Refactoring : UI Components

This commit is contained in:
Nomango 2018-09-05 13:33:39 +08:00
parent 745bd994a8
commit 65ba8e96d2
70 changed files with 3328 additions and 3313 deletions

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#include "..\e2daction.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::Animate::Animate()
: frame_index_(0)

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#include "..\e2daction.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::JumpBy::JumpBy(float duration, const Point & vec, float height, int jumps)
: FiniteTimeAction(duration)

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#include "..\e2daction.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::JumpTo::JumpTo(float duration, const Point & pos, float height, int jumps)
: JumpBy(duration, Point(), height, jumps)

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#include "..\e2daction.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::MoveBy::MoveBy(float duration, Point vector)

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#include "..\e2daction.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::MoveTo::MoveTo(float duration, Point pos)
: MoveBy(duration, Point())

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#include "..\e2daction.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::OpacityBy::OpacityBy(float duration, float opacity)

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#include "..\e2daction.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::OpacityTo::OpacityTo(float duration, float opacity)

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#include "..\e2daction.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::RotateBy::RotateBy(float duration, float rotation)

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#include "..\e2daction.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::RotateTo::RotateTo(float duration, float rotation)

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#include "..\e2daction.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::ScaleBy::ScaleBy(float duration, float scale)

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#include "..\e2daction.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::ScaleTo::ScaleTo(float duration, float scale)
: ScaleBy(duration, 0, 0)

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#include "..\e2dmodule.h"
#include "..\e2dutil.h"
#include "..\e2dtool.h"
#include "..\e2dmanager.h"
using namespace e2d;

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#include "..\e2dmodule.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
#include "..\e2dtransition.h"
#include "..\e2dmanager.h"
#include "..\e2dutil.h"
#include "..\e2dtool.h"
#include <thread>

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#include "..\e2dmodule.h"
#include "..\e2dutil.h"
#include "..\e2dtool.h"
#include "..\e2dmanager.h"
#pragma comment(lib, "dinput8.lib")

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#include "..\e2dmodule.h"
#include "..\e2dmanager.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::Renderer* e2d::Renderer::instance_ = nullptr;

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#include "..\e2dmodule.h"
#include "..\e2dmanager.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
#include <imm.h>
#pragma comment (lib ,"imm32.lib")

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#include "..\e2dcommon.h"
#include "..\e2dutil.h"
#include "..\e2dimpl.h"
#include "..\e2dmodule.h"
#include "..\e2dmanager.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::Collider::Collider(Node * parent)
: visible_(true)

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#include "..\e2dcommon.h"
#include "..\e2dutil.h"
static const UINT sc_redShift = 16;
static const UINT sc_greenShift = 8;

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#include "..\e2dcommon.h"
#include "..\e2dutil.h"
using namespace std::chrono;

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#include "..\e2dcommon.h"
#include "..\e2dutil.h"
e2d::Font::Font()
: family("")

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#include "..\e2dcommon.h"
#include "..\e2dutil.h"
e2d::Function::Function()
: func_(nullptr)

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#include "..\e2dcommon.h"
#include "..\e2dmodule.h"
#include "..\e2dutil.h"
#include "..\e2dmodule.h"
#include "..\e2dtool.h"
std::map<size_t, ID2D1Bitmap*> e2d::Image::bitmap_cache_;

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#include "..\e2dcommon.h"
#include "..\e2dutil.h"
#include <cmath>

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#include "..\e2dcommon.h"
#include "..\e2dutil.h"
e2d::Rect::Rect(void)
: origin()

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#include "..\e2dcommon.h"
#include "..\e2dutil.h"
e2d::Ref::Ref()
: ref_count_(0)

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#include "..\e2dutil.h"
#include "..\e2dtool.h"
e2d::Resource::Resource(size_t resource_name, const String & resource_type)

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#include "..\e2dcommon.h"
#include "..\e2dutil.h"
e2d::Size::Size()
{

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#include "..\e2dcommon.h"
#include "..\e2dutil.h"
#include <iomanip>
#include <cwctype>
#include <comutil.h>

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#include "..\e2dcommon.h"
#include "..\e2dutil.h"
using namespace std::chrono;

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#include "..\e2dimpl.h"
#include "..\e2dcommon.h"
#include "..\e2dutil.h"
e2d::VoiceCallback::VoiceCallback()
{

