseAllBindedWith(Node * target)
|
||||
{
|
||||
if (running_actions_.empty() || target == nullptr)
|
||||
return;
|
||||
|
||||
for (const auto& action : running_actions_)
|
||||
{
|
||||
if (action->GetTarget() == target)
|
||||
{
|
||||
action->Pause();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::StopAllBindedWith(Node * target)
|
||||
{
|
||||
if (running_actions_.empty() || target == nullptr)
|
||||
return;
|
||||
|
||||
for (const auto& action : running_actions_)
|
||||
{
|
||||
if (action->GetTarget() == target)
|
||||
{
|
||||
action->Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::Start(Action * action, Node * target, bool paused)
|
||||
{
|
||||
WARN_IF(action == nullptr, "Action NULL pointer exception!");
|
||||
WARN_IF(target == nullptr, "GetTarget node NULL pointer exception!");
|
||||
|
||||
if (action && target)
|
||||
{
|
||||
if (action->target_ == nullptr)
|
||||
{
|
||||
auto iter = std::find(running_actions_.begin(), running_actions_.end(), action);
|
||||
if (iter == running_actions_.end())
|
||||
{
|
||||
action->Retain();
|
||||
action->StartWithTarget(target);
|
||||
action->running_ = !paused;
|
||||
running_actions_.push_back(action);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
throw Exception("该 Action 已有执行目标");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::Resume(const String& name)
|
||||
{
|
||||
if (running_actions_.empty() || name.IsEmpty())
|
||||
return;
|
||||
|
||||
for (const auto& action : running_actions_)
|
||||
{
|
||||
if (action->GetName() == name)
|
||||
{
|
||||
action->Resume();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::Pause(const String& name)
|
||||
{
|
||||
if (running_actions_.empty() || name.IsEmpty())
|
||||
return;
|
||||
|
||||
for (const auto& action : running_actions_)
|
||||
{
|
||||
if (action->GetName() == name)
|
||||
{
|
||||
action->Pause();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::Stop(const String& name)
|
||||
{
|
||||
if (running_actions_.empty() || name.IsEmpty())
|
||||
return;
|
||||
|
||||
for (const auto& action : running_actions_)
|
||||
{
|
||||
if (action->GetName() == name)
|
||||
{
|
||||
action->Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::ClearAllBindedWith(Node * target)
|
||||
{
|
||||
if (target)
|
||||
{
|
||||
auto iter = std::find_if(
|
||||
running_actions_.begin(),
|
||||
running_actions_.end(),
|
||||
[target](Action* action) ->bool { return action->GetTarget() == target; }
|
||||
);
|
||||
|
||||
if (iter != running_actions_.end())
|
||||
{
|
||||
(*iter)->Release();
|
||||
running_actions_.erase(iter);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::ActionManager::ClearAll()
|
||||
{
|
||||
if (!running_actions_.empty())
|
||||
{
|
||||
for (const auto& action : running_actions_)
|
||||
{
|
||||
action->Release();
|
||||
}
|
||||
running_actions_.clear();
|
||||
}
|
||||
|
||||
actions_.clear();
|
||||
}
|
||||
|
||||
std::vector<e2d::Action*> e2d::ActionManager::Get(const String& name)
|
||||
{
|
||||
std::vector<Action*> actions;
|
||||
for (const auto& action : actions_)
|
||||
{
|
||||
if (action->GetName() == name)
|
