This commit is contained in:
werelone 2017-09-29 17:30:37 +08:00
parent 8590e385c2
commit 205b195df0
12 changed files with 1456 additions and 1509 deletions

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@ -380,12 +380,6 @@
<ClCompile Include="Tool\Timer.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="e2daction.h" />
<ClInclude Include="e2dbase.h" />
<ClInclude Include="e2dmsg.h" />
<ClInclude Include="e2dobj.h" />
<ClInclude Include="e2dstyle.h" />
<ClInclude Include="e2dtool.h" />
<ClInclude Include="easy2d.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

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@ -170,24 +170,6 @@
</ClCompile>
</ItemGroup>
<ItemGroup>
<ClInclude Include="e2daction.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="e2dbase.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="e2dmsg.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="e2dobj.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="e2dstyle.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="e2dtool.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="easy2d.h">
<Filter>头文件</Filter>
</ClInclude>

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@ -1,6 +1,5 @@
#include "..\easy2d.h"
#include "..\EasyX\easyx.h"
#include "..\e2dmsg.h"
// 鼠标监听回调函数的容器
static std::vector<MouseMsg*> s_vMouseMsg;

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@ -1,6 +1,5 @@
#include "..\..\easy2d.h"
#include "..\..\EasyX\easyx.h"
#include "..\..\e2dobj.h"
Button::Button() :

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@ -1,5 +1,4 @@
#include "..\easy2d.h"
#include "..\e2dobj.h"
MouseNode::MouseNode() :

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@ -1,313 +0,0 @@
#pragma once
#include <e2dbase.h>
namespace easy2d
{
class Action :
public Object
{
friend class Sprite;
friend class ActionManager;
friend class ActionTwo;
friend class ActionNeverStop;
friend class ActionSequence;
public:
Action();
virtual ~Action();
bool isRunning();
void start();
void resume();
void pause();
void stop();
void setInterval(UINT ms);
virtual Action * copy() = 0;
virtual Action * reverse() const;
protected:
bool m_bRunning;
bool m_bStop;
Sprite * m_pParent;
UINT m_nMilliSeconds;
LARGE_INTEGER m_nLast;
LARGE_INTEGER m_nAnimationInterval;
protected:
virtual void _init() = 0;
virtual bool _exec(LARGE_INTEGER nNow) = 0;
virtual void _reset() = 0;
};
class Animation :
public Action
{
public:
Animation(float duration);
virtual ~Animation();
protected:
UINT m_nDuration;
UINT m_nTotalDuration;
protected:
virtual void _init() override;
virtual bool _exec(LARGE_INTEGER nNow) override;
virtual void _reset() override;
};
class ActionMoveBy :
public Animation
{
public:
ActionMoveBy(float duration, CVector vec);
virtual ~ActionMoveBy();
virtual ActionMoveBy * copy() override;
virtual ActionMoveBy * reverse() const override;
protected:
CPoint m_BeginPos;
CVector m_MoveVector;
protected:
virtual void _init() override;
virtual bool _exec(LARGE_INTEGER nNow) override;
virtual void _reset() override;
};
class ActionMoveTo :
public ActionMoveBy
{
public:
ActionMoveTo(float duration, CPoint pos);
virtual ~ActionMoveTo();
virtual ActionMoveTo * copy() override;
protected:
CPoint m_EndPos;
protected:
virtual void _init() override;
virtual void _reset() override;
};
class ActionScaleBy :
public Animation
{
public:
ActionScaleBy(float duration, float scaleX, float scaleY);
virtual ~ActionScaleBy();
virtual ActionScaleBy * copy() override;
virtual ActionScaleBy * reverse() const override;
protected:
float m_nBeginScaleX;
float m_nBeginScaleY;
float m_nVariationX;
float m_nVariationY;
protected:
virtual void _init() override;
virtual bool _exec(LARGE_INTEGER nNow) override;