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#include "..\e2dmanager.h"
#include "..\e2dcomponent.h"
#include "..\e2dutil.h"
#include "..\e2dnode.h"
#include "..\e2dtool.h"
#include "..\e2dmodule.h"

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#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
#include "..\e2dmodule.h"
e2d::Canvas::Canvas(float width, float height)

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#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
#include "..\e2devent.h"
#include "..\e2dmanager.h"
#include "..\e2daction.h"

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#include "..\e2dmodule.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
#include "..\e2dmanager.h"
e2d::Scene::Scene()

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#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
#include "..\e2dmodule.h"
e2d::Sprite::Sprite()

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#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
#include "..\e2dmodule.h"
//-------------------------------------------------------

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#include "..\e2dutil.h"
#include "..\e2dtool.h"
e2d::Data::Data(const String & key, const String & field)

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#include "..\e2dutil.h"
#include "..\e2dtool.h"
#include "..\e2dmodule.h"
#include <shobjidl.h>

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#include "..\e2dutil.h"
#include "..\e2dtool.h"
#include "..\e2dmodule.h"

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#include "..\e2dutil.h"
#include "..\e2dtool.h"
#include "..\e2dmodule.h"
#include <shlobj.h>

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#include "..\e2dutil.h"
#include "..\e2dtool.h"
e2d::Player * e2d::Player::instance_ = nullptr;

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#include "..\e2dutil.h"
#include "..\e2dtool.h"
std::default_random_engine &e2d::Random::GetEngine()
{

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#include "..\e2dutil.h"
#include "..\e2dtool.h"
e2d::Task::Task(const Function & func, const String & name)

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#include "..\e2dutil.h"
#include "..\e2dtool.h"
e2d::Timer * e2d::Timer::GetInstance()

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#include "..\e2dtransition.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
#include "..\e2dmodule.h"
e2d::BoxTransition::BoxTransition(Scene* scene, float duration)

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#include "..\e2dtransition.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::EmergeTransition::EmergeTransition(Scene* scene, float duration)
: Transition(scene, duration)

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#include "..\e2dtransition.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::FadeTransition::FadeTransition(Scene* scene, float duration)
: Transition(scene, duration)

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#include "..\e2dtransition.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
#include "..\e2dmodule.h"
e2d::MoveTransition::MoveTransition(Scene* scene, float duration, Direction direction)

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#include "..\e2dmodule.h"
#include "..\e2dtransition.h"
#include "..\e2dcomponent.h"
#include "..\e2dnode.h"
e2d::Transition::Transition(Scene* scene, float duration)
: done_(false)

