Refactoring...
This commit is contained in:
parent
a370685dd0
commit
3a8428d54e
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@ -73,6 +73,15 @@ void e2d::GC::clear()
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}
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_pool.clear();
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_cleanup = false;
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// 헌뇜뻠닸
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Image::clearCache();
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// 헌뇜데절
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Game::destroyInstance();
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Renderer::destroyInstance();
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Input::destroyInstance();
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Window::destroyInstance();
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}
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e2d::GC * e2d::GC::getInstance()
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@ -6,12 +6,27 @@
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#include <thread>
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e2d::Game * e2d::Game::_instance = nullptr;
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e2d::Game * e2d::Game::getInstance()
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{
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if (!_instance)
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_instance = new (std::nothrow) Game;
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return _instance;
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}
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void e2d::Game::destroyInstance()
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{
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if (_instance)
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{
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delete _instance;
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_instance = nullptr;
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}
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}
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e2d::Game::Game()
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: _quit(true)
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, _paused(false)
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, _window(nullptr)
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, _input(nullptr)
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, _renderer(nullptr)
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, _currScene(nullptr)
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, _nextScene(nullptr)
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, _transition(nullptr)
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@ -19,36 +34,18 @@ e2d::Game::Game()
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{
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CoInitialize(nullptr);
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_input = new (std::nothrow) Input;
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_renderer = new (std::nothrow) Renderer;
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_window = Window::getInstance();
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_input = Input::getInstance();
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_renderer = Renderer::getInstance();
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_timer = Timer::getInstance();
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_actionManager = ActionManager::getInstance();
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}
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e2d::Game::~Game()
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{
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if (_renderer)
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delete _renderer;
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if (_input)
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delete _input;
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CoUninitialize();
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}
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e2d::Game * e2d::Game::getInstance()
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{
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static Game instance;
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return &instance;
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}
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void e2d::Game::initWithWindow(Window * window)
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{
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_window = window;
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_renderer->initWithWindow(_window);
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_input->initWithWindow(_window);
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}
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void e2d::Game::start()
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{
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_quit = false;
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@ -274,11 +271,11 @@ void e2d::Game::drawScene()
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{
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if (_transition)
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{
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_transition->_render(this);
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_transition->_render();
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}
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else if (_currScene)
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{
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_currScene->visit(this);
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_currScene->visit();
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}
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}
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_renderer->endDraw();
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@ -4,6 +4,24 @@
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#pragma comment(lib, "dinput8.lib")
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e2d::Input * e2d::Input::_instance = nullptr;
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e2d::Input * e2d::Input::getInstance()
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{
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if (!_instance)
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_instance = new (std::nothrow) Input;
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return _instance;
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}
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void e2d::Input::destroyInstance()
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{
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if (_instance)
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{
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delete _instance;
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_instance = nullptr;
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}
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}
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e2d::Input::Input()
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: _directInput(false)
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, _keyboardDevice(false)
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@ -15,32 +33,17 @@ e2d::Input::Input()
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ZeroMemory(&_mouseState, sizeof(_mouseState));
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// 初始化接口对象
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HRESULT hr = DirectInput8Create(
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HINST_THISCOMPONENT,
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DIRECTINPUT_VERSION,
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IID_IDirectInput8,
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(void**)&_directInput,
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nullptr
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ThrowIfFailed(
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DirectInput8Create(
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HINST_THISCOMPONENT,
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DIRECTINPUT_VERSION,
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IID_IDirectInput8,
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(void**)&_directInput,
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nullptr
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)
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);
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}
