enum命名改为大驼峰式
This commit is contained in:
parent
1eca4fbdf5
commit
2058dfaa7d
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@ -194,23 +194,23 @@ void e2d::Window::setCursor(Cursor cursor)
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LPCWSTR pCursorName = nullptr;
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switch (cursor)
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{
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case Cursor::NORMAL:
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case Cursor::Normal:
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pCursorName = IDC_ARROW;
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break;
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case Cursor::HAND:
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case Cursor::Hand:
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pCursorName = IDC_HAND;
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break;
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case Cursor::NO:
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case Cursor::No:
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pCursorName = IDC_NO;
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break;
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case Cursor::WAIT:
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case Cursor::Wait:
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pCursorName = IDC_WAIT;
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break;
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case Cursor::ARROW_WAIT:
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case Cursor::ArrowWait:
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pCursorName = IDC_APPSTARTING;
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break;
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@ -4,7 +4,7 @@
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e2d::Collider::Collider()
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: _visiable(true)
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, _color(Color::RED, 0.7f)
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, _color(Color::Red, 0.7)
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, _parentNode(nullptr)
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, _transformed(nullptr)
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, _enable(true)
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@ -77,7 +77,7 @@ e2d::Collider::Relation e2d::Collider::getRelationWith(Collider * pCollider) con
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return Relation(relation);
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}
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}
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return Relation::UNKNOWN;
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return Relation::Unknown;
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}
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void e2d::Collider::_transform()
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@ -3,7 +3,7 @@
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e2d::Font::Font()
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: family("")
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, size(22)
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, weight(Font::Weight::NORMAL)
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, weight(Font::Weight::Normal)
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, italic(false)
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{
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}
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@ -39,7 +39,7 @@ void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider)
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// 判断两碰撞体交集情况
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Collider::Relation relation = pActiveCollider->getRelationWith(pPassiveCollider);
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// 忽略 UNKNOWN 和 DISJOIN 情况
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if (relation != Collider::Relation::UNKNOWN && relation != Collider::Relation::DISJOIN)
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if (relation != Collider::Relation::Unknown && relation != Collider::Relation::Disjoin)
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{
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// 更新碰撞监听器
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Collision::__update(pActiveNode, pPassiveNode);
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@ -6,7 +6,7 @@
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e2d::Button::Button()
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: _func(nullptr)
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, _state(ButtonState::NORMAL)
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, _state(ButtonState::Normal)
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, _enable(true)
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, _isSelected(false)
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, _normal(nullptr)
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@ -18,7 +18,7 @@ e2d::Button::Button()
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e2d::Button::Button(Node * normal, const Function& func)
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: _func(nullptr)
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, _state(ButtonState::NORMAL)
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, _state(ButtonState::Normal)
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, _enable(true)
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, _isSelected(false)
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, _normal(nullptr)
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@ -32,7 +32,7 @@ e2d::Button::Button(Node * normal, const Function& func)
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e2d::Button::Button(Node * normal, Node * selected, const Function& func)
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: _func(nullptr)
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, _state(ButtonState::NORMAL)
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, _state(ButtonState::Normal)