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#pragma once
#include "e2dmacros.h"
namespace e2d
{
// 方向
enum class Direction : int
{
Up, /* 上 */
Down, /* 下 */
Left, /* 左 */
Right /* 右 */
};
// 线条相交样式
enum class Stroke : int
{
Miter = 0, /* 斜切 */
Bevel = 1, /* 斜角 */
Round = 2 /* 圆角 */
};
class Size;
// 坐标
class Point
{
public:
float x; // X 坐标
float y; // Y 坐标
public:
Point();
Point(
float x,
float y
);
Point(
const Point& other
);
Point operator + (const Point & other) const;
Point operator - (const Point & other) const;
Point operator * (float value) const;
Point operator / (float value) const;
Point operator - () const;
bool operator== (const Point& other) const;
E2D_OP_EXPLICIT operator e2d::Size() const;
// 判断两点间距离
static float Distance(
const Point& p1,
const Point& p2
);
};
// 大小
class Size
{
public:
float width; // 宽度
float height; // 高度
public:
Size();
Size(
float width,
float height
);
Size(
const Size& other
);
Size operator + (const Size & other) const;
Size operator - (const Size & other) const;
Size operator * (float value) const;
Size operator / (float value) const;
Size operator - () const;
bool operator== (const Size& other) const;
E2D_OP_EXPLICIT operator e2d::Point() const;
};
// 矩形
class Rect
{
public:
Point origin; // 原点坐标
Size size; // 宽度和高度
public:
Rect();
Rect(
float x,
float y,
float width,
float height
);
Rect(
const Point& pos,
const Size& size
);
Rect(
const Rect& other
);
Rect& operator= (const Rect& other);
bool operator== (const Rect& rect) const;
// 判断点是否在矩形内
bool ContainsPoint(
const Point& point
) const;
// 判断两矩形是否相交
bool Intersects(
const Rect& rect
) const;
};
// 字符串
class String
{
public:
String();
String(
const String &
);
String(
const char *
);
String(
const wchar_t *
);
String(
String &&
);
~String();
// 获取字符串长度
int GetLength() const;
// 获取该字符串的 Hash 值
size_t GetHash() const;
// 判断字符串是否为空
bool IsEmpty() const;
// 获取指定位置字符
const wchar_t& At(
size_t index
) const;
// 比较字符串
int Compare(
const String & str
) const;
// 截取字符串
String Subtract(
int offset, /* 偏移量 */
int count = -1 /* 截取字符数量 */
) const;
// 插入字符串
void Insert(
const String & str,
int pos
);
// 替换字符串中的指定内容
void Replace(
const String & from, /* 需替换内容 */
const String & to /* 替换成内容 */
);
// 删除字符串中的指定内容
void Erase(
int offset, /* 偏移量 */
int count /* 删除字符数量 */
);
// 搜索字符串
int Find(
const String & str, /* 查找内容 */
int offset = 0 /* 偏移量 */
) const;
// 清空字符串
void Clear();
// 获取大写字符串
String ToUpper() const;
// 获取小写字符串
String ToLower() const;
// 将字符串转化为 int 型
int ToInt() const;
// 将字符串转化为 float 型
float ToFloat() const;
// 将字符串转化为 double 型
double ToDouble() const;
// 将字符串转化为 bool 型
bool ToBool() const;
// 数字类型转字符串
static String Parse(int value);
static String Parse(unsigned int value);
static String Parse(float value);
static String Parse(double value);
// 格式化字符串
static String Format(const char * format, ...);
static String Format(const wchar_t * format, ...);
// 赋值运算符
String& operator= (const String &);
String& operator= (const char *);
String& operator= (const wchar_t *);
// 运算符
String& operator+= (const String &);
String& operator+= (const char *);
String& operator+= (const wchar_t *);
String operator+ (const String &) const;
String operator+ (const char *) const;
String operator+ (const wchar_t *) const;
// 友元运算符
friend String operator+ (const char *, const String &);
friend String operator+ (const wchar_t*, const String &);
// 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;
bool operator== (const char *) const;
bool operator== (const wchar_t *) const;
bool operator!= (const String &) const;
bool operator!= (const char *) const;
bool operator!= (const wchar_t *) const;
bool operator> (const String &) const;
bool operator>= (const String &) const;
bool operator< (const String &) const;