||||
{
|
||||
actions.push_back(action);
|
||||
}
|
||||
}
|
||||
return std::move(actions);
|
||||
}
|
||||
|
||||
const std::vector<e2d::Action*>& e2d::ActionManager::GetAll()
|
||||
{
|
||||
return actions_;
|
||||
}
|
||||
|
||||
void e2d::ActionManager::UpdateTime()
|
||||
{
|
||||
for (const auto& action : running_actions_)
|
||||
{
|
||||
action->ResetTime();
|
||||
}
|
||||
}
|
||||
|
|
@ -31,18 +31,7 @@ e2d::Node::Property e2d::Node::Property::operator-(Property const & prop) const
|
|||
|
||||
|
||||
e2d::Node::Node()
|
||||
: order_(0)
|
||||
, pos_()
|
||||
, size_()
|
||||
, scale_(1.f, 1.f)
|
||||
, rotation_(0)
|
||||
, skew_(0, 0)
|
||||
, display_opacity_(1.f)
|
||||
, real_opacity_(1.f)
|
||||
, anchor_()
|
||||
, initial_matrix_(D2D1::Matrix3x2F::Identity())
|
||||
, final_matrix_(D2D1::Matrix3x2F::Identity())
|
||||
, visible_(true)
|
||||
: visible_(true)
|
||||
, parent_(nullptr)
|
||||
, parent_scene_(nullptr)
|
||||
, hash_name_(0)
|
||||
|
|
@ -52,6 +41,19 @@ e2d::Node::Node()
|
|||
, fixed_position_(false)
|
||||
, collider_(this)
|
||||
, border_(nullptr)
|
||||
, order_(0)
|
||||
, pos_()
|
||||
, size_()
|
||||
, scale_(1.f, 1.f)
|
||||
, rotation_(0)
|
||||
, skew_(0, 0)
|
||||
, display_opacity_(1.f)
|
||||
, real_opacity_(1.f)
|
||||
, anchor_()
|
||||
, children_()
|
||||
, actions_()
|
||||
, initial_matrix_(D2D1::Matrix3x2F::Identity())
|
||||
, final_matrix_(D2D1::Matrix3x2F::Identity())
|
||||
, border_color_(Color::Red, 0.6f)
|
||||
, extrapolate_(Property::Origin)
|
||||
{
|
||||
|
|
@ -61,7 +63,11 @@ e2d::Node::~Node()
|
|||
{
|
||||
SafeRelease(border_);
|
||||
|
||||
ActionManager::GetInstance()->ClearAllBindedWith(this);
|
||||
for (const auto& action : actions_)
|
||||
{
|
||||
GC::GetInstance()->SafeRelease(action);
|
||||
}
|
||||
|
||||
for (const auto& child : children_)
|
||||
{
|
||||
GC::GetInstance()->SafeRelease(child);
|
||||
|
|
@ -75,6 +81,8 @@ void e2d::Node::Visit()
|
|||
|
||||
if (!Game::GetInstance()->IsPaused())
|
||||
{
|
||||
UpdateActions();
|
||||
|
||||
auto updatableNode = dynamic_cast<Updatable*>(this);
|
||||
if (updatableNode)
|
||||
{
|
||||
|
|
@ -308,6 +316,39 @@ void e2d::Node::UpdateOpacity()
|
|||
}
|
||||
}
|
||||
|
||||
void e2d::Node::UpdateActions()
|
||||
{
|
||||
if (actions_.empty())
|
||||
return;
|
||||
|
||||
std::vector<Action*> currActions;
|
||||
currActions.reserve(actions_.size());
|
||||
std::copy_if(
|
||||
actions_.begin(),
|
||||
actions_.end(),
|
||||
std::back_inserter(currActions),
|
||||
[](Action* action) { return action->IsRunning() && !action->IsDone(); }
|
||||
);
|
||||
|
||||
// 遍历所有正在运行的动作
|
||||
for (const auto& action : currActions)
|
||||
action->Update();
|
||||
|
||||
// 清除完成的动作
|
||||
for (auto iter = actions_.begin(); iter != actions_.end();)
|
||||
{
|
||||
if ((*iter)->IsDone())
|
||||
{
|
||||
(*iter)->Release();
|
||||
iter = actions_.erase(iter);
|
||||
}
|
||||
else
|
||||
{
|
||||
++iter;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool e2d::Node::IsVisible() const
|
||||
{
|
||||
return visible_;
|
||||
|
|
@ -796,15 +837,35 @@ void e2d::Node::RemoveAllChildren()