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e2d::Input::~Input()
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{
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if (_keyboardDevice)
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_keyboardDevice->Unacquire();
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if (_mouseDevice)
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_mouseDevice->Unacquire();
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SafeRelease(_mouseDevice);
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SafeRelease(_keyboardDevice);
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SafeRelease(_directInput);
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CoUninitialize();
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}
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void e2d::Input::initWithWindow(Window * window)
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{
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HWND hwnd = window->getHWnd();
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HWND hwnd = Window::getInstance()->getHWnd();
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// 初始化键盘设备
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ThrowIfFailed(
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@ -71,6 +74,20 @@ void e2d::Input::initWithWindow(Window * window)
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_mouseDevice->Poll();
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}
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e2d::Input::~Input()
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{
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if (_keyboardDevice)
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_keyboardDevice->Unacquire();
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if (_mouseDevice)
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_mouseDevice->Unacquire();
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SafeRelease(_mouseDevice);
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SafeRelease(_keyboardDevice);
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SafeRelease(_directInput);
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CoUninitialize();
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}
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void e2d::Input::update()
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{
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if (_keyboardDevice)
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@ -130,13 +147,12 @@ float e2d::Input::getMouseY()
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e2d::Point e2d::Input::getMousePos()
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{
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auto window = Game::getInstance()->getWindow();
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auto window = Window::getInstance();
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float dpi = window->getDpi();
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POINT mousePos;
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::GetCursorPos(&mousePos);
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::ScreenToClient(window->getHWnd(), &mousePos);
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float dpi = window->getDpi();
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return Point(mousePos.x * 96.f / dpi, mousePos.y * 96.f / dpi);
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}
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@ -3,6 +3,39 @@
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#include "..\e2dnode.h"
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e2d::Renderer* e2d::Renderer::_instance = nullptr;
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ID2D1Factory* e2d::Renderer::_factory = nullptr;
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IWICImagingFactory* e2d::Renderer::_imagingFactory = nullptr;
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IDWriteFactory* e2d::Renderer::_writeFactory = nullptr;
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ID2D1StrokeStyle* e2d::Renderer::_miterStrokeStyle = nullptr;
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ID2D1StrokeStyle* e2d::Renderer::_bevelStrokeStyle = nullptr;
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ID2D1StrokeStyle* e2d::Renderer::_roundStrokeStyle = nullptr;
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e2d::Renderer * e2d::Renderer::getInstance()
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{
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if (!_instance)
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{
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_instance = new (std::nothrow) Renderer;
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}
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return _instance;
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}
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void e2d::Renderer::destroyInstance()
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{
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if (_instance)
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{
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delete _instance;
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_instance = nullptr;
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SafeRelease(_miterStrokeStyle);
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SafeRelease(_bevelStrokeStyle);
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SafeRelease(_roundStrokeStyle);
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SafeRelease(_factory);
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SafeRelease(_imagingFactory);
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SafeRelease(_writeFactory);
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}
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}
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e2d::Renderer::Renderer()
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: _showFps(false)
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, _lastRenderTime(Time::now())
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@ -12,63 +45,11 @@ e2d::Renderer::Renderer()
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, _renderTarget(nullptr)
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, _solidBrush(nullptr)
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, _textRenderer(nullptr)
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, _factory(nullptr)
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, _imagingFactory(nullptr)
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, _writeFactory(nullptr)
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, _miterStrokeStyle(nullptr)
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, _bevelStrokeStyle(nullptr)
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, _roundStrokeStyle(nullptr)
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, _clearColor(D2D1::ColorF(D2D1::ColorF::Black))
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{
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CoInitialize(nullptr);
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ThrowIfFailed(
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D2D1CreateFactory(
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D2D1_FACTORY_TYPE_SINGLE_THREADED,
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&_factory
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)
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);
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ThrowIfFailed(
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CoCreateInstance(
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CLSID_WICImagingFactory,
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nullptr,
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CLSCTX_INPROC_SERVER,
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IID_IWICImagingFactory,
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reinterpret_cast<void**>(&_imagingFactory)
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)
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);
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ThrowIfFailed(
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DWriteCreateFactory(
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DWRITE_FACTORY_TYPE_SHARED,
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__uuidof(IDWriteFactory),
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reinterpret_cast<IUnknown**>(&_writeFactory)
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)
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);
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}
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e2d::Renderer::~Renderer()
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{