virtual void _reset() override;
};
class ActionScaleTo :
public ActionScaleBy
{
public:
ActionScaleTo(float duration, float scaleX, float scaleY);
virtual ~ActionScaleTo();
virtual ActionScaleTo * copy() override;
protected:
float m_nEndScaleX;
float m_nEndScaleY;
protected:
virtual void _init() override;
virtual void _reset() override;
};
class ActionOpacityBy :
public Animation
{
public:
ActionOpacityBy(float duration, float opacity);
virtual ~ActionOpacityBy();
virtual ActionOpacityBy * copy() override;
virtual ActionOpacityBy * reverse() const override;
protected:
float m_nBeginVal;
float m_nVariation;
protected:
virtual void _init() override;
virtual bool _exec(LARGE_INTEGER nNow) override;
virtual void _reset() override;
};
class ActionOpacityTo :
public ActionOpacityBy
{
public:
ActionOpacityTo(float duration, float opacity);
virtual ~ActionOpacityTo();
virtual ActionOpacityTo * copy() override;
protected:
float m_nEndVal;
protected:
virtual void _init() override;
virtual void _reset() override;
};
class ActionFadeIn :
public ActionOpacityTo
{
public:
ActionFadeIn(float duration) : ActionOpacityTo(duration, 1) {}
};
class ActionFadeOut :
public ActionOpacityTo
{
public:
ActionFadeOut(float duration) : ActionOpacityTo(duration, 0) {}
};
class ActionTwo :
public Action
{
public:
ActionTwo(Action * actionFirst, Action * actionSecond);
virtual ~ActionTwo();
virtual ActionTwo * copy() override;
virtual ActionTwo * reverse() const override;
protected:
Action * m_FirstAction;
Action * m_SecondAction;
protected:
virtual void _init() override;
virtual bool _exec(LARGE_INTEGER nNow) override;
virtual void _reset() override;
};
class ActionSequence :
public Action
{
public:
ActionSequence(int number, Action * action1, ...);
virtual ~ActionSequence();
virtual ActionSequence * copy() override;
virtual ActionSequence * reverse() const override;
protected:
UINT m_nActionIndex;
std::vector<Action*> m_vActions;
protected:
virtual void _init() override;
virtual bool _exec(LARGE_INTEGER nNow) override;
virtual void _reset() override;
};
class ActionDelay :
public Action
{
public:
ActionDelay(float duration);
virtual ~ActionDelay();
virtual ActionDelay * copy() override;
protected:
virtual void _init() override;
virtual bool _exec(LARGE_INTEGER nNow) override;
virtual void _reset() override;
};
class ActionNeverStop :
public Action
{
public:
ActionNeverStop(Action * action);
virtual ~ActionNeverStop();
virtual ActionNeverStop * copy() override;
protected:
Action * m_Action;
protected:
virtual void _init() override;
virtual bool _exec(LARGE_INTEGER nNow) override;
virtual void _reset() override;
};
class ActionFrames :
public Action
{
public:
ActionFrames();
~ActionFrames();
void addFrame(Image * frame);
virtual ActionFrames * copy() override;
virtual ActionFrames * reverse() const override;
protected:
UINT m_nFrameIndex;
std::vector<Image*> m_vFrames;
protected:
virtual void _init() override;
virtual bool _exec(LARGE_INTEGER nNow) override;
virtual void _reset() override;
};
class ActionCallback :
public Action
{
public:
ActionCallback(const std::function<void()>& callback);
~ActionCallback();
virtual ActionCallback * copy() override;
protected:
std::function<void()> m_Callback;
protected:
virtual void _init() override;
virtual bool _exec(LARGE_INTEGER nNow) override;
virtual void _reset() override;
};
} // End of easy2d namespace

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@ -1,184 +0,0 @@
#pragma once
#include <Windows.h>
#include <tchar.h>
#include <atltypes.h>
#include <vector>
#include <stack>
#include <functional>
// String macros
#ifdef UNICODE
#define tstring std::wstring
#else
#define tstring std::string
#endif
// Safe macros