bool operator<= (const String &) const;
// << 运算符(后接字符串)
String& operator<< (const String &);
String& operator<< (const char *);
String& operator<< (char *);
String& operator<< (const wchar_t *);
String& operator<< (wchar_t *);
String& operator<< (int value);
String& operator<< (unsigned int value);
String& operator<< (float value);
String& operator<< (double value);
// 其他运算符
wchar_t& operator[] (size_t);
friend std::ostream& operator<< (std::ostream &, const String &);
friend std::wostream& operator<< (std::wostream &, const String &);
friend std::istream& operator>> (std::istream &, String &);
friend std::wistream& operator>> (std::wistream &, String &);
private:
std::wstring string_;
};
// 颜色
class Color
{
public:
Color();
Color(
float r,
float g,
float b
);
Color(
float r,
float g,
float b,
float alpha
);
Color(
UINT rgb
);
Color(
UINT rgb,
float alpha
);
Color(
const D2D1_COLOR_F& color
);
E2D_OP_EXPLICIT operator D2D1_COLOR_F() const;
public:
enum Value : UINT
{
Black = 0x000000,
Blue = 0x0000FF,
BlueViolet = 0x8A2BE2,
Brown = 0xA52A2A,
Chocolate = 0xD2691E,
DarkBlue = 0x00008B,
DarkGray = 0xA9A9A9,
DarkGreen = 0x006400,
DarkOrange = 0xFF8C00,
DarkRed = 0x8B0000,
DarkViolet = 0x9400D3,
ForestGreen = 0x228B22,
Gold = 0xFFD700,
Gray = 0x808080,
Green = 0x008000,
GreenYellow = 0xADFF2F,
LightBlue = 0xADD8E6,
LightCyan = 0xE0FFFF,
LightGreen = 0x90EE90,
LightGray = 0xD3D3D3,
LightPink = 0xFFB6C1,
LightSeaGreen = 0x20B2AA,
LightSkyBlue = 0x87CEFA,
LightYellow = 0xFFFFE0,
Orange = 0xFFA500,
OrangeRed = 0xFF4500,
Pink = 0xFFC0CB,
Purple = 0x800080,
Red = 0xFF0000,
Silver = 0xC0C0C0,
SkyBlue = 0x87CEEB,
Snow = 0xFFFAFA,
Violet = 0xEE82EE,
Wheat = 0xF5DEB3,
White = 0xFFFFFF,
WhiteSmoke = 0xF5F5F5,
Wood = 0xDEB887,
Yellow = 0xFFFF00,
Yellow_Green = 0x9ACD32
};
public:
float r;
float g;
float b;
float a;
};
// 键盘键值
enum class KeyCode : int
{
Unknown = 0,
Up = 0xC8,
Left = 0xCB,
Right = 0xCD,
Down = 0xD0,
Enter = 0x1C,
Space = 0x39,
Esc = 0x01,
Q = 0x10,
W = 0x11,
E = 0x12,
R = 0x13,
T = 0x14,
Y = 0x15,
U = 0x16,
I = 0x17,
O = 0x18,
P = 0x19,
A = 0x1E,
S = 0x1F,
D = 0x20,
F = 0x21,
G = 0x22,
H = 0x23,
J = 0x24,
K = 0x25,
L = 0x26,
Z = 0x2C,
X = 0x2D,
C = 0x2E,
V = 0x2F,
B = 0x30,
N = 0x31,
M = 0x32,
Num1 = 0x02,
Num2 = 0x03,
Num3 = 0x04,
Num4 = 0x05,
Num5 = 0x06,
Num6 = 0x07,
Num7 = 0x08,
Num8 = 0x09,
Num9 = 0x0A,
Num0 = 0x0B,
Numpad7 = 0x47,
Numpad8 = 0x48,
Numpad9 = 0x49,
Numpad4 = 0x4B,
Numpad5 = 0x4C,
Numpad6 = 0x4D,
Numpad1 = 0x4F,
Numpad2 = 0x50,
Numpad3 = 0x51,
Numpad0 = 0x52,
};
// 鼠标键值
enum class MouseCode : int
{
Left, /* 鼠标左键 */
Right, /* 鼠标右键 */
Middle /* 鼠标中键 */
};
// 函数对象
class Function
{
public:
Function();
Function(
std::nullptr_t
);
Function(
std::function<void()> func
);
template<typename Func>
Function(Func func) : func_(func) {}
template<typename Func, typename Object>
Function(
Func&& func, /* 对象的成员函数 */
Object&& obj /* 对象指针 */
)
{
func_ = std::bind(func, obj);
}
void operator() (void) const;
E2D_OP_EXPLICIT operator bool() const;
protected:
std::function<void()> func_;
};
// 时间段
class Duration
{
public:
Duration();
explicit Duration(
float seconds
);
// 获取毫秒数
int Milliseconds() const;
// 获取秒数
float Seconds() const;
bool operator== (const Duration &) const;
bool operator!= (const Duration &) const;
bool operator> (const Duration &) const;
bool operator>= (const Duration &) const;
bool operator< (const Duration &) const;
bool operator<= (const Duration &) const;
Duration operator + (Duration const &) const;
Duration operator - (Duration const &) const;
Duration& operator += (Duration const &);
Duration& operator -= (Duration const &);
protected:
std::chrono::milliseconds duration_ms_;
};
// 时间点
class Time
{
public:
Time();
// 获取时间戳
time_t GetTimeStamp() const;
// 是否是