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SafeRelease(_fpsFormat);
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SafeRelease(_fpsLayout);
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SafeRelease(_textRenderer);
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SafeRelease(_solidBrush);
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SafeRelease(_renderTarget);
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SafeRelease(_miterStrokeStyle);
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SafeRelease(_bevelStrokeStyle);
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SafeRelease(_roundStrokeStyle);
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SafeRelease(_factory);
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SafeRelease(_imagingFactory);
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SafeRelease(_writeFactory);
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CoUninitialize();
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}
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void e2d::Renderer::initWithWindow(Window * window)
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{
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HWND hWnd = window->getHWnd();
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HWND hWnd = Window::getInstance()->getHWnd();
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RECT rc;
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GetClientRect(hWnd, &rc);
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@ -81,7 +62,7 @@ void e2d::Renderer::initWithWindow(Window * window)
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// 创建设备相关资源。这些资源应在 Direct2D 设备消失时重建
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// 创建一个 Direct2D 渲染目标
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ThrowIfFailed(
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_factory->CreateHwndRenderTarget(
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getFactory()->CreateHwndRenderTarget(
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D2D1::RenderTargetProperties(),
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D2D1::HwndRenderTargetProperties(
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hWnd,
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@ -103,13 +84,24 @@ void e2d::Renderer::initWithWindow(Window * window)
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ThrowIfFailed(
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TextRenderer::Create(
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&_textRenderer,
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_factory,
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getFactory(),
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_renderTarget,
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_solidBrush
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)
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);
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}
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e2d::Renderer::~Renderer()
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{
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SafeRelease(_fpsFormat);
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SafeRelease(_fpsLayout);
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SafeRelease(_textRenderer);
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SafeRelease(_solidBrush);
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SafeRelease(_renderTarget);
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CoUninitialize();
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}
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void e2d::Renderer::beginDraw()
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{
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// 开始渲染
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@ -134,7 +126,7 @@ void e2d::Renderer::endDraw()
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if (!_fpsFormat)
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{
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ThrowIfFailed(
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_writeFactory->CreateTextFormat(
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getWriteFactory()->CreateTextFormat(
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L"",
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nullptr,
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DWRITE_FONT_WEIGHT_NORMAL,
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@ -154,7 +146,7 @@ void e2d::Renderer::endDraw()
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SafeRelease(_fpsLayout);
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ThrowIfFailed(
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_writeFactory->CreateTextLayout(
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getWriteFactory()->CreateTextLayout(
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(const WCHAR *)fpsText,
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(UINT32)fpsText.length(),
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_fpsFormat,
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@ -220,12 +212,58 @@ void e2d::Renderer::showFps(bool show)
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_showFps = show;
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}
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ID2D1Factory * e2d::Renderer::getFactory()
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{
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if (!_factory)
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{
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ThrowIfFailed(
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D2D1CreateFactory(
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D2D1_FACTORY_TYPE_SINGLE_THREADED,
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&_factory
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)
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);
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}
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return _factory;
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}
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IWICImagingFactory * e2d::Renderer::getImagingFactory()
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{
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if (!_imagingFactory)
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{
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ThrowIfFailed(
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CoCreateInstance(
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CLSID_WICImagingFactory,
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nullptr,
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CLSCTX_INPROC_SERVER,
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IID_IWICImagingFactory,
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reinterpret_cast<void**>(&_imagingFactory)
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)
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);
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}
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return _imagingFactory;
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}
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IDWriteFactory * e2d::Renderer::getWriteFactory()
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{
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if (!_writeFactory)
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{
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ThrowIfFailed(
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DWriteCreateFactory(
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DWRITE_FACTORY_TYPE_SHARED,
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__uuidof(IDWriteFactory),
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reinterpret_cast<IUnknown**>(&_writeFactory)
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)
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);
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}
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return _writeFactory;
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}
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ID2D1StrokeStyle * e2d::Renderer::getMiterStrokeStyle()
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{
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if (!_miterStrokeStyle)
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{
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ThrowIfFailed(
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_factory->CreateStrokeStyle(
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getFactory()->CreateStrokeStyle(
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D2D1::StrokeStyleProperties(