#define SAFE_DELETE(p) { delete (p); (p) = nullptr; }
#define SAFE_DELETE_ARRAY(p) { if (p) { delete[] (p); (p) = nullptr; } }
#define SAFE_RELEASE(p) { if (p) p->release(); }
// Type Declare
typedef CPoint CVector;
typedef unsigned int VK_KEY;
typedef std::function<void()> CLICK_CALLBACK;
typedef std::function<void()> TIMER_CALLBACK;
typedef std::function<void(VK_KEY)> KEY_CALLBACK;
typedef std::function<void()> MOUSE_CALLBACK;
// Classes Declare
namespace easy2d
{
class Scene;
class Node;
class App
{
public:
App();
~App();
// 窗口可选模式
enum MODE { SHOW_CONSOLE = 1, NO_CLOSE = 2, NO_MINI_MIZE = 4 };
// 定义绘图窗口
void createWindow(int width, int height, int mode = 0);
// 定义绘图窗口
void createWindow(CSize size, int mode = 0);
// 定义绘图窗口
void createWindow(tstring title, int width, int height, int mode = 0);
// 定义绘图窗口
void createWindow(tstring title, CSize size, int mode = 0);
// 启动程序
int run();
// 释放所有内存资源
void free();
// 销毁该对象
void destory();
// 获取程序实例
static App * get();
// 设置坐标原点
static void setOrigin(int originX, int originY);
// 获取坐标原点的物理横坐标
static int getOriginX();
// 获取坐标原点的物理纵坐标
static int getOriginY();
// 终止程序
static void quit();
// 终止程序
static void end();
// 修改窗口大小
static void setWindowSize(int width, int height);
// 修改窗口大小
static void setWindowSize(CSize size);
// 关闭窗口
static void close();
// 设置窗口标题
static void setWindowTitle(tstring title);
// 获取窗口标题
static tstring getWindowTitle();
// 获取窗口宽度
static int getWidth();
// 获取窗口高度
static int getHeight();
// 切换场景
static void enterScene(Scene *scene, bool save = true);
// 返回上一场景
static void backScene();
// 清空之前保存的所有场景
static void clearScene();
// 设置 AppName
static void setAppName(tstring appname);
// 获取 AppName
static tstring getAppName();
// 修改窗口背景色
static void setBkColor(COLORREF color);
// 设置帧率
static void setFPS(DWORD fps);
// 重置绘图样式为默认值
static void reset();
// 获取当前场景
static Scene * getCurrentScene();
protected:
tstring m_sTitle;
tstring m_sAppName;
Scene* m_CurrentScene;
Scene* m_NextScene;
std::stack<Scene*> m_SceneStack;
LARGE_INTEGER m_nAnimationInterval;
CSize m_Size;
int m_nWindowMode;
bool m_bRunning;
bool m_bSaveScene;
protected:
void _initGraph();
void _mainLoop();
void _enterNextScene();
};
class FreePool
{
friend class App;
friend class Object;
private:
// 刷新内存池
static void __flush();
// 将一个节点放入释放池
static void __add(Object * nptr);
};
class Scene
{
friend class App;
friend class MouseMsg;
public:
Scene();
~Scene();
// 重写这个函数,它将在进入这个场景时自动执行
virtual void onEnter();
// 重写这个函数,它将在离开这个场景时自动执行
virtual void onExit();
// 添加子成员到场景
void add(Node * child, int zOrder = 0);
// 删除子成员
bool del(Node * child);
// 清空所有子成员
void clearAllChildren();
protected:
std::vector<Node*> m_vChildren;
protected:
void _exec();
void _onDraw();
};
class Object
{
friend class FreePool;
public:
Object();
virtual ~Object();
void retain();
void release();
protected:
int m_nRef;
};
} // End of easy2d namespace

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@ -1,112 +0,0 @@
#pragma once
#include <e2dbase.h>
namespace easy2d
{
class MouseMsg
{
friend class App;
public:
MouseMsg();
MouseMsg(tstring name, const MOUSE_CALLBACK& callback);
~MouseMsg();
// 添加键盘监听
static void addListener(tstring name, const MOUSE_CALLBACK& callback);
// 删除键盘监听
static bool delListener(tstring name);
// 删除所有键盘监听
static void clearAllListeners();
// 左键是否按下
static bool isLButtonDown();
// 右键是否按下
static bool isRButtonDown();
// 中键是否按下
static bool isMButtonDown();
// 获取鼠标X坐标
static int getX();
// 获取鼠标Y坐标
static int getY();
// 获取鼠标坐标
static CPoint getPos();
// 获取鼠标滚轮值
static int getWheel();
// 鼠标移动消息
static bool isOnMouseMoved();
// 左键双击消息
static bool isOnLButtonDBClicked();
// 右键按下消息
static bool isOnLButtonDown();
// 左键弹起消息
static bool isOnLButtonUp();
// 右键双击消息