bool IsZero() const;
Time operator + (Duration const &) const;
Time operator - (Duration const &) const;
Time& operator += (Duration const &);
Time& operator -= (Duration const &);
Duration operator - (Time const &) const;
// 获取当前时间
static Time Now();
protected:
std::chrono::steady_clock::time_point time_;
};
// 字体
class Font
{
public:
String family; // 字体族
float size; // 字号
UINT weight; // 粗细值
bool italic; // 是否斜体
public:
// 字体粗细值
enum Weight : UINT
{
Thin = 100,
ExtraLight = 200,
Light = 300,
Normal = 400,
Medium = 500,
Bold = 700,
ExtraBold = 800,
Black = 900,
ExtraBlack = 950
};
public:
Font();
explicit Font(
const String& family,
float size = 22,
UINT weight = Font::Weight::Normal,
bool italic = false
);
};
class Node;
// 碰撞体
class Collider
{
public:
// 碰撞体形状
enum class Shape
{
None, /* 无 */
Rect, /* 矩形 */
Circle, /* 圆形 */
Ellipse /* 椭圆形 */
};
// 碰撞体交集关系
enum class Relation : int
{
Unknown = 0, /* 关系不确定 */
Disjoin = 1, /* 没有交集 */
IsContained = 2, /* 完全被包含 */
Contains = 3, /* 完全包含 */
Overlap = 4 /* 部分重叠 */
};
public:
explicit Collider(
Node * parent
);
virtual ~Collider();
// 设置碰撞体形状
void SetShape(
Shape shape
);
// 是否触发碰撞事件
void SetCollisionNotify(
bool notify
);
// 启用或关闭该碰撞体
void SetEnabled(
bool enabled
);
// 设置碰撞体的可见性
void SetVisible(
bool visible
);
// 设置绘制颜色
void SetBorderColor(
const Color& color
);
// 判断两碰撞体的交集关系
Relation GetRelationWith(
Collider * collider
) const;
// 是否启用碰撞体
bool IsEnabled() const;
// 是否可见
bool IsVisible() const;
// 是否触发碰撞事件
bool IsCollisionNotify() const;
// 获取绘制颜色
const Color& GetBorderColor() const;
// 获取形状
Shape GetShape() const;
// 获取绑定节点
Node* GetNode() const;
// 获取 ID2D1Geometry* 对象
ID2D1Geometry* GetGeometry() const;
// 重新生成
void Recreate();
// 渲染碰撞体
void Draw();
protected:
E2D_DISABLE_COPY(Collider);
protected:
bool enabled_;
bool visible_;
bool notify_;
Color border_color_;
Node * parent_node_;
Shape shape_;
ID2D1Geometry* geometry_;
};
// 资源
class Resource
{
public:
Resource(
size_t resource_name, /* 资源名称 */
const String& resource_type /* 资源类型 */
);
public:
size_t name;
String type;
};
// 引用计数对象
class Ref
{
public:
Ref();
virtual ~Ref();
// 增加引用计数
void Retain();
// 减少引用计数
void Release();
// 获取引用计数
int GetRefCount() const;
protected:
E2D_DISABLE_COPY(Ref);
private:
int ref_count_;
};
// 图片
class Image :
public Ref
{
public:
Image();
explicit Image(
const Resource& res
);
explicit Image(
const Resource& res,
const Rect& crop_rect /* 裁剪矩形 */
);
explicit Image(
const String& file_name
);
explicit Image(
const String& file_name,
const Rect& crop_rect /* 裁剪矩形 */
);
virtual ~Image();
// 加载图片资源
bool Open(
const Resource& res
);
// 加载图片资源
bool Open(
const String& file_name
);
// 将图片裁剪为矩形
void Crop(
const Rect& crop_rect /* 裁剪矩形 */
);
// 获取宽度
virtual float GetWidth() const;
// 获取高度
virtual float GetHeight() const;
// 获取大小
virtual Size GetSize() const;
// 获取源图片宽度
virtual float GetSourceWidth() const;
// 获取源图片高度
virtual float GetSourceHeight() const;
// 获取源图片大小
virtual Size GetSourceSize() const;
// 获取裁剪位置 X 坐标
virtual float GetCropX() const;
// 获取裁剪位置 Y 坐标
virtual float GetCropY() const;
// 获取裁剪位置
virtual Point GetCropPos() const;
// 获取 ID2D1Bitmap 对象
ID2D1Bitmap * GetBitmap();
// 预加载图片资源
static bool Preload(
const String& file_name
);
// 预加载图片资源
static bool Preload(
const Resource& res
);
// 清空缓存
static void ClearCache();
protected:
E2D_DISABLE_COPY(Image);
// 设置 Bitmap
void SetBitmap(
ID2D1Bitmap * bitmap
);
protected:
Rect crop_rect_;
ID2D1Bitmap * bitmap_;
static std::map<size_t, ID2D1Bitmap*> bitmap_cache_;
};
}
namespace e2d
{
struct autorelease_t { };
extern autorelease_t const autorelease;
}
void* operator new(
size_t size,
e2d::autorelease_t const&
) E2D_NOEXCEPT;
void operator delete(
void* block,
e2d::autorelease_t const&
) E2D_NOEXCEPT;