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D2D1_CAP_STYLE_FLAT,
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D2D1_CAP_STYLE_FLAT,
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@ -248,7 +286,7 @@ ID2D1StrokeStyle * e2d::Renderer::getBevelStrokeStyle()
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if (!_bevelStrokeStyle)
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{
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ThrowIfFailed(
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_factory->CreateStrokeStyle(
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getFactory()->CreateStrokeStyle(
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D2D1::StrokeStyleProperties(
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D2D1_CAP_STYLE_FLAT,
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D2D1_CAP_STYLE_FLAT,
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@ -271,7 +309,7 @@ ID2D1StrokeStyle * e2d::Renderer::getRoundStrokeStyle()
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if (!_roundStrokeStyle)
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{
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ThrowIfFailed(
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_factory->CreateStrokeStyle(
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getFactory()->CreateStrokeStyle(
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D2D1::StrokeStyleProperties(
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D2D1_CAP_STYLE_FLAT,
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D2D1_CAP_STYLE_FLAT,
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@ -8,83 +8,36 @@
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#define REGISTER_CLASS L"Easy2DApp"
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e2d::Window::Window(const String & title, int width, int height, int iconID)
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e2d::Window * e2d::Window::_instance = nullptr;
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e2d::Window * e2d::Window::getInstance()
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{
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if (!_instance)
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_instance = new (std::nothrow) Window;
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return _instance;
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}
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void e2d::Window::destroyInstance()
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{
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if (_instance)
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{
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delete _instance;
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_instance = nullptr;
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}
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}
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e2d::Window::Window()
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: _hWnd(nullptr)
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, _width(width)
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, _height(height)
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, _title(title)
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, _iconID(iconID)
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, _width(640)
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, _height(480)
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, _title(L"Easy2D Game")
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, _iconID(0)
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, _dpi(0.f)
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{
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CoInitialize(nullptr);
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// 获取系统 DPI
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_dpi = static_cast<float>(::GetDpiForSystem());
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WNDCLASSEX wcex = { 0 };
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.lpszClassName = REGISTER_CLASS;
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wcex.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
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wcex.lpfnWndProc = Window::WndProc;
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wcex.hIcon = nullptr;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = sizeof(LONG_PTR);
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wcex.hInstance = HINST_THISCOMPONENT;
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wcex.hbrBackground = nullptr;
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wcex.lpszMenuName = nullptr;
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wcex.hCursor = ::LoadCursor(nullptr, IDC_ARROW);
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if (_iconID != 0)
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{
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wcex.hIcon = (HICON)::LoadImage(
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HINST_THISCOMPONENT,
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MAKEINTRESOURCE(_iconID),
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IMAGE_ICON,
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0,
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0,
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LR_DEFAULTCOLOR | LR_CREATEDIBSECTION | LR_DEFAULTSIZE
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);
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}
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// 注册窗口类
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RegisterClassEx(&wcex);
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// 计算窗口大小
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Rect clientRect = _locate(_width, _height);
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// 创建窗口
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_hWnd = ::CreateWindowEx(
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NULL,
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REGISTER_CLASS,
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(LPCTSTR)_title,
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WINDOW_STYLE,
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int(clientRect.origin.x),
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int(clientRect.origin.y),
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int(clientRect.size.width),
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int(clientRect.size.height),
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nullptr,
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nullptr,
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HINST_THISCOMPONENT,
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this
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);
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|
||||
if (_hWnd)
|
||||
{
|
||||
// 禁用输入法
|
||||
setTypewritingEnabled(false);
|
||||
// 禁用控制台关闭按钮
|
||||
HWND consoleHWnd = ::GetConsoleWindow();
|
||||
if (consoleHWnd)
|
||||
{
|
||||
HMENU hmenu = ::GetSystemMenu(consoleHWnd, FALSE);
|
||||
::RemoveMenu(hmenu, SC_CLOSE, MF_BYCOMMAND);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
::UnregisterClass(REGISTER_CLASS, HINST_THISCOMPONENT);
|
||||
throw SystemException("Create window failed");
|
||||
}
|
||||
}
|
||||
|
||||
e2d::Window::~Window()
|
||||
|
|
@ -192,8 +145,75 @@ e2d::String e2d::Window::getTitle() const
|
|||
return _title;
|
||||
}
|
||||
|
||||
HWND e2d::Window::getHWnd() const
|
||||
HWND e2d::Window::getHWnd()
|
||||
{
|
||||
if (!_hWnd)
|
||||
{
|
||||
WNDCLASSEX wcex = { 0 };
|
||||
wcex.cbSize = sizeof(WNDCLASSEX);
|
||||
wcex.lpszClassName = REGISTER_CLASS;
|
||||
wcex.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;
|
||||
wcex.lpfnWndProc = Window::WndProc;
|
||||
wcex.hIcon = nullptr;
|
||||
wcex.cbClsExtra = 0;
|
||||
wcex.cbWndExtra = sizeof(LONG_PTR);
|
||||
wcex.hInstance = HINST_THISCOMPONENT;
|
||||
wcex.hbrBackground = nullptr;
|
||||
wcex.lpszMenuName = nullptr;
|
||||
wcex.hCursor = ::LoadCursor(nullptr, IDC_ARROW);
|
||||
|
||||
if (_iconID != 0)
|
||||
{
|
||||
wcex.hIcon = (HICON)::LoadImage(
|
||||
HINST_THISCOMPONENT,
|
||||
MAKEINTRESOURCE(_iconID),
|
||||
IMAGE_ICON,
|
||||
0,
|
||||
0,
|
||||
LR_DEFAULTCOLOR | LR_CREATEDIBSECTION | LR_DEFAULTSIZE
|
||||
);
|
||||
}
|
||||
|
||||
// 注册窗口类
|
||||
RegisterClassEx(&wcex);
|
||||
|
||||
// 计算窗口大小
|
||||
Rect clientRect = _locate(_width, _height);
|
||||
|
||||
// 创建窗口
|
||||
_hWnd = ::CreateWindowEx(
|
||||
NULL,
|
||||
REGISTER_CLASS,
|
||||
(LPCTSTR)_title,
|
||||
WINDOW_STYLE,
|
||||
int(clientRect.origin.x),
|
||||
int(clientRect.origin.y),
|
||||
int(clientRect.size.width),
|
||||
int(clientRect.size.height),
|
||||
nullptr,
|
||||
nullptr,
|
||||
HINST_THISCOMPONENT,
|
||||
this
|
||||
);
|
||||
|
||||
if (_hWnd)
|
||||
{
|
||||
// 禁用输入法
|
||||