static bool isOnRButtonDBClicked();
// 右键按下消息
static bool isOnRButtonDown();
// 右键弹起消息
static bool isOnRButtonUp();
// 中键双击消息
static bool isOnMButtonDBClicked();
// 中键按下消息
static bool isOnMButtonDown();
// 中键弹起消息
static bool isOnMButtonUp();
// 鼠标滚轮拨动消息
static bool isOnWheel();
// 清空鼠标消息
static void resetMouseMsg();
private:
static void __exec();
protected:
tstring m_sName;
MOUSE_CALLBACK m_callback;
protected:
// 执行回调函数
void onMouseMsg();
};
class KeyMsg
{
friend class App;
public:
KeyMsg(tstring name, const KEY_CALLBACK& callback);
~KeyMsg();
// 执行回调函数
void onKbHit(VK_KEY key);
// 添加键盘监听
static void addListener(tstring name, const KEY_CALLBACK& callback);
// 删除键盘监听
static bool delListener(tstring name);
// 删除所有键盘监听
static void clearAllListeners();
// 判断键是否被按下按下返回true
static bool isKeyDown(VK_KEY key);
public:
// 字母键值
static const VK_KEY A, B, C, D, E, F, G, H, I, J, K, L, M, N, O, P, Q, R, S, T, U, V, W, X, Y, Z;
// 数字键值
static const VK_KEY NUM_1, NUM_2, NUM_3, NUM_4, NUM_5, NUM_6, NUM_7, NUM_8, NUM_9, NUM_0;
// 小数字键盘值
static const VK_KEY NUMPAD_1, NUMPAD_2, NUMPAD_3, NUMPAD_4, NUMPAD_5, NUMPAD_6, NUMPAD_7, NUMPAD_8, NUMPAD_9, NUMPAD_0;
// 控制键值
static const VK_KEY Enter, Space, Up, Down, Left, Right, Esc, Shift, LShift, RShift, Ctrl, LCtrl, RCtrl;
// F 键值
static const VK_KEY F1, F2, F3, F4, F5, F6, F7, F8, F9, F10, F11, F12;
private:
static void __exec();
protected:
tstring m_sName;
KEY_CALLBACK m_callback;
};
} // End of easy2d namespace

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@ -1,589 +0,0 @@
#pragma once
#include <e2dbase.h>
#include <atlimage.h>
namespace easy2d
{
class FontStyle;
class Color;
class Action;
class Node :
public Object
{
friend class Scene;
friend class BatchNode;
public:
Node();
Node(CPoint p);
Node(int x, int y);
virtual ~Node();
// 获取节点横坐标
virtual int getX() const;
// 获取节点纵坐标
virtual int getY() const;
// 获取节点坐标
virtual CPoint getPos() const;
// 设置节点横坐标
virtual void setX(int x);
// 设置节点纵坐标
virtual void setY(int y);
// 设置节点横纵坐标
virtual void setPos(int x, int y);
// 设置节点横纵坐标
virtual void setPos(CPoint p);
// 移动节点
virtual void move(int x, int y);
// 设置节点横纵坐标
virtual void move(CVector v);
// 节点是否显示
virtual bool display() const;
// 设置节点是否显示
virtual void setDisplay(bool value);
// 获取节点绘图顺序
virtual int getZOrder() const;
// 设置节点绘图顺序0为最先绘制显示在最底层
virtual void setZOrder(int z);
// 获取节点所在场景
Scene * getParentScene();
protected:
int m_nZOrder;
bool m_bDisplay;
Scene* m_pScene;
CPoint m_Pos;
protected:
virtual bool _exec(bool active);
virtual void _onDraw() = 0;
void setParentScene(Scene * scene);
};
class BatchNode :
public Node
{
public:
BatchNode();
virtual ~BatchNode();
// 添加子节点
void add(Node *child, int z_Order = 0);
// 删除子节点
bool del(Node * child);
// 清空所有子节点
void clearAllChildren();
protected:
std::vector<Node*> m_vChildren;
protected:
virtual bool _exec(bool active) override;
virtual void _onDraw() override;
};
class Layer :
public BatchNode
{
public:
Layer();
virtual ~Layer();
// 图层是否阻塞消息
int getBlock() const;
// 设置图层是否阻塞消息
void setBlock(bool block);
protected:
bool m_bBlock;
protected:
virtual bool _exec(bool active) override;
};
class RectNode :
public Node
{
public:
RectNode();
~RectNode();
virtual bool isCollisionWith(RectNode * rectNode) const;
virtual bool isPointIn(CPoint p) const;
virtual void setWindowCenterX();
virtual void setWindowCenterY();
virtual void setWindowCenter();
virtual int getX() const override;
virtual int getY() const override;
virtual CPoint getPos() const override;
virtual int getWidth() const;
virtual int getHeight() const;
virtual CSize getSize() const;
virtual CRect getRect() const;
virtual void setX(int x) override;
virtual void setY(int y) override;
virtual void setPos(int x, int y) override;