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#pragma once
#include "e2dcommon.h"
#include "e2dutil.h"
namespace e2d
{

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#pragma once
#include "e2dcommon.h"
#include "e2dutil.h"
namespace e2d
{

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#pragma once
#include "e2dmacros.h"
#include "e2dcommon.h"
#include "e2dutil.h"
namespace e2d
{

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#pragma once
#include "e2dimpl.h"
#include "e2dcomponent.h"
#include "e2dnode.h"
#include "e2dtransition.h"

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#pragma once
#include "e2dutil.h"
#include "e2devent.h"
namespace e2d
{
class Action;
class Scene;
// 绘图接口
class Drawable
{
public:
// 渲染图形
virtual void Draw() const = 0;
};
// 更新接口
class Updatable
{
public:
// 渲染图形
virtual void Update() = 0;
};
// 按键消息处理接口
class KeyEventHandler
{
public:
// 处理按键消息
virtual void Handle(KeyEvent e) = 0;
};
// 鼠标消息处理接口
class MouseEventHandler
{
public:
// 处理鼠标消息
virtual void Handle(MouseEvent e) = 0;
};
// 碰撞消息处理接口
class CollisionHandler
{
public:
// 处理碰撞消息
virtual void Handle(Collision collision) = 0;
};
// 节点
class Node :
public Ref
{
friend class Collider;
public:
// 节点属性
struct Property
{
Point pos; // 坐标
Size size; // 大小
Point anchor; // 锚点坐标
Point scale; // 缩放
Point skew; // 倾斜角度
float rotation; // 旋转角度
Property operator+ (Property const & prop) const;
Property operator- (Property const & prop) const;
static const Property Origin;
};
public:
typedef std::vector<Node*> Nodes;
typedef std::vector<Action*> Actions;
Node();
virtual ~Node();
// 获取节点显示状态
bool IsVisible() const;
// 获取节点名称
const String& GetName() const;
// 获取节点名称的 Hash 值
size_t GetHashName() const;
// 获取节点绘图顺序
int GetOrder() const;
// 获取节点横坐标
float GetPosX() const;
// 获取节点纵坐标
float GetPosY() const;
// 获取节点坐标
Point GetPos() const;
// 获取节点宽度
float GetWidth() const;
// 获取节点高度
float GetHeight() const;
// 获取节点宽度(不考虑缩放)
float GetRealWidth() const;
// 获取节点高度(不考虑缩放)
float GetRealHeight() const;
// 获取节点大小(不考虑缩放)
Size GetRealSize() const;
// 获取节点的锚点
float GetAnchorX() const;
// 获取节点的锚点
float GetAnchorY() const;
// 获取节点大小
Size GetSize() const;
// 获取节点横向缩放比例
float GetScaleX() const;
// 获取节点纵向缩放比例
float GetScaleY() const;
// 获取节点横向倾斜角度
float GetSkewX() const;
// 获取节点纵向倾斜角度
float GetSkewY() const;
// 获取节点旋转角度
float GetRotation() const;
// 获取节点透明度
float GetOpacity() const;
// 获取节点属性
Property GetProperty() const;
// 获取差别属性
Property GetExtrapolate() const;
// 获取节点碰撞体
Collider * GetCollider();
// 获取父节点
Node * GetParent() const;
// 获取节点所在场景
Scene * GetParentScene() const;
// 设置节点是否显示
void SetVisible(
bool value
);
// 设置节点名称
void SetName(
const String& name
);
// 设置节点横坐标
virtual void SetPosX(
float x
);
// 设置节点纵坐标
virtual void SetPosY(
float y
);
// 设置节点坐标
virtual void SetPos(
const Point & point
);
// 设置节点坐标
virtual void SetPos(
float x,
float y
);
// 节点坐标固定
virtual void SetPosFixed(
bool fixed
);
// 移动节点
virtual void Move(
float x,
float y