|
|||
|
||||
void e2d::Node::RunAction(Action * action)
|
||||
{
|
||||
ActionManager::GetInstance()->Start(action, this, false);
|
||||
WARN_IF(action == nullptr, "Action NULL pointer exception!");
|
||||
|
||||
if (action)
|
||||
{
|
||||
if (action->GetTarget() == nullptr)
|
||||
{
|
||||
auto iter = std::find(actions_.begin(), actions_.end(), action);
|
||||
if (iter == actions_.end())
|
||||
{
|
||||
action->Retain();
|
||||
action->StartWithTarget(this);
|
||||
actions_.push_back(action);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
throw Exception("该 Action 已有执行目标");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Node::ResumeAction(const String& name)
|
||||
{
|
||||
auto& actions = ActionManager::GetInstance()->Get(name);
|
||||
for (const auto& action : actions)
|
||||
if (actions_.empty())
|
||||
return;
|
||||
|
||||
for (const auto& action : actions_)
|
||||
{
|
||||
if (action->GetTarget() == this)
|
||||
if (action->GetName() == name)
|
||||
{
|
||||
action->Resume();
|
||||
}
|
||||
|
|
@ -813,10 +874,12 @@ void e2d::Node::ResumeAction(const String& name)
|
|||
|
||||
void e2d::Node::PauseAction(const String& name)
|
||||
{
|
||||
auto& actions = ActionManager::GetInstance()->Get(name);
|
||||
for (const auto& action : actions)
|
||||
if (actions_.empty())
|
||||
return;
|
||||
|
||||
for (const auto& action : actions_)
|
||||
{
|
||||
if (action->GetTarget() == this)
|
||||
if (action->GetName() == name)
|
||||
{
|
||||
action->Pause();
|
||||
}
|
||||
|
|
@ -825,10 +888,12 @@ void e2d::Node::PauseAction(const String& name)
|
|||
|
||||
void e2d::Node::StopAction(const String& name)
|
||||
{
|
||||
auto& actions = ActionManager::GetInstance()->Get(name);
|
||||
for (const auto& action : actions)
|
||||
if (actions_.empty())
|
||||
return;
|
||||
|
||||
for (const auto& action : actions_)
|
||||
{
|
||||
if (action->GetTarget() == this)
|
||||
if (action->GetName() == name)
|
||||
{
|
||||
action->Stop();
|
||||
}
|
||||
|
|
@ -877,17 +942,53 @@ bool e2d::Node::Intersects(Node * node)
|
|||
|
||||
void e2d::Node::ResumeAllActions()
|
||||
{
|
||||
ActionManager::GetInstance()->ResumeAllBindedWith(this);
|
||||
if (actions_.empty())
|
||||
return;
|
||||
|
||||
for (const auto& action : actions_)
|
||||
{
|
||||
action->Resume();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Node::PauseAllActions()
|
||||
{
|
||||
ActionManager::GetInstance()->PauseAllBindedWith(this);
|
||||
if (actions_.empty())
|
||||
return;
|
||||
|
||||
for (const auto& action : actions_)
|
||||
{
|
||||
action->Pause();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Node::StopAllActions()
|
||||
{
|
||||
ActionManager::GetInstance()->StopAllBindedWith(this);
|
||||
if (actions_.empty())
|
||||
return;
|
||||
|
||||
for (const auto& action : actions_)
|
||||
{
|
||||
action->Stop();
|
||||
}
|
||||
}
|
||||
|
||||
const e2d::Node::Actions & e2d::Node::GetAllActions() const
|
||||
{
|
||||
return actions_;
|
||||
}
|
||||
|
||||
void e2d::Node::UpdateActionsTime()
|
||||
{
|
||||
for (const auto& action : actions_)
|
||||
{
|
||||
action->ResetTime();
|
||||
}
|
||||