virtual void setPos(CPoint p) override;
virtual void move(int x, int y) override;
virtual void move(CVector v) override;
virtual void setWidth(int width);
virtual void setHeight(int height);
virtual void setSize(int width, int height);
virtual void setSize(CSize size);
virtual void setRect(int x1, int y1, int x2, int y2);
virtual void setRect(CPoint leftTop, CPoint rightBottom);
virtual void setRect(CRect rect);
protected:
CRect m_Rect;
};
class Text :
public RectNode
{
friend class TextButton;
public:
Text();
// 根据字符串、颜色和字体创建文字
Text(tstring text, COLORREF color = Color::white, FontStyle * font = FontStyle::getDefault());
// 根据横纵坐标、字符串、颜色和字体创建文字
Text(int x, int y, tstring text, COLORREF color = Color::white, FontStyle * font = FontStyle::getDefault());
virtual ~Text();
// 获取当前颜色
COLORREF getColor() const;
// 获取当前文字
tstring getText() const;
// 获取当前字体
FontStyle * getFontStyle();
// 文本是否为空
bool isEmpty() const;
// 设置文字
void setText(tstring text);
// 设置文字颜色
void setColor(COLORREF color);
// 设置字体
void setFontStyle(FontStyle * style);
protected:
tstring m_sText;
COLORREF m_color;
FontStyle * m_pFontStyle;
protected:
virtual void _onDraw() override;
};
class Image :
public RectNode
{
friend class Sprite;
friend class ImageButton;
public:
Image();
// 从图片文件获取图像
Image(LPCTSTR ImageFile);
/**
*
*
*/
Image(LPCTSTR ImageFile, int x, int y, int width, int height);
virtual ~Image();
// 获取横向拉伸比例
float getScaleX() const;
// 获取纵向拉伸比例
float getScaleY() const;
// 获取透明度
float getOpacity() const;
/**
*
*
*/
bool setImage(LPCTSTR ImageFile);
/**
*
*
*
*/
bool setImage(LPCTSTR ImageFile, int x, int y, int width, int height);
/**
* png
*
*/
bool setImageFromRes(LPCTSTR pResName);
/**
* png
*
*
*/
bool setImageFromRes(LPCTSTR pResName, int x, int y, int width, int height);
// 裁剪图片(裁剪后会恢复 stretch 拉伸)
void crop(int x, int y, int width, int height);
// 将图片拉伸到固定宽高
void stretch(int width, int height);
// 按比例拉伸图片
void setScale(float scaleX, float scaleY);
// 设置透明度,范围 0~1.0f(只对 png 图片生效)
void setOpacity(float value);
// 设置透明色
void setTransparentColor(COLORREF value);
// 重置图片属性
void reset();
// 保存游戏截图
static void saveScreenshot();
protected:
CImage m_Image;
CRect m_SrcRect;
BYTE m_nAlpha;
float m_fScaleX;
float m_fScaleY;
protected:
virtual void _onDraw() override;
};
class Sprite :
public RectNode
{
friend class BatchSprite;
public:
Sprite();
Sprite(Image * image);
Sprite(LPCTSTR imageFileName);
virtual ~Sprite();
// 判断是否和另一个精灵碰撞
bool isCollisionWith(Sprite * sprite);
// 修改精灵图片
virtual void setImage(Image * image);
// 添加动作
virtual void addAction(Action * action);
// 暂停所有动作
virtual void pauseAllAction();
// 继续所有动作
virtual void resumeAllAction();
// 停止所有动作
virtual void stopAllAction();
virtual float getScaleX() const;
virtual float getScaleY() const;
virtual float getOpacity() const;
virtual void setScale(float scaleX, float scaleY);
virtual void setOpacity(float opacity);
protected:
float m_fScaleX;
float m_fScaleY;
BYTE m_nAlpha;
Image * m_pImage;
protected:
bool _exec(bool active) override;
void _onDraw() override;
};
class BatchSprite :
public Node
{
public:
BatchSprite();
virtual ~BatchSprite();
// 添加精灵
void addSprite(Sprite * sprite, int z_Order = 0);
// 删除精灵
bool delSprite(Sprite * child);
// 删除所有精灵
void clearAllSprites();
// 判断是否有精灵产生碰撞
// 返回值:若有碰撞,返回第一个产生碰撞的精灵,否则返回空指针
Sprite * isCollisionWith(Sprite * sprite);
// 判断点是否在精灵内部
// 返回值:若这个点在任意一个精灵内部,返回这个精灵,否则返回空指针
Sprite * isPointIn(CPoint point);
// 同时修改所有精灵的图片
virtual void setImage(Image * image);
virtual float getScaleX() const;
virtual float getScaleY() const;
virtual float getOpacity() const;
virtual void setScale(float scaleX, float scaleY);
virtual void setOpacity(float opacity);
protected:
