SceneManager函数重命名
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				|  | @ -34,7 +34,7 @@ e2d::SceneManager::~SceneManager() | ||||||
| { | { | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void e2d::SceneManager::enter(Scene * scene, Transition * transition /* = nullptr */, bool saveCurrentScene /* = true */) | void e2d::SceneManager::push(Scene * scene, Transition * transition /* = nullptr */, bool saveCurrentScene /* = true */) | ||||||
| { | { | ||||||
| 	if (!scene) | 	if (!scene) | ||||||
| 		return; | 		return; | ||||||
|  | @ -63,11 +63,14 @@ void e2d::SceneManager::enter(Scene * scene, Transition * transition /* = nullpt | ||||||
| 	} | 	} | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
| void e2d::SceneManager::back(Transition * transition /* = nullptr */) | void e2d::SceneManager::pop(Transition * transition /* = nullptr */) | ||||||
| { | { | ||||||
| 	// 栈为空时,调用返回场景函数失败
 | 	// 栈为空时,调用返回场景函数失败
 | ||||||
| 	WARN_IF(_scenes.size() == 0, "Scene stack is empty!"); | 	if (_scenes.size() == 0) | ||||||
| 	if (_scenes.size() == 0) return; | 	{ | ||||||
|  | 		WARN("Scene stack is empty!"); | ||||||
|  | 		return; | ||||||
|  | 	} | ||||||
| 
 | 
 | ||||||
| 	// 从栈顶取出场景指针,作为下一场景
 | 	// 从栈顶取出场景指针,作为下一场景
 | ||||||
| 	_nextScene = _scenes.top(); | 	_nextScene = _scenes.top(); | ||||||
|  |  | ||||||
|  | @ -22,15 +22,15 @@ public: | ||||||
| 	// 销毁实例
 | 	// 销毁实例
 | ||||||
| 	static void destroyInstance(); | 	static void destroyInstance(); | ||||||
| 
 | 
 | ||||||
| 	// 切换场景
 | 	// 场景入栈
 | ||||||
| 	void enter( | 	void push( | ||||||
| 		Scene * scene,						/* 下一个场景的指针 */ | 		Scene * scene,						/* 下一个场景的指针 */ | ||||||
| 		Transition * transition = nullptr,	/* 场景切换动作 */ | 		Transition * transition = nullptr,	/* 场景切换动作 */ | ||||||
| 		bool saveCurrentScene = true		/* 是否保存当前场景 */ | 		bool saveCurrentScene = true		/* 是否保存当前场景 */ | ||||||
| 	); | 	); | ||||||
| 
 | 
 | ||||||
| 	// 返回上一场景
 | 	// 场景出栈
 | ||||||
| 	void back( | 	void pop( | ||||||
| 		Transition * transition = nullptr	/* 场景切换动作 */ | 		Transition * transition = nullptr	/* 场景切换动作 */ | ||||||
| 	); | 	); | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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