|
||||
for (const auto& child : children_)
|
||||
{
|
||||
child->UpdateActionsTime();
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Node::SetVisible(bool value)
|
||||
|
|
|
|||
|
|
@ -59,8 +59,10 @@ public:
|
|||
// 获取该动作的执行目标
|
||||
virtual Node * GetTarget();
|
||||
|
||||
protected:
|
||||
E2D_DISABLE_COPY(Action);
|
||||
// 开始动作
|
||||
virtual void StartWithTarget(
|
||||
Node* target
|
||||
);
|
||||
|
||||
// 初始化动作
|
||||
virtual void Init();
|
||||
|
|
@ -68,16 +70,14 @@ protected:
|
|||
// 更新动作
|
||||
virtual void Update();
|
||||
|
||||
// 获取动作结束状态
|
||||
virtual bool IsDone();
|
||||
|
||||
// 重置动作时间
|
||||
virtual void ResetTime();
|
||||
|
||||
// 开始动作
|
||||
virtual void StartWithTarget(
|
||||
Node* target
|
||||
);
|
||||
// 获取动作结束状态
|
||||
virtual bool IsDone() const;
|
||||
|
||||
protected:
|
||||
E2D_DISABLE_COPY(Action);
|
||||
|
||||
protected:
|
||||
String name_;
|
||||
|
|
|
|||
|
|
@ -314,8 +314,6 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
class Timer;
|
||||
class ActionManager;
|
||||
class Scene;
|
||||
class Transition;
|
||||
|
||||
|
|
|
|||
|
|
@ -7,97 +7,6 @@ namespace e2d
|
|||
|
||||
|
||||
class Node;
|
||||
class Action;
|
||||
|
||||
// 动作管理器
|
||||
class ActionManager
|
||||
{
|
||||
friend class Action;
|
||||
|
||||
public:
|
||||
// 获取动作管理器实例
|
||||
static ActionManager * GetInstance();
|
||||
|
||||
// 获取所有名称相同的动作
|
||||
std::vector<Action *> Get(
|
||||
const String& name
|
||||
);
|
||||
|
||||
// 获取所有动作
|
||||
const std::vector<Action*>& GetAll();
|
||||
|
||||
// 执行动作
|
||||
void Start(
|
||||
Action * action,
|
||||
Node * target,
|
||||
bool paused
|
||||
);
|
||||
|
||||
// 继续名称相同的所有动作
|
||||
void Resume(
|
||||
const String& name
|
||||
);
|
||||
|
||||
// 暂停名称相同的所有动作
|
||||
void Pause(
|
||||
const String& name
|
||||
);
|
||||
|
||||
// 停止名称相同的所有动作
|
||||
void Stop(
|
||||
const String& name
|
||||
);
|
||||
|
||||
// 继续绑定在节点上的所有动作
|
||||
void ResumeAllBindedWith(
|
||||
Node * target
|
||||
);
|
||||
|
||||
// 暂停绑定在节点上的所有动作
|
||||
void PauseAllBindedWith(
|
||||
Node * target
|
||||
);
|
||||
|
||||
// 停止绑定在节点上的所有动作
|
||||
void StopAllBindedWith(
|
||||
Node * target
|
||||
);
|
||||
|
||||
// 强制清除绑定在节点上的所有动作
|
||||
void ClearAllBindedWith(
|
||||
Node * target
|
||||
);
|
||||
|
||||
// 强制清除所有动作
|
||||
void ClearAll();
|
||||
|
||||
// 更新动作管理器状态
|
||||
void Update();
|
||||
|
||||
// 刷新所有动作计时
|
||||
void UpdateTime();
|
||||
|
||||
private:
|
||||
ActionManager();
|
||||
|
||||
~ActionManager();
|
||||
|
||||
E2D_DISABLE_COPY(ActionManager);
|
||||
|
||||
// 添加动作
|
||||
void Add(
|
||||
Action * action
|
||||
);
|
||||
|
||||
// 删除动作
|
||||
void Remove(
|
||||
Action * action
|
||||
);
|
||||
|
||||
private:
|
||||
std::vector<Action*> actions_;
|
||||
std::vector<Action*> running_actions_;
|
||||
};
|
||||
|
||||
|
||||
// 碰撞体管理器
|
||||
|
|
|
|||
|
|
@ -79,6 +79,7 @@ public:
|
|||
|
||||
public:
|
||||
typedef std::vector<Node*> Nodes;
|
||||
typedef std::vector<Action*> Actions;
|
||||
|
||||
Node();
|
||||
|
||||
|
|
@ -409,6 +410,12 @@ public:
|
|||
// 停止所有动作
|
||||
void StopAllActions();
|
||||
|
||||