std::vector<Sprite*> m_vSprites;
float m_fScaleX;
float m_fScaleY;
BYTE m_nAlpha;
protected:
bool _exec(bool active) override;
void _onDraw() override;
};
class MouseNode :
public RectNode
{
public:
MouseNode();
virtual ~MouseNode();
// 鼠标是否移入
virtual bool isMouseIn();
// 鼠标是否选中
virtual bool isSelected();
// 设置回调函数
virtual void setClickedCallback(const CLICK_CALLBACK & callback);
// 设置回调函数
virtual void setMouseInCallback(const CLICK_CALLBACK & callback);
// 设置回调函数
virtual void setMouseOutCallback(const CLICK_CALLBACK & callback);
// 设置回调函数
virtual void setSelectCallback(const CLICK_CALLBACK & callback);
// 设置回调函数
virtual void setUnselectCallback(const CLICK_CALLBACK & callback);
// 重置状态
virtual void reset();
// 设置节点是否阻塞鼠标消息
void setBlock(bool block);
protected:
bool m_bTarget;
bool m_bBlock;
enum Status { NORMAL, MOUSEIN, SELECTED } m_eStatus;
CLICK_CALLBACK m_OnMouseInCallback;
CLICK_CALLBACK m_OnMouseOutCallback;
CLICK_CALLBACK m_OnSelectCallback;
CLICK_CALLBACK m_OnUnselectCallback;
CLICK_CALLBACK m_ClickCallback;
protected:
virtual bool _exec(bool active) override;
virtual void _onDraw() override;
// 重写这个方法可以自定义按钮的判断方法
virtual bool _isMouseIn();
// 切换状态
virtual void _setStatus(Status status);
// 正常状态
virtual void _onNormal() = 0;
// 鼠标移入时
virtual void _onMouseIn() = 0;
// 鼠标选中时
virtual void _onSelected() = 0;
};
class Button :
public MouseNode
{
public:
Button();
virtual ~Button();
// 按钮是否启用
virtual bool isEnable();
// 设置是否启用
virtual void setEnable(bool enable);
// 设置按钮横坐标
virtual void setX(int x) override;
// 设置按钮纵坐标
virtual void setY(int y) override;
// 设置按钮坐标
virtual void setPos(int x, int y) override;
// 设置按钮坐标
virtual void setPos(CPoint p) override;
// 移动按钮
virtual void move(int x, int y) override;
// 移动按钮
virtual void move(CVector v) override;
protected:
bool m_bEnable;
protected:
virtual bool _exec(bool active) override;
virtual void _onDraw() override;
virtual void _resetPosition() = 0;
virtual void _onNormal() = 0;
virtual void _onMouseIn() = 0;
virtual void _onSelected() = 0;
virtual void _onDisable() = 0;
};
class TextButton :
public Button
{
public:
TextButton();
TextButton(tstring text);
TextButton(Text * text);
virtual ~TextButton();
// 设置按钮文字
void setNormal(Text * text);
// 设置鼠标移入时的按钮文字
void setMouseIn(Text * text);
// 设置鼠标选中时的按钮文字
void setSelected(Text * text);
// 设置按钮禁用时的按钮文字
void setUnable(Text * text);
protected:
Text * m_pNormalText;
Text * m_pMouseInText;
Text * m_pSelectedText;
Text * m_pUnableText;
protected:
virtual void _resetPosition() override;
virtual void _setStatus(Status status) override;
virtual void _onNormal() override;
virtual void _onMouseIn() override;
virtual void _onSelected() override;
virtual void _onDisable() override;
};
class ImageButton :
public Button
{
public:
ImageButton();
ImageButton(LPCTSTR image);
ImageButton(Image * image);
virtual ~ImageButton();
// 设置按钮图片
void setNormal(Image * image);
// 设置鼠标移入时的按钮图片
void setMouseIn(Image * image);
// 设置鼠标选中时的按钮图片
void setSelected(Image * image);
// 设置按钮禁用时的按钮图片
void setUnable(Image * image);
protected:
Image * m_pNormalImage;
Image * m_pMouseInImage;
Image * m_pSelectedImage;
Image * m_pUnableImage;
protected:
virtual void _resetPosition() override;
virtual void _setStatus(Status status) override;
virtual void _onNormal() override;
virtual void _onMouseIn() override;
virtual void _onSelected() override;
virtual void _onDisable() override;
};
class Shape :
public Node
{
public:
Shape();
virtual ~Shape();
// 形状填充样式
enum STYLE { ROUND, SOLID, FILL } m_eStyle;
// 获取形状的填充颜色
COLORREF getFillColor() const;
// 获取形状的线条颜色
COLORREF getLineColor() const;
// 设置填充颜色
void setFillColor(COLORREF color);
// 设置线条颜色
void setLineColor(COLORREF color);
// 设置填充样式
void setStyle(STYLE style);