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, _enable(true)
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, _isSelected(false)
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, _normal(nullptr)
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@ -47,7 +47,7 @@ e2d::Button::Button(Node * normal, Node * selected, const Function& func)
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e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, const Function& func)
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: _func(nullptr)
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, _state(ButtonState::NORMAL)
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, _state(ButtonState::Normal)
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, _enable(true)
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, _isSelected(false)
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, _normal(nullptr)
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@ -63,7 +63,7 @@ e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, const Func
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e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, Node * disabled, const Function& func)
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: _func(nullptr)
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, _state(ButtonState::NORMAL)
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, _state(ButtonState::Normal)
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, _enable(true)
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, _isSelected(false)
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, _normal(nullptr)
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@ -184,7 +184,7 @@ void e2d::Button::_fixedUpdate()
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if (_enable && _visiable && _normal)
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{
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if (Input::isRelease(Input::Mouse::LEFT))
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if (Input::isRelease(Input::Mouse::Left))
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{
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// 鼠标左键抬起时,判断鼠标坐标是否在按钮内部
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if (_isSelected &&
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@ -196,7 +196,7 @@ void e2d::Button::_fixedUpdate()
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_isSelected = false;
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}
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if (Input::isPress(Input::Mouse::LEFT))
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if (Input::isPress(Input::Mouse::Left))
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{
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if (_normal->containsPoint(Input::getMousePos()))
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{
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@ -206,28 +206,28 @@ void e2d::Button::_fixedUpdate()
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}
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}
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if (_isSelected && Input::isDown(Input::Mouse::LEFT))
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if (_isSelected && Input::isDown(Input::Mouse::Left))
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{
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if (_normal->containsPoint(Input::getMousePos()))
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{
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_setState(ButtonState::SELECTED);
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Window::setCursor(Window::Cursor::HAND);
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_setState(ButtonState::Selected);
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Window::setCursor(Window::Cursor::Hand);
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return;
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}
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}
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else if (_normal->containsPoint(Input::getMousePos()))
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{
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_setState(ButtonState::MOUSEOVER);
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Window::setCursor(Window::Cursor::HAND);
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_setState(ButtonState::Mouseover);
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Window::setCursor(Window::Cursor::Hand);
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return;
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}
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_setState(ButtonState::NORMAL);
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_setState(ButtonState::Normal);
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}
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if (_visiable && !_enable && _normal && _normal->containsPoint(Input::getMousePos()))
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{
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Window::setCursor(Window::Cursor::NO);
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Window::setCursor(Window::Cursor::No);
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}
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}
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@ -249,11 +249,11 @@ void e2d::Button::_updateVisiable()
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if (_enable)
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{
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if (_state == ButtonState::SELECTED && _selected)
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if (_state == ButtonState::Selected && _selected)
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{
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_selected->setVisiable(true);
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}
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else if (_state == ButtonState::MOUSEOVER && _mouseover)
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else if (_state == ButtonState::Mouseover && _mouseover)
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{