setTypewritingEnabled(false);
|
||||
// 禁用控制台关闭按钮
|
||||
HWND consoleHWnd = ::GetConsoleWindow();
|
||||
if (consoleHWnd)
|
||||
{
|
||||
HMENU hmenu = ::GetSystemMenu(consoleHWnd, FALSE);
|
||||
::RemoveMenu(hmenu, SC_CLOSE, MF_BYCOMMAND);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
::UnregisterClass(REGISTER_CLASS, HINST_THISCOMPONENT);
|
||||
throw SystemException("Create window failed");
|
||||
}
|
||||
}
|
||||
return _hWnd;
|
||||
}
|
||||
|
||||
|
|
@ -318,7 +338,7 @@ void e2d::Window::setTypewritingEnabled(bool enabled)
|
|||
{
|
||||
if (hImc != nullptr)
|
||||
{
|
||||
::ImmAssociateContext(_hWnd, hImc);
|
||||
::ImmAssociateContext(getHWnd(), hImc);
|
||||
hImc = nullptr;
|
||||
}
|
||||
}
|
||||
|
|
@ -326,7 +346,7 @@ void e2d::Window::setTypewritingEnabled(bool enabled)
|
|||
{
|
||||
if (hImc == nullptr)
|
||||
{
|
||||
hImc = ::ImmAssociateContext(_hWnd, nullptr);
|
||||
hImc = ::ImmAssociateContext(getHWnd(), nullptr);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -448,8 +468,7 @@ LRESULT e2d::Window::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
|
|||
// 如果程序接收到一个 WM_SIZE 消息,这个方法将调整渲染
|
||||
// 目标适当。它可能会调用失败,但是这里可以忽略有可能的
|
||||
// 错误,因为这个错误将在下一次调用 EndDraw 时产生
|
||||
auto renderer = Game::getInstance()->getRenderer();
|
||||
auto pRT = renderer->getRenderTarget();
|
||||
auto pRT = Renderer::getInstance()->getRenderTarget();
|
||||
if (pRT)
|
||||
{
|
||||
pRT->Resize(D2D1::SizeU(width, height));
|
||||
|
|
|
|||
|
|
@ -80,7 +80,7 @@ void e2d::Collider::render()
|
|||
{
|
||||
if (_geometry && _enabled && _visible)
|
||||
{
|
||||
auto renderer = Game::getInstance()->getRenderer();
|
||||
auto renderer = Renderer::getInstance();
|
||||
// 获取纯色画刷
|
||||
ID2D1SolidColorBrush * brush = renderer->getSolidColorBrush();
|
||||
// 设置画刷颜色和透明度
|
||||
|
|
@ -131,7 +131,7 @@ void e2d::Collider::recreate()
|
|||
return;
|
||||
|
||||
SafeRelease(_geometry);
|
||||
auto factory = Game::getInstance()->getRenderer()->getFactory();
|
||||
auto factory = Renderer::getFactory();
|
||||
|
||||
switch (_shape)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -157,9 +157,8 @@ bool e2d::Image::preload(const Resource& res)
|
|||
return true;
|
||||
}
|
||||
|
||||
Renderer* renderer = Game::getInstance()->getRenderer();
|
||||
ID2D1HwndRenderTarget* pRenderTarget = renderer->getRenderTarget();
|
||||
IWICImagingFactory *pImagingFactory = renderer->getImagingFactory();
|
||||
IWICImagingFactory *pImagingFactory = Renderer::getImagingFactory();
|
||||
ID2D1HwndRenderTarget* pRenderTarget = Renderer::getInstance()->getRenderTarget();
|
||||
IWICBitmapDecoder *pDecoder = nullptr;
|
||||
IWICBitmapFrameDecode *pSource = nullptr;
|
||||
IWICStream *pStream = nullptr;
|
||||
|
|
@ -287,9 +286,8 @@ bool e2d::Image::preload(const String & fileName)
|
|||
if (_bitmapCache.find(hash) != _bitmapCache.end())
|
||||
return true;
|
||||
|
||||
Renderer* renderer = Game::getInstance()->getRenderer();
|
||||
ID2D1HwndRenderTarget* pRenderTarget = renderer->getRenderTarget();
|
||||
IWICImagingFactory *pImagingFactory = renderer->getImagingFactory();
|
||||
IWICImagingFactory *pImagingFactory = Renderer::getImagingFactory();
|
||||
ID2D1HwndRenderTarget* pRenderTarget = Renderer::getInstance()->getRenderTarget();
|
||||
IWICBitmapDecoder *pDecoder = nullptr;
|
||||
IWICBitmapFrameDecode *pSource = nullptr;
|
||||
IWICStream *pStream = nullptr;
|
||||
|
|
|
|||
|
|
@ -332,6 +332,17 @@ e2d::String::operator wchar_t*() const
|
|||
return const_cast<wchar_t*>(_str.c_str());
|
||||
}
|
||||
|
||||
e2d::String::operator std::wstring() const
|
||||
{
|
||||
return _str;
|
||||
}
|
||||
|
||||
e2d::String::operator std::string() const
|
||||
{
|
||||
std::string str = static_cast<const char *>(_bstr_t(_str.c_str()));
|
||||
return std::move(str);
|
||||
}
|
||||
|
||||
bool e2d::String::isEmpty() const
|
||||
{
|
||||
return _str.empty();
|
||||
|
|
@ -348,17 +359,6 @@ size_t e2d::String::hash() const
|
|||
return hash(_str);
|
||||
}
|
||||
|
||||
std::wstring e2d::String::getWString() const
|
||||
{
|
||||
return _str;
|
||||
}
|
||||
|
||||
std::string e2d::String::getCString() const
|
||||
{
|
||||
std::string str = static_cast<const char *>(_bstr_t(_str.c_str()));
|
||||
return std::move(str);
|
||||
}
|
||||
|
||||
wchar_t e2d::String::at(int index) const
|
||||
{
|
||||
return _str[size_t(index)];
|
||||
|
|
|
|||
|
|
@ -59,18 +59,16 @@ STDMETHODIMP_(void) TextRenderer::SetTextStyle(
|
|||
sOutlineColor_ = outlineColor;
|
||||
fOutlineWidth = 2 * outlineWidth;
|
||||
|
||||
auto pRenderer = Game::getInstance()->getRenderer();
|
||||
|
||||
switch (outlineJoin)
|
||||
{
|
||||
case D2D1_LINE_JOIN_MITER:
|
||||
pCurrStrokeStyle_ = pRenderer->getMiterStrokeStyle();
|
||||
pCurrStrokeStyle_ = Renderer::getMiterStrokeStyle();
|
||||
break;
|
||||
case D2D1_LINE_JOIN_BEVEL:
|
||||
pCurrStrokeStyle_ = pRenderer->getBevelStrokeStyle();
|
||||
pCurrStrokeStyle_ = Renderer::getBevelStrokeStyle();
|
||||
break;
|
||||
case D2D1_LINE_JOIN_ROUND:
|
||||
pCurrStrokeStyle_ = pRenderer->getRoundStrokeStyle();
|
||||
pCurrStrokeStyle_ = Renderer::getRoundStrokeStyle();
|
||||
break;
|
||||
default:
|
||||
pCurrStrokeStyle_ = nullptr;
|
||||
|
|
|
|||
|
|
@ -32,47 +32,47 @@ void e2d::CollisionManager::__removeCollider(Collider * collider)
|
|||
}
|
||||
}
|
||||
|
||||
void e2d::CollisionManager::__updateCollider(Collider* collider)
|
||||
void e2d::CollisionManager::__updateCollider(Collider* active)
|
||||
{
|
||||
if (!_collisionEnabled ||
|
||||
Game::getInstance()->isTransitioning())
|
||||
return;
|
||||
|
||||
auto currScene = Game::getInstance()->getCurrentScene();
|
||||
if (active->getNode()->getParentScene() != currScene)
|
||||
return;
|
||||
|
||||
std::vector<Collider*> currColliders;
|
||||
currColliders.reserve(_colliders.size());
|
||||
std::copy_if(
|
||||
_colliders.begin(),
|
||||
_colliders.end(),
|
||||
std::back_inserter(currColliders),
|
||||
[this, collider](Collider* passive) -> bool
|
||||
[this, active, currScene](Collider* passive) -> bool
|
||||
{
|
||||
return collider != passive &&
|
||||
return active != passive &&
|
||||
passive->getNode()->isVisible() &&
|
||||
collider->getNode()->getParentScene() == passive->getNode()->getParentScene() &&
|
||||
this->isCollidable(collider->getNode(), passive->getNode());
|
||||
passive->getNode()->getParentScene() == currScene &&
|
||||
this->isCollidable(active->getNode(), passive->getNode());
|
||||
}
|
||||
);
|
||||
|
||||
for (const auto& passive : currColliders)
|
||||
{
|
||||
// 判断两碰撞体交集情况
|
||||
Collider::Relation relation = collider->getRelationWith(passive);
|
||||
Collider::Relation relation = active->getRelationWith(passive);
|
||||
// 忽略 UNKNOWN 和 DISJOIN 情况
|
||||
if (relation != Collider::Relation::Unknown &&
|
||||
relation != Collider::Relation::Disjoin)
|
||||
{
|
||||
auto activeNode = collider->getNode();
|
||||
auto activeNode = active->getNode();
|
||||
auto passiveNode = passive->getNode();
|
||||
// 触发两次碰撞事件
|
||||
Collision activeCollision(passiveNode, relation);
|
||||
if (dynamic_cast<CollisionHandler*>(activeNode->getParentScene()))
|
||||
dynamic_cast<CollisionHandler*>(activeNode->getParentScene())->handle(activeCollision);
|
||||
if (dynamic_cast<CollisionHandler*>(activeNode))
|
||||
dynamic_cast<CollisionHandler*>(activeNode)->handle(activeCollision);
|
||||
|
||||
Collision passiveCollision(activeNode, passive->getRelationWith(collider));
|
||||
if (dynamic_cast<CollisionHandler*>(passiveNode->getParentScene()))
|
||||
dynamic_cast<CollisionHandler*>(passiveNode->getParentScene())->handle(passiveCollision);
|
||||
Collision passiveCollision(activeNode, passive->getRelationWith(active));
|
||||
if (dynamic_cast<CollisionHandler*>(passiveNode))
|
||||
dynamic_cast<CollisionHandler*>(passiveNode)->handle(passiveCollision);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -189,20 +189,20 @@ bool e2d::Button::dispatch(const MouseEvent & e, bool handled)
|
|||
return Node::dispatch(e, handled);
|
||||
}
|
||||
|
||||
void e2d::Button::visit(Game * game)
|
||||
void e2d::Button::visit()
|
||||
{
|
||||
Node::visit(game);
|
||||
Node::visit();
|
||||
|
||||
if (_visible &&
|
||||
!_enabled &&
|
||||
_normal &&
|
||||
_normal->containsPoint(game->getInput()->getMousePos()))
|
||||
_normal->containsPoint(Input::getInstance()->getMousePos()))
|
||||
{
|
||||
game->getWindow()->setCursor(Window::Cursor::No);
|
||||
Window::getInstance()->setCursor(Window::Cursor::No);
|
||||
}
|
||||
else if (_status == Status::Mouseover || _status == Status::Selected)
|
||||
{
|
||||
game->getWindow()->setCursor(Window::Cursor::Hand);
|
||||
Window::getInstance()->setCursor(Window::Cursor::Hand);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -1,16 +1,14 @@
|
|||
#include "..\e2dnode.h"
|
||||
|
||||
e2d::Canvas::Canvas(float width, float height)
|
||||
: _renderer(nullptr)
|
||||
, _renderTarget(nullptr)
|
||||
: _renderTarget(nullptr)
|
||||
, _fillBrush(nullptr)
|
||||
, _lineBrush(nullptr)
|
||||
, _strokeStyle(nullptr)