protected:
COLORREF fillColor;
COLORREF lineColor;
protected:
virtual void _onDraw() override;
virtual void solidShape() = 0;
virtual void fillShape() = 0;
virtual void roundShape() = 0;
};
class Rect :
public Shape
{
public:
Rect();
Rect(int x, int y, int width, int height);
virtual ~Rect();
// 获取矩形宽度
int getWidth() const;
// 获取矩形高度
int getHeight() const;
// 设置矩形宽度
void setWidth(int width);
// 设置矩形高度
void setHeight(int height);
// 设置矩形大小
void setSize(int width, int height);
protected:
CSize m_Size;
protected:
virtual void solidShape() override;
virtual void fillShape() override;
virtual void roundShape() override;
};
class Circle :
public Shape
{
public:
Circle();
Circle(int x, int y, int radius);
virtual ~Circle();
// 获取圆形半径
int getRadius() const;
// 设置圆形半径
void setRadius(int m_nRadius);
protected:
int m_nRadius;
protected:
virtual void solidShape() override;
virtual void fillShape() override;
virtual void roundShape() override;
};
} // End of easy2d namespace

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#pragma once
#include <e2dbase.h>
namespace easy2d
{
class FontStyle :
public Object
{
friend class Text;
public:
FontStyle();
/**
* 使 [线线
* 齿]
*/
FontStyle(LPCTSTR fontfamily, LONG height = 18, LONG weight = 0, LONG width = 0,
bool italic = 0, bool underline = 0, bool strikeout = 0, LONG escapement = 0,
LONG orientation = 0, bool quality = true);
virtual ~FontStyle();
// 获取默认字体
static FontStyle * getDefault();
// 设置字符平均高度
void setHeight(LONG value);
// 设置字符平均宽度0表示自适应
void setWidth(LONG value);
// 设置字体
void setFontFamily(LPCTSTR value);
// 设置字符笔画粗细范围0~1000默认为0
void setWeight(LONG value);
// 设置斜体
void setItalic(bool value);
// 设置下划线
void setUnderline(bool value);
// 设置删除线
void setStrikeOut(bool value);
// 设置字符串的书写角度单位0.1度默认为0
void setEscapement(LONG value);
// 设置每个字符的书写角度单位0.1度默认为0
void setOrientation(LONG value);
// 设置字体抗锯齿默认为true
void setQuality(bool value);
protected:
LOGFONT m_font;
};
class FontWeight
{
public:
static const LONG dontcare; // 粗细值 0
static const LONG thin; // 粗细值 100
static const LONG extraLight; // 粗细值 200
static const LONG light; // 粗细值 300
static const LONG normal; // 粗细值 400
static const LONG regular; // 粗细值 400
static const LONG medium; // 粗细值 500
static const LONG demiBlod; // 粗细值 600
static const LONG blod; // 粗细值 700
static const LONG extraBold; // 粗细值 800
static const LONG black; // 粗细值 900
static const LONG heavy; // 粗细值 900
};
class Color
{
public:
static const COLORREF black; // 黑色
static const COLORREF blue; // 蓝色
static const COLORREF green; // 绿色
static const COLORREF cyan; // 青色
static const COLORREF red; // 红色
static const COLORREF magenta; // 紫色
static const COLORREF brown; // 棕色
static const COLORREF lightgray; // 亮灰色
static const COLORREF darkgray; // 深灰色
static const COLORREF lightblue; // 亮蓝色
static const COLORREF lightgreen; // 亮绿色
static const COLORREF lightcyan; // 亮青色
static const COLORREF lightred; // 亮红色
static const COLORREF lightmagenta; // 亮紫色
static const COLORREF yellow; // 亮黄色
static const COLORREF white; // 白色
// 通过红、绿、蓝颜色分量合成颜色
static COLORREF getFromRGB(BYTE r, BYTE g, BYTE b);
// 通过色相、饱和度、亮度合成颜色
static COLORREF getFromHSL(float H, float S, float L);
// 通过色相、饱和度、明度合成颜色
static COLORREF getFromHSV(float H, float S, float V);
// 返回指定颜色中的红色值
static BYTE getRValue(COLORREF color);
// 返回指定颜色中的绿色值
static BYTE getGValue(COLORREF color);
// 返回指定颜色中的蓝色值
static BYTE getBValue(COLORREF color);
// 返回与指定颜色对应的灰度值颜色
static COLORREF getGray(COLORREF color);
};
} // End of easy2d namespace

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#pragma once
#include <e2dbase.h>
namespace easy2d
{
class Action;
class FileUtils
{
public:
// 获取系统的 AppData\Local 路径
static tstring getLocalAppDataPath();