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_mouseover->setVisiable(true);
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}
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@ -6,7 +6,7 @@
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// ĬÈÏÖÐÐĵãλÖÃ
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static float s_fDefaultPiovtX = 0;
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static float s_fDefaultPiovtY = 0;
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static e2d::Collider::Type s_fDefaultColliderType = e2d::Collider::Type::NONE;
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static e2d::Collider::Type s_fDefaultColliderType = e2d::Collider::Type::None;
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e2d::Node::Node()
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: _nOrder(0)
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@ -35,7 +35,7 @@ e2d::Node::Node()
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, _autoUpdate(true)
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, _positionFixed(false)
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{
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if (s_fDefaultColliderType != Collider::Type::NONE)
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if (s_fDefaultColliderType != Collider::Type::None)
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{
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this->setCollider(s_fDefaultColliderType);
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}
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@ -542,25 +542,25 @@ void e2d::Node::setCollider(Collider::Type type)
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{
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switch (type)
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{
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case Collider::Type::RECT:
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case Collider::Type::Rect:
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{
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this->setCollider(GC::create<RectCollider>(this));
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break;
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}
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case Collider::Type::CIRCLE:
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case Collider::Type::Circle:
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{
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this->setCollider(GC::create<CircleCollider>(this));
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break;
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}
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case Collider::Type::ELLIPSE:
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case Collider::Type::Ellipse:
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{
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this->setCollider(GC::create<EllipseCollider>(this));
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break;
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}
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case Collider::Type::NONE:
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case Collider::Type::None:
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{
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this->setCollider(nullptr);
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break;
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@ -869,8 +869,8 @@ bool e2d::Node::intersects(Node * node) const
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if (this->_collider && node->_collider)
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{
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Collider::Relation relation = this->_collider->getRelationWith(node->_collider);
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if ((relation != Collider::Relation::UNKNOWN) &&
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(relation != Collider::Relation::DISJOIN))
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if ((relation != Collider::Relation::Unknown) &&
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(relation != Collider::Relation::Disjoin))
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{
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return true;
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}
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@ -1,7 +1,7 @@
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#include "..\..\e2dshape.h"
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e2d::Shape::Shape()
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: _style(Style::SOLID)
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: _style(Style::Solid)
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, _fillColor(0x6090A0U)
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, _lineColor(0x78B7D0U)
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, _strokeWidth(2)
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@ -20,7 +20,7 @@ void e2d::Shape::onRender()
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switch (_style)
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{
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case Style::FILL:
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case Style::Fill:
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{
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pBrush->SetColor(_fillColor.toD2DColorF());
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this->_renderFill();
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@ -30,14 +30,14 @@ void e2d::Shape::onRender()
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break;
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}
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case Style::ROUND:
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case Style::Round:
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{
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pBrush->SetColor(_lineColor.toD2DColorF());
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this->_renderLine();
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break;