|
||||
, _strokeWidth(1.0f)
|
||||
, _stroke(Stroke::Miter)
|
||||
{
|
||||
_renderer = Game::getInstance()->getRenderer();
|
||||
_renderTarget = _renderer->getRenderTarget();
|
||||
_renderTarget = Renderer::getInstance()->getRenderTarget();
|
||||
_renderTarget->AddRef();
|
||||
|
||||
ThrowIfFailed(
|
||||
|
|
@ -60,13 +58,13 @@ void e2d::Canvas::setStrokeStyle(Stroke strokeStyle)
|
|||
switch (strokeStyle)
|
||||
{
|
||||
case e2d::Stroke::Miter:
|
||||
_strokeStyle = _renderer->getMiterStrokeStyle();
|
||||
_strokeStyle = Renderer::getMiterStrokeStyle();
|
||||
break;
|
||||
case e2d::Stroke::Bevel:
|
||||
_strokeStyle = _renderer->getBevelStrokeStyle();
|
||||
_strokeStyle = Renderer::getBevelStrokeStyle();
|
||||
break;
|
||||
case e2d::Stroke::Round:
|
||||
_strokeStyle = _renderer->getRoundStrokeStyle();
|
||||
_strokeStyle = Renderer::getRoundStrokeStyle();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -79,11 +79,12 @@ e2d::Node::~Node()
|
|||
}
|
||||
}
|
||||
|
||||
void e2d::Node::visit(Game * game)
|
||||
void e2d::Node::visit()
|
||||
{
|
||||
if (!_visible)
|
||||
return;
|
||||
|
||||
auto game = Game::getInstance();
|
||||
if (!game->isPaused())
|
||||
{
|
||||
auto updatableNode = dynamic_cast<Updatable*>(this);
|
||||
|
|
@ -99,8 +100,7 @@ void e2d::Node::visit(Game * game)
|
|||
_extrapolate = this->getProperty();
|
||||
}
|
||||
|
||||
auto renderer = game->getRenderer();
|
||||
auto renderTarget = renderer->getRenderTarget();
|
||||
auto renderTarget = Renderer::getInstance()->getRenderTarget();
|
||||
if (_clipEnabled)
|
||||
{
|
||||
renderTarget->SetTransform(_finalMatri);
|
||||
|
|
@ -116,7 +116,7 @@ void e2d::Node::visit(Game * game)
|
|||
if (drawableNode)
|
||||
{
|
||||
renderTarget->SetTransform(_finalMatri);
|
||||
drawableNode->draw(renderer);
|
||||
drawableNode->draw();
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
@ -131,7 +131,7 @@ void e2d::Node::visit(Game * game)
|
|||
// 访问 Order 小于零的节点
|
||||
if (child->getOrder() < 0)
|
||||
{
|
||||
child->visit(game);
|
||||
child->visit();
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -143,12 +143,12 @@ void e2d::Node::visit(Game * game)
|
|||
if (drawableNode)
|
||||
{
|
||||
renderTarget->SetTransform(_finalMatri);
|
||||
drawableNode->draw(renderer);
|
||||
drawableNode->draw();
|
||||
}
|
||||
|
||||
// 访问剩余节点
|
||||
for (; i < _children.size(); ++i)
|
||||
_children[i]->visit(game);
|
||||
_children[i]->visit();
|
||||
}
|
||||
|
||||
if (_clipEnabled)
|
||||
|
|
@ -157,10 +157,11 @@ void e2d::Node::visit(Game * game)
|
|||
}
|
||||
}
|
||||
|
||||
void e2d::Node::drawOutline(Renderer * renderer)
|
||||
void e2d::Node::drawOutline()
|
||||
{
|
||||
if (_visible)
|
||||
{
|
||||
auto renderer = Renderer::getInstance();
|
||||
renderer->getRenderTarget()->SetTransform(_finalMatri);
|
||||
renderer->getRenderTarget()->DrawRectangle(
|
||||
D2D1::RectF(0, 0, _width, _height),
|
||||
|
|
@ -171,7 +172,7 @@ void e2d::Node::drawOutline(Renderer * renderer)
|
|||
// 渲染所有子节点的轮廓
|
||||
for (const auto& child : _children)
|
||||
{
|
||||
child->drawOutline(renderer);
|
||||
child->drawOutline();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -842,7 +843,7 @@ bool e2d::Node::containsPoint(const Point& point)
|
|||
// 为节点创建一个轮廓
|
||||
BOOL ret = 0;
|
||||
ID2D1RectangleGeometry * rectGeo = nullptr;
|
||||
auto factory = Game::getInstance()->getRenderer()->getFactory();
|
||||
auto factory = Renderer::getFactory();
|
||||
|
||||
ThrowIfFailed(
|
||||
factory->CreateRectangleGeometry(
|
||||
|
|
@ -874,7 +875,7 @@ bool e2d::Node::intersects(Node * node)
|
|||
D2D1_GEOMETRY_RELATION relation = D2D1_GEOMETRY_RELATION_UNKNOWN;
|
||||
ID2D1RectangleGeometry *rectGeo = nullptr, *rectGeo2 = nullptr;
|
||||
ID2D1TransformedGeometry *transGeo = nullptr, *transGeo2 = nullptr;
|
||||
auto factory = Game::getInstance()->getRenderer()->getFactory();
|
||||
auto factory = Renderer::getFactory();
|
||||
|
||||
ThrowIfFailed(
|
||||
factory->CreateRectangleGeometry(
|
||||
|
|
|
|||
|
|
@ -6,6 +6,7 @@ e2d::Scene::Scene()
|
|||
: _outlineVisible(false)
|
||||
, _colliderVisible(false)
|
||||
{
|
||||
_parentScene = this;
|
||||
}
|
||||
|
||||
e2d::Scene::~Scene()
|
||||
|
|
@ -22,20 +23,21 @@ void e2d::Scene::setColliderVisible(bool visible)
|
|||
_colliderVisible = visible;
|
||||
}
|
||||
|
||||
void e2d::Scene::visit(Game * game)
|
||||
void e2d::Scene::visit()
|
||||
{
|
||||
Node::visit(game);
|
||||
Node::visit();
|
||||
|
||||
if (_outlineVisible)
|
||||
{
|
||||
auto brush = game->getRenderer()->getSolidColorBrush();
|
||||
auto brush = Renderer::getInstance()->getSolidColorBrush();
|
||||
brush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
|
||||
brush->SetOpacity(1.f);
|
||||
this->drawOutline(game->getRenderer());
|
||||
this->drawOutline();
|
||||
}
|
||||
|
||||
if (_colliderVisible)
|
||||
{
|
||||
game->getRenderer()->getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
|
||||
Renderer::getInstance()->getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
|
||||
this->drawCollider();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -103,7 +103,7 @@ e2d::Image * e2d::Sprite::getImage() const
|
|||
return _image;
|
||||
}
|
||||
|
||||
void e2d::Sprite::draw(Renderer * renderer) const
|
||||
void e2d::Sprite::draw() const
|
||||
{
|
||||
if (_image && _image->getBitmap())
|
||||
{
|
||||
|
|
@ -111,7 +111,7 @@ void e2d::Sprite::draw(Renderer * renderer) const
|
|||
float fCropX = _image->getCropX();
|
||||
float fCropY = _image->getCropY();
|
||||
// äÖȾͼƬ
|
||||
renderer->getRenderTarget()->DrawBitmap(
|
||||
Renderer::getInstance()->getRenderTarget()->DrawBitmap(
|
||||
_image->getBitmap(),
|
||||
D2D1::RectF(0, 0, _width, _height),
|
||||
_displayOpacity,
|
||||
|
|
|
|||
|
|
@ -287,24 +287,25 @@ void e2d::Text::setOutlineStroke(Stroke outlineStroke)
|
|||
_style.outlineStroke = outlineStroke;
|
||||
}
|
||||
|
||||
void e2d::Text::draw(Renderer * renderer) const
|
||||
void e2d::Text::draw() const
|
||||
{
|
||||
if (_textLayout)
|
||||
{
|
||||
auto renderer = Renderer::getInstance();
|
||||
// 创建文本区域
|
||||
D2D1_RECT_F textLayoutRect = D2D1::RectF(0, 0, _width, _height);
|
||||
// 设置画刷颜色和透明度
|
||||
renderer->getSolidColorBrush()->SetOpacity(_displayOpacity);
|
||||
// 获取文本渲染器
|
||||
auto pTextRenderer = renderer->getTextRenderer();
|
||||
pTextRenderer->SetTextStyle(
|
||||
auto textRenderer = renderer->getTextRenderer();
|
||||
textRenderer->SetTextStyle(
|
||||
(D2D1_COLOR_F)_style.color,
|
||||
_style.hasOutline,
|
||||
(D2D1_COLOR_F)_style.outlineColor,
|
||||
_style.outlineWidth,
|
||||
D2D1_LINE_JOIN(_style.outlineStroke)
|
||||
);
|
||||
_textLayout->Draw(nullptr, pTextRenderer, 0, 0);
|
||||
_textLayout->Draw(nullptr, textRenderer, 0, 0);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -320,49 +321,44 @@ void e2d::Text::_createFormat()
|
|||
{
|
||||
SafeRelease(_textFormat);
|
||||
|
||||
HRESULT hr = Game::getInstance()->getRenderer()->getWriteFactory()->CreateTextFormat(
|
||||
(const WCHAR *)_font.family,
|
||||
nullptr,
|
||||
DWRITE_FONT_WEIGHT(_font.weight),
|
||||
_font.italic ? DWRITE_FONT_STYLE_ITALIC : DWRITE_FONT_STYLE_NORMAL,
|
||||
DWRITE_FONT_STRETCH_NORMAL,
|
||||
_font.size,
|
||||
L"",
|
||||
&_textFormat
|
||||
ThrowIfFailed(
|
||||
Renderer::getWriteFactory()->CreateTextFormat(
|
||||
(const WCHAR *)_font.family,
|
||||
nullptr,
|
||||
DWRITE_FONT_WEIGHT(_font.weight),
|
||||
_font.italic ? DWRITE_FONT_STYLE_ITALIC : DWRITE_FONT_STYLE_NORMAL,
|
||||
DWRITE_FONT_STRETCH_NORMAL,
|
||||
_font.size,
|
||||
L"",
|
||||
&_textFormat
|
||||
)
|
||||
);
|
||||
|
||||
if (FAILED(hr))
|
||||
// 设置文字对齐方式
|
||||
_textFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT(_style.alignment));
|
||||
|
||||
// 设置行间距
|
||||
if (_style.lineSpacing == 0.f)
|
||||
{
|
||||
WARN("Text::_createFormat error : Create IDWriteTextFormat failed!");
|
||||
_textFormat = nullptr;
|
||||
return;
|
||||
_textFormat->SetLineSpacing(DWRITE_LINE_SPACING_METHOD_DEFAULT, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 设置文字对齐方式
|
||||
_textFormat->SetTextAlignment(DWRITE_TEXT_ALIGNMENT(_style.alignment));
|
||||
// 设置行间距
|
||||
if (_style.lineSpacing == 0.f)
|
||||
{
|
||||
_textFormat->SetLineSpacing(DWRITE_LINE_SPACING_METHOD_DEFAULT, 0, 0);
|
||||
}
|
||||
else
|
||||
{
|
||||
_textFormat->SetLineSpacing(
|
||||
DWRITE_LINE_SPACING_METHOD_UNIFORM,
|
||||
_style.lineSpacing,
|
||||
_style.lineSpacing * 0.8f
|
||||
);
|
||||
}
|
||||
// 打开文本自动换行时,设置换行属性
|
||||
if (_style.wrapping)
|
||||
{
|
||||
_textFormat->SetWordWrapping(DWRITE_WORD_WRAPPING_WRAP);
|
||||
}
|
||||
else
|
||||
{
|
||||
_textFormat->SetWordWrapping(DWRITE_WORD_WRAPPING_NO_WRAP);
|
||||
}
|
||||
_textFormat->SetLineSpacing(
|
||||
DWRITE_LINE_SPACING_METHOD_UNIFORM,
|
||||
_style.lineSpacing,
|
||||
_style.lineSpacing * 0.8f
|
||||
);
|
||||
}
|
||||
|
||||
// 打开文本自动换行时,设置换行属性
|
||||
if (_style.wrapping)
|
||||
{
|
||||
_textFormat->SetWordWrapping(DWRITE_WORD_WRAPPING_WRAP);
|
||||
}
|
||||
else