// 获取默认的保存路径
static tstring getDefaultSavePath();
// 保存 int 型的值
static void saveInt(LPCTSTR key, int value);
// 保存 double 型的值
static void saveDouble(LPCTSTR key, double value);
// 保存 字符串 型的值(不要在 Unicode 字符集下保存中文字符)
static void saveString(LPCTSTR key, tstring value);
// 获取 int 型的值(若不存在则返回 default 参数的值)
static int getInt(LPCTSTR key, int default);
// 获取 double 型的值(若不存在则返回 default 参数的值)
static double getDouble(LPCTSTR key, double default);
// 获取 字符串 型的值(若不存在则返回 default 参数的值)
static tstring getString(LPCTSTR key, tstring default);
// 得到文件扩展名(小写)
static tstring getFileExtension(const tstring& filePath);
/**
* true
*
*/
static bool getSaveFilePath(tstring& path, LPCTSTR title = _T("保存到"), LPCTSTR defExt = NULL);
};
class MusicUtils
{
public:
// 播放背景音乐
static void playBackgroundMusic(tstring pszFilePath, bool bLoop = true);
// 停止背景音乐
static void stopBackgroundMusic(bool bReleaseData = false);
// 暂停背景音乐
static void pauseBackgroundMusic();
// 继续播放背景音乐
static void resumeBackgroundMusic();
// 从头播放背景音乐
static void rewindBackgroundMusic();
// 背景音乐是否正在播放
static bool isBackgroundMusicPlaying();
// 设置背景音乐音量0 ~ 1.0f
static void setBackgroundMusicVolume(float volume);
// 播放音效
static unsigned int playMusic(tstring pszFilePath, bool loop = false);
// 停止音效
static void stopMusic(unsigned int nSoundId);
// 预加载音效
static void preloadMusic(tstring pszFilePath);
// 暂停音效
static void pauseMusic(unsigned int nSoundId);
// 继续播放音效
static void resumeMusic(unsigned int nSoundId);
// 卸载音效
static void unloadMusic(LPCTSTR pszFilePath);
// 设置特定音乐的音量0 ~ 1.0f
static void setVolume(tstring pszFilePath, float volume);
// 暂停所有音乐
static void pauseAllMusics();
// 继续播放所有音乐
static void resumeAllMusics();
// 停止所有音乐
static void stopAllMusics();
// 停止所有音乐,并释放内存
static void end();
// 设置总音量0 ~ 1.0f
static void setVolume(float volume);
};
class Timer
{
friend class App;
public:
Timer(tstring name, UINT ms, const TIMER_CALLBACK & callback);
~Timer();
// 启动定时器
void start();
// 停止定时器
void stop();
// 定时器是否正在运行
bool isRunning();
// 设置间隔时间
void setInterval(UINT ms);
// 设置回调函数
void setCallback(const TIMER_CALLBACK& callback);
// 设置定时器名称
void setName(tstring name);
// 获取定时器间隔时间
UINT getInterval() const;
// 获取定时器名称
tstring getName() const;
// 添加定时器
static void addTimer(Timer * timer);
// 添加定时器
static void addTimer(tstring name, UINT ms, const TIMER_CALLBACK & callback);
// 根据名称获取定时器
static Timer * getTimer(tstring name);
// 启动特定定时器
static bool startTimer(tstring name);
// 停止特定定时器
static bool stopTimer(tstring name);
// 删除特定定时器
static bool delTimer(tstring name);
// 删除所有定时器
static void clearAllTimers();
protected:
bool m_bRunning;
tstring m_sName;
TIMER_CALLBACK m_callback;
LARGE_INTEGER m_nLast;
LARGE_INTEGER m_nAnimationInterval;
UINT m_nMilliSeconds;
private:
static void __exec();
};
class ActionManager
{
friend class App;
friend class Sprite;
public:
// 继续一个特定的动作
static void startAction(Action * action);
// 继续一个特定的动作
static void resumeAction(Action * action);
// 暂停一个特定的动作
static void pauseAction(Action * action);
// 停止一个特定的动作
static void stopAction(Action * action);
// 继续一个 Sprite 的所有动作
static void startSpriteAllActions(Sprite * sprite);
// 继续一个 Sprite 的所有动作
static void resumeSpriteAllActions(Sprite * sprite);
// 暂停一个 Sprite 的所有动作
static void pauseSpriteAllActions(Sprite * sprite);
// 停止一个 Sprite 的所有动作
static void stopSpriteAllActions(Sprite * sprite);
// 继续当前存在的所有动作
static void startAllActions();
// 继续当前存在的所有动作
static void resumeAllActions();
// 暂停当前存在的所有动作
static void pauseAllActions();
// 停止当前存在的所有动作
static void stopAllActions();
private:
static void __exec();
// 将一个动作添加进动作管理器
static void addAction(Action * action);
};
} // End of easy2d namespace

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