// 获取所有动作
|
||||
const Actions& GetAllActions() const;
|
||||
|
||||
// 刷新动作进度
|
||||
void UpdateActionsTime();
|
||||
|
||||
// 分发鼠标消息
|
||||
virtual bool Dispatch(
|
||||
const MouseEvent& e,
|
||||
|
|
@ -447,6 +454,9 @@ protected:
|
|||
// 更新节点透明度
|
||||
void UpdateOpacity();
|
||||
|
||||
// 更新动作
|
||||
void UpdateActions();
|
||||
|
||||
protected:
|
||||
String name_;
|
||||
size_t hash_name_;
|
||||
|
|
@ -469,6 +479,7 @@ protected:
|
|||
Node * parent_;
|
||||
Property extrapolate_;
|
||||
Color border_color_;
|
||||
Actions actions_;
|
||||
Nodes children_;
|
||||
ID2D1Geometry* border_;
|
||||
D2D1::Matrix3x2F initial_matrix_;
|
||||
|
|
|
|||
|
|
@ -79,7 +79,6 @@
|
|||
<ClCompile Include="..\..\core\Event\Collision.cpp" />
|
||||
<ClCompile Include="..\..\core\Event\KeyEvent.cpp" />
|
||||
<ClCompile Include="..\..\core\Event\MouseEvent.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\ActionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\CollisionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Button.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Canvas.cpp" />
|
||||
|
|
|
|||
|
|
@ -154,9 +154,6 @@
|
|||
<ClCompile Include="..\..\core\Custom\VoiceCallback.cpp">
|
||||
<Filter>Custom</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Manager\ActionManager.cpp">
|
||||
<Filter>Manager</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Node\Button.cpp">
|
||||
<Filter>Node</Filter>
|
||||
</ClCompile>
|
||||
|
|
|
|||
|
|
@ -223,7 +223,6 @@
|
|||
<ClCompile Include="..\..\core\Event\Collision.cpp" />
|
||||
<ClCompile Include="..\..\core\Event\KeyEvent.cpp" />
|
||||
<ClCompile Include="..\..\core\Event\MouseEvent.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\ActionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\CollisionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Button.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Canvas.cpp" />
|
||||
|
|
|
|||
|
|
@ -154,9 +154,6 @@
|
|||
<ClCompile Include="..\..\core\Custom\VoiceCallback.cpp">
|
||||
<Filter>Custom</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Manager\ActionManager.cpp">
|
||||
<Filter>Manager</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Node\Button.cpp">
|
||||
<Filter>Node</Filter>
|
||||
</ClCompile>
|
||||
|
|
|
|||
|
|
@ -243,7 +243,6 @@
|
|||
<ClCompile Include="..\..\core\Event\Collision.cpp" />
|
||||
<ClCompile Include="..\..\core\Event\KeyEvent.cpp" />
|
||||
<ClCompile Include="..\..\core\Event\MouseEvent.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\ActionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\CollisionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Button.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Canvas.cpp" />
|
||||
|
|
|
|||
|
|
@ -39,9 +39,6 @@
|
|||
<ClCompile Include="..\..\core\Common\String.cpp">
|
||||
<Filter>Common</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Manager\ActionManager.cpp">
|
||||
<Filter>Manager</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Node\Button.cpp">
|
||||
<Filter>Node</Filter>
|
||||
</ClCompile>
|
||||
|
|
|
|||
Loading…
Reference in New Issue