|
||||
{
|
||||
_textFormat->SetWordWrapping(DWRITE_WORD_WRAPPING_NO_WRAP);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -383,52 +379,60 @@ void e2d::Text::_createLayout()
|
|||
return;
|
||||
}
|
||||
|
||||
HRESULT hr;
|
||||
UINT32 length = (UINT32)_text.length();
|
||||
auto writeFactory = Game::getInstance()->getRenderer()->getWriteFactory();
|
||||
auto writeFactory = Renderer::getWriteFactory();
|
||||
|
||||
// 对文本自动换行情况下进行处理
|
||||
if (_style.wrapping)
|
||||
{
|
||||
hr = writeFactory->CreateTextLayout(
|
||||
(const WCHAR *)_text,
|
||||
length,
|
||||
_textFormat,
|
||||
_style.wrappingWidth,
|
||||
0,
|
||||
&_textLayout
|
||||
ThrowIfFailed(
|
||||
writeFactory->CreateTextLayout(
|
||||
(const WCHAR *)_text,
|
||||
length,
|
||||
_textFormat,
|
||||
_style.wrappingWidth,
|
||||
0,
|
||||
&_textLayout
|
||||
)
|
||||
);
|
||||
if (_textLayout)
|
||||
{
|
||||
// 获取文本布局的宽度和高度
|
||||
DWRITE_TEXT_METRICS metrics;
|
||||
_textLayout->GetMetrics(&metrics);
|
||||
// 重设文本宽高
|
||||
this->setSize(metrics.layoutWidth, metrics.height);
|
||||
}
|
||||
// 获取文本布局的宽度和高度
|
||||
DWRITE_TEXT_METRICS metrics;
|
||||
_textLayout->GetMetrics(&metrics);
|
||||
// 重设文本宽高
|
||||
this->setSize(metrics.layoutWidth, metrics.height);
|
||||
}
|
||||
else
|
||||
{
|
||||
hr = writeFactory->CreateTextLayout((const WCHAR *)_text, length, _textFormat, 0, 0, &_textLayout);
|
||||
// 为防止文本对齐问题,根据刚才创建的 layout 宽度重新创建它
|
||||
if (_textLayout)
|
||||
{
|
||||
// 获取文本布局的宽度和高度
|
||||
DWRITE_TEXT_METRICS metrics;
|
||||
_textLayout->GetMetrics(&metrics);
|
||||
// 重设文本宽高
|
||||
this->setSize(metrics.width, metrics.height);
|
||||
// 重新创建 layout
|
||||
SafeRelease(_textLayout);
|
||||
hr = writeFactory->CreateTextLayout((const WCHAR *)_text, length, _textFormat, _width, 0, &_textLayout);
|
||||
}
|
||||
}
|
||||
// 为防止文本对齐问题,根据先创建 layout 以获取宽度
|
||||
ThrowIfFailed(
|
||||
writeFactory->CreateTextLayout(
|
||||
(const WCHAR *)_text,
|
||||
length,
|
||||
_textFormat,
|
||||
0,
|
||||
0,
|
||||
&_textLayout
|
||||
)
|
||||
);
|
||||
|
||||
if (FAILED(hr))
|
||||
{
|
||||
WARN("Text::_createLayout error : Create IDWriteTextLayout failed!");
|
||||
_textLayout = nullptr;
|
||||
return;
|
||||
// 获取文本布局的宽度和高度
|
||||
DWRITE_TEXT_METRICS metrics;
|
||||
_textLayout->GetMetrics(&metrics);
|
||||
// 重设文本宽高
|
||||
this->setSize(metrics.width, metrics.height);
|
||||
|
||||
// 重新创建 layout
|
||||
SafeRelease(_textLayout);
|
||||
ThrowIfFailed(
|
||||
writeFactory->CreateTextLayout(
|
||||
(const WCHAR *)_text,
|
||||
length,
|
||||
_textFormat,
|
||||
_width,
|
||||
0,
|
||||
&_textLayout
|
||||
)
|
||||
);
|
||||
}
|
||||
|
||||
// 添加下划线和删除线
|
||||
|
|
|
|||
|
|
@ -70,7 +70,7 @@ e2d::String e2d::File::getExtension() const
|
|||
{
|
||||
String fileExtension;
|
||||
// 找到文件名中的最后一个 '.' 的位置
|
||||
size_t pos = _fileName.getWString().find_last_of(L'.');
|
||||
size_t pos = std::wstring(_fileName).find_last_of(L'.');
|
||||
// 判断 pos 是否是有效位置
|
||||
if (pos != std::wstring::npos)
|
||||
{
|
||||
|
|
@ -79,7 +79,7 @@ e2d::String e2d::File::getExtension() const
|
|||
// 转换为小写字母
|
||||
fileExtension = fileExtension.toLower();
|
||||
}
|
||||
return fileExtension;
|
||||
return std::move(fileExtension);
|
||||
}
|
||||
|
||||
bool e2d::File::del()
|
||||
|
|
@ -160,8 +160,7 @@ bool e2d::File::createFolder(const String & dirPath)
|
|||
|
||||
e2d::String e2d::File::getSaveFilePath(const String& title, const String& defExt)
|
||||
{
|
||||
auto window = Game::getInstance()->getWindow();
|
||||
HWND hwnd = window->getHWnd();
|
||||
HWND hwnd = Window::getInstance()->getHWnd();
|
||||
|
||||
// 弹出保存对话框
|
||||
OPENFILENAME ofn = { 0 };
|
||||
|
|
|
|||
|
|
@ -12,7 +12,7 @@ e2d::String e2d::Path::getDataPath()
|
|||
{
|
||||
// 设置数据的保存路径
|
||||
String localAppDataPath = Path::getLocalAppDataPath();
|
||||
String title = Game::getInstance()->getWindow()->getTitle();
|
||||
String title = Window::getInstance()->getTitle();
|
||||
String folderName = String::parse(title.hash());
|
||||
|
||||
if (!localAppDataPath.isEmpty())
|
||||
|
|
@ -37,7 +37,7 @@ e2d::String e2d::Path::getTempPath()
|
|||
{
|
||||
// 设置临时文件保存路径
|
||||
wchar_t path[_MAX_PATH];
|
||||
String title = Game::getInstance()->getWindow()->getTitle();
|
||||
String title = Window::getInstance()->getTitle();
|
||||
String folderName = String::parse(title.hash());
|
||||
|
||||
if (0 != ::GetTempPath(_MAX_PATH, path))
|
||||
|
|
|
|||
|
|
@ -20,13 +20,14 @@ void e2d::BoxTransition::_update()
|
|||
{
|
||||
Transition::_update();
|
||||
|
||||
auto size = Window::getInstance()->getSize();
|
||||
if (_delta <= 0.5)
|
||||
{
|
||||
_outLayerParam.contentBounds = D2D1::RectF(
|
||||
_windowSize.width * _delta,
|
||||
_windowSize.height * _delta,
|
||||
_windowSize.width * (1 - _delta),
|
||||
_windowSize.height * (1 - _delta)
|
||||
size.width * _delta,
|
||||
size.height * _delta,
|
||||
size.width * (1 - _delta),
|
||||
size.height * (1 - _delta)
|
||||
);
|
||||
}
|
||||
else
|
||||
|
|
@ -34,10 +35,10 @@ void e2d::BoxTransition::_update()
|
|||
_outLayerParam.opacity = 0;
|
||||
_inLayerParam.opacity = 1;
|
||||
_inLayerParam.contentBounds = D2D1::RectF(
|
||||
_windowSize.width * (1 - _delta),
|
||||
_windowSize.height * (1 - _delta),
|
||||
_windowSize.width * _delta,
|
||||
_windowSize.height * _delta
|
||||
size.width * (1 - _delta),
|
||||
size.height * (1 - _delta),
|
||||
size.width * _delta,
|
||||
size.height * _delta
|
||||
);
|
||||
if (_delta >= 1)
|
||||
{
|
||||
|
|
|
|||
|
|
@ -11,27 +11,26 @@ bool e2d::MoveTransition::_init(Game * game, Scene * prev)
|
|||
{
|
||||
if (Transition::_init(game, prev))
|
||||
{
|
||||
float width = _windowSize.width;
|
||||
float height = _windowSize.height;
|
||||
auto size = Window::getInstance()->getSize();
|
||||
if (_direction == Direction::Up)
|
||||
{
|
||||
_posDelta = Vector2(0, -height);
|
||||
_startPos = Point(0, height);
|
||||
_posDelta = Vector2(0, -size.height);
|
||||
_startPos = Point(0, size.height);
|
||||
}
|
||||
else if (_direction == Direction::Down)
|
||||
{
|
||||
_posDelta = Vector2(0, height);
|
||||
_startPos = Point(0, -height);
|
||||
_posDelta = Vector2(0, size.height);
|
||||
_startPos = Point(0, -size.height);
|
||||
}
|
||||
else if (_direction == Direction::Left)
|
||||
{
|
||||
_posDelta = Vector2(-width, 0);
|
||||
_startPos = Point(width, 0);
|
||||
_posDelta = Vector2(-size.width, 0);
|
||||
_startPos = Point(size.width, 0);
|
||||
}
|
||||
else if (_direction == Direction::Right)
|
||||
{
|
||||
_posDelta = Vector2(width, 0);
|
||||
_startPos = Point(-width, 0);
|
||||
_posDelta = Vector2(size.width, 0);
|
||||
_startPos = Point(-size.width, 0);
|
||||
}
|
||||
|
||||
if (_outScene) _outScene->setPos(0, 0);
|
||||
|
|
|
|||
|
|
@ -40,7 +40,7 @@ bool e2d::Transition::_init(Game * game, Scene * prev)
|
|||
_outScene->retain();
|
||||
|
||||
HRESULT hr = S_OK;
|
||||
auto renderer = game->getRenderer();
|
||||
auto renderer = Renderer::getInstance();
|
||||
if (_inScene)
|
||||
{
|
||||
hr = renderer->getRenderTarget()->CreateLayer(&_inLayer);
|
||||
|
|
@ -56,7 +56,6 @@ bool e2d::Transition::_init(Game * game, Scene * prev)
|
|||
return false;
|
||||
}
|
||||
|
||||
_windowSize = game->getWindow()->getSize();
|
||||
_outLayerParam = _inLayerParam = D2D1::LayerParameters(
|
||||
D2D1::InfiniteRect(),
|
||||
nullptr,
|
||||
|
|
@ -83,24 +82,25 @@ void e2d::Transition::_update()
|
|||
}
|
||||
}
|
||||
|
||||
void e2d::Transition::_render(Game * game)
|
||||
void e2d::Transition::_render()
|
||||
{
|
||||
auto renderTarget = game->getRenderer()->getRenderTarget();
|
||||
auto renderTarget = Renderer::getInstance()->getRenderTarget();
|
||||
auto size = Window::getInstance()->getSize();
|
||||
|
||||
if (_outScene)
|
||||
{
|
||||
Point rootPos = _outScene->getPos();
|
||||
auto rootPos = _outScene->getPos();
|
||||
auto clipRect = D2D1::RectF(
|
||||
std::max(rootPos.x, 0.f),
|
||||
std::max(rootPos.y, 0.f),
|
||||
std::min(rootPos.x + _windowSize.width, _windowSize.width),
|
||||
std::min(rootPos.y + _windowSize.height, _windowSize.height)
|
||||
std::min(rootPos.x + size.width, size.width),
|
||||
std::min(rootPos.y + size.height, size.height)
|
||||
);
|
||||
renderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
|
||||
renderTarget->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
|
||||
renderTarget->PushLayer(_outLayerParam, _outLayer);
|
||||
|
||||
_outScene->visit(game);
|
||||
_outScene->visit();
|
||||
|
||||
renderTarget->PopLayer();
|
||||
renderTarget->PopAxisAlignedClip();
|
||||
|
|
@ -112,14 +112,14 @@ void e2d::Transition::_render(Game * game)
|
|||
auto clipRect = D2D1::RectF(
|
||||
std::max(rootPos.x, 0.f),
|
||||
std::max(rootPos.y, 0.f),
|
||||
std::min(rootPos.x + _windowSize.width, _windowSize.width),
|
||||
std::min(rootPos.y + _windowSize.height, _windowSize.height)
|
||||
std::min(rootPos.x + size.width, size.width),
|
||||
std::min(rootPos.y + size.height, size.height)
|
||||
);
|
||||
renderTarget->SetTransform(D2D1::Matrix3x2F::Identity());
|
||||