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}
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case Style::SOLID:
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case Style::Solid:
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{
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pBrush->SetColor(_fillColor.toD2DColorF());
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this->_renderFill();
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@ -93,13 +93,13 @@ void e2d::Shape::setLineJoin(LineJoin lineJoin)
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{
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switch (lineJoin)
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{
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case LineJoin::MITER:
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case LineJoin::Miter:
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_strokeStyle = Renderer::getMiterID2D1StrokeStyle();
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break;
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case LineJoin::BEVEL:
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case LineJoin::Bevel:
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_strokeStyle = Renderer::getBevelID2D1StrokeStyle();
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break;
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case LineJoin::ROUND:
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case LineJoin::Round:
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_strokeStyle = Renderer::getRoundID2D1StrokeStyle();
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break;
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default:
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@ -5,17 +5,17 @@
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//-------------------------------------------------------
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e2d::Text::Style::Style()
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: color(Color::WHITE)
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, alignment(Align::LEFT)
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: color(Color::White)
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, alignment(Align::Left)
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, wrapping(false)
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, wrappingWidth(0.0)
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, lineSpacing(0.0)
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, hasUnderline(false)
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, hasStrikethrough(false)
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, hasOutline(true)
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, outlineColor(Color(Color::BLACK, 0.5))
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, outlineColor(Color(Color::Black, 0.5))
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, outlineWidth(1.0)
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, outlineJoin(LineJoin::ROUND)
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, outlineJoin(LineJoin::Round)
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{}
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e2d::Text::Style::Style(
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@ -13,22 +13,22 @@ void e2d::MoveTransition::_init(Scene * prev, Scene * next)
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double width = _windowSize.width;
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double height = _windowSize.height;
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if (_direction == Direction::UP)
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if (_direction == Direction::Up)
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{
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_posDelta = Vector(0, -height);
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_startPos = Point(0, height);
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}
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else if (_direction == Direction::DOWN)
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else if (_direction == Direction::Down)
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{
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_posDelta = Vector(0, height);
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_startPos = Point(0, -height);
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}
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else if (_direction == Direction::LEFT)
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else if (_direction == Direction::Left)
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{
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_posDelta = Vector(-width, 0);
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_startPos = Point(width, 0);
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}
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else if (_direction == Direction::RIGHT)
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else if (_direction == Direction::Right)
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{
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_posDelta = Vector(width, 0);
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_startPos = Point(-width, 0);
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@ -57,11 +57,11 @@ public:
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// 鼠标指针样式
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enum class Cursor : int
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{
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NORMAL, /* 默认指针样式 */
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HAND, /* 手状指针 */
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NO, /* 禁止指针 */
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WAIT, /* 沙漏指针 */
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ARROW_WAIT /* 默认指针和小沙漏 */
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Normal, /* 默认指针样式 */
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Hand, /* 手状指针 */
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No, /* 禁止指针 */
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Wait, /* 沙漏指针 */
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ArrowWait /* 默认指针和小沙漏 */