renderTarget->PushAxisAlignedClip(clipRect, D2D1_ANTIALIAS_MODE_PER_PRIMITIVE);
|
||||
renderTarget->PushLayer(_inLayerParam, _inLayer);
|
||||
|
||||
_inScene->visit(game);
|
||||
_inScene->visit();
|
||||
|
||||
renderTarget->PopLayer();
|
||||
renderTarget->PopAxisAlignedClip();
|
||||
|
|
|
|||
122
core/e2dbase.h
122
core/e2dbase.h
|
|
@ -33,14 +33,11 @@ public:
|
|||
};
|
||||
|
||||
public:
|
||||
Window(
|
||||
const String& title, /* 窗体标题 */
|
||||
int width, /* 窗体宽度 */
|
||||
int height, /* 窗体高度 */
|
||||
int iconID = 0 /* 窗体图标 */
|
||||
);
|
||||
// 获取窗体实例
|
||||
static Window * getInstance();
|
||||
|
||||
~Window();
|
||||
// 销毁窗体实例
|
||||
static void destroyInstance();
|
||||
|
||||
// 创建窗体互斥体
|
||||
bool createMutex(
|
||||
|
|
@ -84,7 +81,7 @@ public:
|
|||
float getDpi() const;
|
||||
|
||||
// 获取窗口句柄
|
||||
HWND getHWnd() const;
|
||||
HWND getHWnd();
|
||||
|
||||
// 打开或隐藏控制台
|
||||
void setConsoleEnabled(
|
||||
|
|
@ -109,6 +106,12 @@ public:
|
|||
void poll();
|
||||
|
||||
private:
|
||||
Window();
|
||||
|
||||
~Window();
|
||||
|
||||
E2D_DISABLE_COPY(Window);
|
||||
|
||||
// 根据客户区大小定位窗口
|
||||
Rect _locate(
|
||||
int width,
|
||||
|
|
@ -131,6 +134,8 @@ private:
|
|||
String _title;
|
||||
int _iconID;
|
||||
float _dpi;
|
||||
|
||||
static Window * _instance;
|
||||
};
|
||||
|
||||
|
||||
|
|
@ -138,9 +143,11 @@ private:
|
|||
class Input
|
||||
{
|
||||
public:
|
||||
Input();
|
||||
// 获取输入设备实例
|
||||
static Input * getInstance();
|
||||
|
||||
~Input();
|
||||
// 销毁输入设备实例
|
||||
static void destroyInstance();
|
||||
|
||||
// 检测键盘某按键是否正被按下
|
||||
bool isDown(
|
||||
|
|
@ -170,20 +177,24 @@ public:
|
|||
// 获得鼠标Z轴(鼠标滚轮)坐标增量
|
||||
float getMouseDeltaZ();
|
||||
|
||||
// 初始化输入设备
|
||||
void initWithWindow(
|
||||
Window * window
|
||||
);
|
||||
|
||||
// 刷新输入设备状态
|
||||
void update();
|
||||
|
||||
private:
|
||||
protected:
|
||||
Input();
|
||||
|
||||
~Input();
|
||||
|
||||
E2D_DISABLE_COPY(Input);
|
||||
|
||||
protected:
|
||||
IDirectInput8W* _directInput;
|
||||
IDirectInputDevice8W* _keyboardDevice;
|
||||
IDirectInputDevice8W* _mouseDevice;
|
||||
DIMOUSESTATE _mouseState;
|
||||
char _keyBuffer[256];
|
||||
|
||||
static Input * _instance;
|
||||
};
|
||||
|
||||
|
||||
|
|
@ -191,9 +202,11 @@ private:
|
|||
class Renderer
|
||||
{
|
||||
public:
|
||||
Renderer();
|
||||
// 获取渲染器实例
|
||||
static Renderer * getInstance();
|
||||
|
||||
~Renderer();
|
||||
// 销毁实例
|
||||
static void destroyInstance();
|
||||
|
||||
// 获取背景色
|
||||
Color getBackgroundColor();
|
||||
|
|
@ -209,6 +222,12 @@ public:
|
|||
bool show
|
||||
);
|
||||
|
||||
// 开始渲染
|
||||
void beginDraw();
|
||||
|
||||
// 结束渲染
|
||||
void endDraw();
|
||||
|
||||
// 获取文字渲染器
|
||||
TextRenderer * getTextRenderer() const { return _textRenderer; }
|
||||
|
||||
|
|
@ -219,35 +238,31 @@ public:
|
|||
ID2D1SolidColorBrush * getSolidColorBrush() const { return _solidBrush; }
|
||||
|
||||
// 获取 ID2D1Factory 对象
|
||||
ID2D1Factory * getFactory() const { return _factory; }
|
||||
static ID2D1Factory * getFactory();
|
||||
|
||||
// 获取 IWICImagingFactory 对象
|
||||
IWICImagingFactory * getImagingFactory() const { return _imagingFactory; }
|
||||
static IWICImagingFactory * getImagingFactory();
|
||||
|
||||
// 获取 IDWriteFactory 对象
|
||||
IDWriteFactory * getWriteFactory() const { return _writeFactory; }
|
||||
static IDWriteFactory * getWriteFactory();
|
||||
|
||||
// 获取 Miter 样式的 ID2D1StrokeStyle
|
||||
ID2D1StrokeStyle * getMiterStrokeStyle();
|
||||
static ID2D1StrokeStyle * getMiterStrokeStyle();
|
||||
|
||||
// 获取 Bevel 样式的 ID2D1StrokeStyle
|
||||
ID2D1StrokeStyle * getBevelStrokeStyle();
|
||||
static ID2D1StrokeStyle * getBevelStrokeStyle();
|
||||
|
||||
// 获取 Round 样式的 ID2D1StrokeStyle
|
||||
ID2D1StrokeStyle * getRoundStrokeStyle();
|
||||
static ID2D1StrokeStyle * getRoundStrokeStyle();
|
||||
|
||||
// 初始化渲染器
|
||||
void initWithWindow(
|
||||
Window * window
|
||||
);
|
||||
protected:
|
||||
Renderer();
|
||||
|
||||
// 开始渲染
|
||||
void beginDraw();
|
||||
~Renderer();
|
||||
|
||||
// 结束渲染
|
||||
void endDraw();
|
||||
E2D_DISABLE_COPY(Renderer);
|
||||
|
||||
private:
|
||||
protected:
|
||||
bool _showFps;
|
||||
int _renderTimes;
|
||||
Time _lastRenderTime;
|
||||
|
|
@ -257,12 +272,14 @@ private:
|
|||
IDWriteTextLayout* _fpsLayout;
|
||||
ID2D1SolidColorBrush* _solidBrush;
|
||||
ID2D1HwndRenderTarget* _renderTarget;
|
||||
ID2D1Factory* _factory;
|
||||
IWICImagingFactory* _imagingFactory;
|
||||
IDWriteFactory* _writeFactory;
|
||||
ID2D1StrokeStyle* _miterStrokeStyle;
|
||||
ID2D1StrokeStyle* _bevelStrokeStyle;
|
||||
ID2D1StrokeStyle* _roundStrokeStyle;
|
||||
|
||||
static ID2D1Factory* _factory;
|
||||
static IWICImagingFactory* _imagingFactory;
|
||||
static IDWriteFactory* _writeFactory;
|
||||
static ID2D1StrokeStyle* _miterStrokeStyle;
|
||||
static ID2D1StrokeStyle* _bevelStrokeStyle;
|
||||
static ID2D1StrokeStyle* _roundStrokeStyle;
|
||||
static Renderer * _instance;
|
||||
};
|
||||
|
||||
|
||||
|
|
@ -278,19 +295,8 @@ public:
|
|||
// 获取 Game 实例
|
||||
static Game * getInstance();
|
||||
|
||||
// 初始化
|
||||
void initWithWindow(
|
||||
Window * window
|
||||
);
|
||||
|
||||
// 获取窗体
|
||||
Window * getWindow() const { return _window; }
|
||||
|
||||
// 获取输入设备
|
||||
Input * getInput() const { return _input; }
|
||||
|
||||
// 获取图形设备
|
||||
Renderer * getRenderer() const { return _renderer; }
|
||||
// 销毁实例
|
||||
static void destroyInstance();
|
||||
|
||||
// 启动游戏
|
||||
void start();
|
||||
|
|
@ -355,15 +361,17 @@ protected:
|
|||
private:
|
||||
bool _quit;
|
||||
bool _paused;
|
||||
Window* _window;
|
||||
Input* _input;
|
||||
Renderer* _renderer;
|
||||
Timer* _timer;
|
||||
Scene* _currScene;
|
||||
Scene* _nextScene;
|
||||
Transition* _transition;
|
||||
ActionManager* _actionManager;
|
||||
std::stack<Scene*> _scenes;
|
||||
Window* _window;
|
||||
Input* _input;
|
||||
Renderer* _renderer;
|
||||
ActionManager* _actionManager;
|
||||
std::stack<Scene*> _scenes;
|
||||
|
||||
static Game * _instance;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -144,12 +144,6 @@ public:
|
|||
// 判断字符串是否为空
|
||||
bool isEmpty() const;
|
||||
|
||||
// »ñÈ¡ Unicode ×Ö·û´®
|
||||
std::wstring getWString() const;
|
||||
|
||||
// »ñÈ¡ ANSI ×Ö·û´®
|
||||
std::string getCString() const;
|
||||
|
||||
// 获取指定位置字符
|
||||
wchar_t at(
|
||||
int index
|
||||
|
|
@ -244,6 +238,8 @@ public:
|
|||
// 类型转换操作符
|
||||
E2D_OP_EXPLICIT operator const wchar_t* () const;
|
||||
E2D_OP_EXPLICIT operator wchar_t* () const;
|
||||
E2D_OP_EXPLICIT operator std::wstring () const;
|
||||
E2D_OP_EXPLICIT operator std::string () const;
|
||||
|
||||
// 比较运算符
|
||||
bool operator== (const String &) const;
|
||||
|
|
|
|||
|
|
@ -14,7 +14,7 @@ class Drawable
|
|||
{
|
||||
public:
|
||||
// 渲染图形
|
||||
virtual void draw(Renderer * renderer) const = 0;
|
||||
virtual void draw() const = 0;
|
||||
};
|
||||
|
||||
|
||||
|
|
@ -430,14 +430,10 @@ public:
|
|||
);
|
||||
|
||||
// 遍历节点
|
||||
virtual void visit(
|
||||
Game * game
|
||||
);
|
||||
virtual void visit();
|
||||
|
||||
// 渲染节点轮廓
|
||||
virtual void drawOutline(
|
||||
Renderer * renderer
|
||||
);
|
||||
virtual void drawOutline();
|
||||
|
||||
// 渲染碰撞体轮廓
|
||||
virtual void drawCollider();
|
||||
|
|
@ -523,9 +519,7 @@ public:
|
|||
);
|
||||
|
||||
// 遍历节点
|
||||
virtual void visit(
|
||||
Game * game
|
||||
) override;
|
||||
virtual void visit() override;
|
||||
|
||||
protected:
|
||||
E2D_DISABLE_COPY(Scene);
|
||||
|
|
@ -592,9 +586,7 @@ public:
|
|||
Image * getImage() const;
|
||||
|
||||
// 渲染精灵
|
||||
virtual void draw(
|
||||
Renderer * renderer
|
||||
) const override;
|
||||
virtual void draw() const override;
|
||||
|
||||
protected:
|
||||
E2D_DISABLE_COPY(Sprite);
|
||||
|
|
@ -799,9 +791,7 @@ public:
|
|||
);
|
||||
|
||||
// 渲染文字
|
||||
virtual void draw(
|
||||
Renderer * renderer
|
||||
) const override;
|
||||
virtual void draw() const override;
|
||||
|
||||
protected:
|
||||
E2D_DISABLE_COPY(Text);
|
||||
|
|
@ -903,9 +893,7 @@ public:
|
|||
) override;
|
||||
|
||||
// 遍历节点
|
||||
virtual void visit(
|
||||
Game * game
|
||||
) override;
|
||||
virtual void visit() override;
|
||||
|
||||
protected:
|
||||
E2D_DISABLE_COPY(Button);
|
||||
|
|
@ -1203,7 +1191,6 @@ protected:
|
|||
protected:
|
||||
float _strokeWidth;
|
||||
Stroke _stroke;
|
||||
Renderer * _renderer;
|
||||
ID2D1RenderTarget * _renderTarget;
|
||||
ID2D1SolidColorBrush * _fillBrush;
|
||||
ID2D1SolidColorBrush * _lineBrush;
|
||||
|
|
|
|||
|
|
@ -36,9 +36,7 @@ protected:
|
|||
virtual void _update();
|
||||
|
||||
// 渲染场景过渡动画
|
||||
virtual void _render(
|
||||
Game * game
|
||||
);
|
||||
virtual void _render();
|
||||
|
||||
// 停止场景过渡动画
|
||||
virtual void _stop();
|
||||
|
|
@ -51,7 +49,6 @@ protected:
|
|||
float _duration;
|
||||
float _delta;
|
||||
Time _started;
|
||||
Size _windowSize;
|
||||
Scene* _outScene;
|
||||
Scene* _inScene;
|
||||
ID2D1Layer * _outLayer;
|
||||
|
|
|
|||
Loading…
Reference in New Issue