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};
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public:
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@ -103,7 +103,7 @@ public:
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// 打开/隐藏控制台
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static void showConsole(
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bool show
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bool show = true
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);
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// 是否允许响应输入法
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@ -194,25 +194,22 @@ public:
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// 鼠标键值
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enum class Mouse : int
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{
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LEFT, /* 鼠标左键 */
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RIGHT, /* 鼠标右键 */
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MIDDLE /* 鼠标中键 */
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Left, /* 鼠标左键 */
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Right, /* 鼠标右键 */
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Middle /* 鼠标中键 */
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};
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// 键盘键值
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enum class Key : int
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{
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UP = 0xC8,
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LEFT = 0xCB,
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RIGHT = 0xCD,
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DOWN = 0xD0,
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ENTER = 0x1C,
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SPACE = 0x39,
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ESC = 0x01,
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BACK = 0x0E,
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TAB = 0x0F,
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PAUSE = 0xC5,
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Up = 0xC8,
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Left = 0xCB,
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Right = 0xCD,
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Down = 0xD0,
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Enter = 0x1C,
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Space = 0x39,
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Esc = 0x01,
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Q = 0x10,
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W = 0x11,
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E = 0x12,
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@ -239,26 +236,26 @@ public:
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B = 0x30,
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N = 0x31,
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M = 0x32,
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NUM1 = 0x02,
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NUM2 = 0x03,
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NUM3 = 0x04,
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NUM4 = 0x05,
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NUM5 = 0x06,
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NUM6 = 0x07,
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NUM7 = 0x08,
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NUM8 = 0x09,
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NUM9 = 0x0A,
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NUM0 = 0x0B,
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NUMPAD7 = 0x47,
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NUMPAD8 = 0x48,
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NUMPAD9 = 0x49,
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NUMPAD4 = 0x4B,
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NUMPAD5 = 0x4C,
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NUMPAD6 = 0x4D,
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NUMPAD1 = 0x4F,
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NUMPAD2 = 0x50,
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NUMPAD3 = 0x51,
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NUMPAD0 = 0x52
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Num1 = 0x02,
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Num2 = 0x03,
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Num3 = 0x04,
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Num4 = 0x05,
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Num5 = 0x06,
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Num6 = 0x07,
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Num7 = 0x08,
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Num8 = 0x09,
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Num9 = 0x0A,
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Num0 = 0x0B,
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Numpad7 = 0x47,
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Numpad8 = 0x48,
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Numpad9 = 0x49,
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Numpad4 = 0x4B,
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Numpad5 = 0x4C,
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Numpad6 = 0x4D,
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Numpad1 = 0x4F,
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Numpad2 = 0x50,
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Numpad3 = 0x51,
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Numpad0 = 0x52
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};
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public:
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@ -130,20 +130,20 @@ public:
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// 碰撞体类别
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enum class Type
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{
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NONE, /* 无 */
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RECT, /* 矩形 */
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CIRCLE, /* 圆形 */
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ELLIPSE /* 椭圆形 */
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None, /* 无 */
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Rect, /* 矩形 */
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Circle, /* 圆形 */
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Ellipse /* 椭圆形 */
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};
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// 碰撞体交集关系
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enum class Relation : int
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{
|
||||
UNKNOWN = 0, /* 关系不确定 */
|
||||
DISJOIN = 1, /* 没有交集 */
|
||||
IS_CONTAINED = 2, /* 完全被包含 */
|
||||
CONTAINS = 3, /* 完全包含 */
|
||||
OVERLAP = 4 /* 部分重叠 */
|
||||
Unknown = 0, /* 关系不确定 */
|
||||
Disjoin = 1, /* 没有交集 */
|
||||
IsContained = 2, /* 完全被包含 */
|
||||
Contains = 3, /* 完全包含 */
|
||||
Overlap = 4 /* 部分重叠 */
|
||||
};
|
||||
|
||||
public:
|
||||
|
|
|
|||
122
core/e2dcommon.h
122
core/e2dcommon.h
|
|
@ -8,19 +8,19 @@ namespace e2d
|
|||
// 方向
|
||||
enum class Direction : int
|
||||
{
|
||||
UP, /* ÉÏ */
|
||||
DOWN, /* ÏÂ */
|
||||
LEFT, /* ×ó */
|
||||
RIGHT /* ÓÒ */
|
||||
Up, /* ÉÏ */
|
||||
Down, /* ÏÂ */
|
||||
Left, /* ×ó */
|
||||
Right /* ÓÒ */
|
||||
};
|
||||
|
||||
|
||||
// 线条相交样式
|
||||
enum class LineJoin : int
|
||||
{
|
||||
MITER = 0, /* бÇÐ */
|
||||
BEVEL = 1, /* б½Ç */
|
||||
ROUND = 2 /* Ô²½Ç */
|
||||
Miter = 0, /* бÇÐ */
|
||||
Bevel = 1, /* б½Ç */
|
||||
Round = 2 /* Ô²½Ç */
|
||||
};
|
||||
|
||||
|
||||
|
|
@ -307,58 +307,56 @@ public:
|
|||
D2D1_COLOR_F toD2DColorF() const;
|
||||
|
||||
public:
|
||||
enum RGB_VALUE : UINT
|
||||
enum Value : UINT
|
||||
{
|
||||
BLACK = 0x000000,
|
||||
BLUE = 0x0000FF,
|
||||
BLUE_VIOLET = 0x8A2BE2,
|
||||
BROWN = 0xA52A2A,
|
||||
CHOCOLATE = 0xD2691E,
|
||||
DARK_BLUE = 0x00008B,
|
||||
DARK_GRAY = 0xA9A9A9,
|
||||
DARK_GREEN = 0x006400,
|
||||
DARK_ORANGE = 0xFF8C00,
|
||||
DARK_RED = 0x8B0000,
|
||||
DARK_VIOLET = 0x9400D3,
|
||||
FOREST_GREEN = 0x228B22,
|
||||
GOLD = 0xFFD700,
|
||||
GRAY = 0x808080,
|
||||
GREEN = 0x008000,
|
||||
GREEN_YELLOW = 0xADFF2F,
|
||||
LIGHT_BLUE = 0xADD8E6,
|
||||
LIGHT_CYAN = 0xE0FFFF,
|
||||
LIGHT_GOLDENROD_YELLOW = 0xFAFAD2,
|
||||
LIGHT_GREEN = 0x90EE90,
|
||||
LIGHT_GRAY = 0xD3D3D3,
|
||||
LIGHT_PINK = 0xFFB6C1,
|
||||
LIGHT_SEA_GREEN = 0x20B2AA,
|
||||
LIGHT_SKY_BLUE = 0x87CEFA,
|
||||
LIGHT_SLATE_GRAY = 0x778899,
|
||||
LIGHT_YELLOW = 0xFFFFE0,
|
||||
ORANGE = 0xFFA500,
|
||||
ORANGE_RED = 0xFF4500,
|
||||
PINK = 0xFFC0CB,
|
||||
PURPLE = 0x800080,
|
||||
RED = 0xFF0000,
|
||||
SILVER = 0xC0C0C0,
|
||||
SKY_BLUE = 0x87CEEB,
|
||||
SNOW = 0xFFFAFA,
|
||||
VIOLET = 0xEE82EE,
|
||||
WHEAT = 0xF5DEB3,
|
||||
WHITE = 0xFFFFFF,
|
||||
WHITE_SMOKE = 0xF5F5F5,
|
||||
WOOD = 0xDEB887,
|
||||
YELLOW = 0xFFFF00,
|
||||
YELLOW_GREEN = 0x9ACD32
|
||||
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,
|
||||
Yellow_Green = 0x9ACD32
|
||||
};
|
||||
|
||||
protected:
|
||||
private:
|
||||
void _init(
|
||||
UINT rgb,
|
||||
double alpha
|
||||
);
|
||||
|
||||
public:
|
||||
private:
|
||||
float r;
|
||||
float g;
|
||||
float b;
|
||||
|
|
@ -414,17 +412,15 @@ public:
|
|||
// 字体粗细值
|
||||
enum Weight : UINT
|
||||
{
|
||||
THIN = 100,
|
||||
EXTRA_LIGHT = 200,
|
||||
LIGHT = 300,
|
||||
SEMI_LIGHT = 350,
|
||||
NORMAL = 400,
|
||||
MEDIUM = 500,
|
||||
DEMI_BOLD = 600,
|
||||
BOLD = 700,
|
||||
EXTRA_BOLD = 800,
|
||||
BLACK = 900,
|
||||
EXTRA_BLACK = 950
|
||||
Thin = 100,
|
||||
ExtraLight = 200,
|
||||
Light = 300,
|
||||
Normal = 400,
|
||||
Medium = 500,
|
||||
Bold = 700,
|
||||
ExtraBold = 800,
|
||||
Black = 900,
|
||||
ExtraBlack = 950
|
||||
};
|
||||
|
||||
public:
|
||||
|
|
@ -433,7 +429,7 @@ public:
|
|||
explicit Font(
|
||||
const String& family,
|
||||
double size = 22,
|
||||
UINT weight = Font::Weight::NORMAL,
|
||||
UINT weight = Font::Weight::Normal,
|
||||
bool italic = false
|
||||
);
|
||||
};
|
||||
|
|
|
|||
|
|
@ -535,11 +535,11 @@ class Text :
|
|||
{
|
||||
public:
|
||||
// 文本对齐方式
|
||||
enum class Align : int
|
||||
enum class Align
|
||||
{
|
||||
LEFT, /* 左对齐 */
|
||||
RIGHT, /* 右对齐 */
|
||||
CENTER /* 居中对齐 */
|
||||
Left, /* 左对齐 */
|
||||
Right, /* 右对齐 */
|
||||
Center /* 居中对齐 */
|
||||
};
|
||||
|
||||
// 文本样式
|
||||
|
|
@ -563,16 +563,16 @@ public:
|
|||
|
||||
Style(
|
||||
Color color,
|
||||
Align alignment = Align::LEFT,
|
||||
Align alignment = Align::Left,
|
||||
bool wrapping = false,
|
||||
double wrappingWidth = 0.0,
|
||||
double lineSpacing = 0.0,
|
||||
bool hasUnderline = false,
|
||||
bool hasStrikethrough = false,
|
||||
bool hasOutline = true,
|
||||
Color outlineColor = Color(Color::BLACK, 0.5),
|
||||
Color outlineColor = Color(Color::Black, 0.5),
|
||||
double outlineWidth = 1.0,
|
||||
LineJoin outlineJoin = LineJoin::ROUND
|
||||
LineJoin outlineJoin = LineJoin::Round
|
||||
);
|
||||
};
|
||||
|
||||
|
|
@ -657,7 +657,7 @@ public:
|
|||
double size
|
||||
);
|
||||
|
||||
// 设置字体粗细值(默认值为 Text::Font::Weight::NORMAL)
|
||||
// 设置字体粗细值(默认值为 Text::Font::Weight::Normal)
|
||||
void setFontWeight(
|
||||
UINT weight
|
||||
);
|
||||
|
|
@ -687,7 +687,7 @@ public:
|
|||
double lineSpacing
|
||||
);
|
||||
|
||||
// 设置对齐方式(默认为 Align::LEFT)
|
||||
// 设置对齐方式(默认为 Align::Left)
|
||||
void setAlignment(
|
||||
Align align
|
||||
);
|
||||
|
|
@ -811,7 +811,7 @@ public:
|
|||
|
||||
protected:
|
||||
// 按钮状态枚举
|
||||
enum class ButtonState { NORMAL, MOUSEOVER, SELECTED };
|
||||
enum class ButtonState { Normal, Mouseover, Selected };
|
||||
|
||||
// 设置按钮状态
|
||||
virtual void _setState(ButtonState state);
|
||||
|
|
|
|||
|
|
@ -13,9 +13,9 @@ public:
|
|||
// ÐÎ×´Ñùʽ
|
||||
enum class Style
|
||||
{
|
||||
SOLID, /* Ìî³ä */
|
||||
ROUND, /* ÂÖÀª */
|
||||
FILL, /* ÂÖÀª + Ìî³ä */
|
||||
Solid, /* Ìî³ä */
|
||||
Round, /* ÂÖÀª */
|
||||
Fill, /* ÂÖÀª + Ìî³ä */
|
||||
};
|
||||
|
||||
public:
|
||||
|
|
|
|||
|
|
@ -135,7 +135,7 @@ class MoveTransition :
|
|||
public:
|
||||
explicit MoveTransition(
|
||||
double moveDuration, /* 场景移动动画持续时长 */
|
||||
Direction direction = Direction::LEFT /* 场景移动方向 */
|
||||
Direction direction = Direction::Left /* 场景移动方向 */
|
||||
);
|
||||
|
||||
protected:
|
||||
|
|
|
|||
Loading…
Reference in New Issue