);
// 移动节点
virtual void Move(
const Point & v
);
// 设置节点绘图顺序
// 默认为 0
virtual void SetOrder(
int order
);
// 设置横向缩放比例
// 默认为 1.0
virtual void SetScaleX(
float scale_x
);
// 设置纵向缩放比例
// 默认为 1.0
virtual void SetScaleY(
float scale_y
);
// 设置缩放比例
// 默认为 (1.0, 1.0)
virtual void SetScale(
float scale_x,
float scale_y
);
// 设置缩放比例
// 默认为 1.0
virtual void SetScale(
float scale
);
// 设置横向倾斜角度
// 默认为 0
virtual void SetSkewX(
float skew_x
);
// 设置纵向倾斜角度
// 默认为 0
virtual void SetSkewY(
float skew_y
);
// 设置倾斜角度
// 默认为 (0, 0)
virtual void SetSkew(
float skew_x,
float skew_y
);
// 设置旋转角度
// 默认为 0
virtual void SetRotation(
float rotation
);
// 设置透明度
// 默认为 1.0, 范围 [0, 1]
virtual void SetOpacity(
float opacity
);
// 设置锚点的横向位置
// 默认为 0, 范围 [0, 1]
virtual void SetAnchorX(
float anchor_x
);
// 设置锚点的纵向位置
// 默认为 0, 范围 [0, 1]
virtual void SetAnchorY(
float anchor_y
);
// 设置锚点位置
// 默认为 (0, 0), 范围 [0, 1]
virtual void SetAnchor(
float anchor_x,
float anchor_y
);
// 修改节点宽度
virtual void SetWidth(
float width
);
// 修改节点高度
virtual void SetHeight(
float height
);
// 修改节点大小
virtual void SetSize(
float width,
float height
);
// 修改节点大小
virtual void SetSize(
Size size
);
// 设置节点属性
virtual void SetProperty(
Property prop
);
// 启用或关闭渲染区域裁剪
virtual void SetClipEnabled(
bool enabled
);
// 设置节点边缘颜色
virtual void SetBorderColor(
const Color& color
);
// 判断点是否在节点内
bool ContainsPoint(
const Point& point
);
// 判断两物体是否相交
bool Intersects(
Node * node
);
// 添加子节点
void AddChild(
Node * child,
int order = 0 /* 渲染顺序 */
);
// 添加多个子节点
void AddChild(
const Nodes& nodes, /* 节点数组 */
int order = 0 /* 渲染顺序 */
);
// 获取所有名称相同的子节点
Nodes GetChildren(
const String& name
) const;
// 获取名称相同的子节点
Node* GetChild(
const String& name
) const;
// 获取所有子节点
const Nodes& GetAllChildren() const;
// 获取子节点数量
int GetChildrenCount() const;
// 移除子节点
bool RemoveChild(
Node * child
);
// 移除所有名称相同的子节点
void RemoveChildren(
const String& child_name
);
// 移除所有节点
void RemoveAllChildren();
// 从父节点移除
void RemoveFromParent();
// 执行动作
void RunAction(
Action * action
);
// 继续动作
void ResumeAction(
const String& name
);
// 暂停动作
void PauseAction(
const String& name
);
// 停止动作
void StopAction(
const String& name
);
// 继续所有暂停动作
void ResumeAllActions();
// 暂停所有动作
void PauseAllActions();
// 停止所有动作
void StopAllActions();
// 获取所有动作
const Actions& GetAllActions() const;
// 刷新动作进度
void UpdateActionsTime();
// 分发鼠标消息
virtual bool Dispatch(
const MouseEvent& e,
bool handled
);
// 分发按键消息
virtual bool Dispatch(
const KeyEvent& e,
bool handled
);
// 遍历节点
virtual void Visit();
protected:
E2D_DISABLE_COPY(Node);
// 渲染节点边缘
void DrawBorder();
// 渲染碰撞体轮廓
void DrawCollider();
// 设置节点所在场景
void SetParentScene(
Scene * scene
);
// 子节点排序
void SortChildren();
// 更新转换矩阵
void UpdateTransform();
// 更新节点透明度
void UpdateOpacity();
// 更新动作
void UpdateActions();
protected:
String name_;
size_t hash_name_;
Point pos_;
Size size_;
Point scale_;
Point anchor_;
Point skew_;
float rotation_;
float display_opacity_;
float real_opacity_;
int order_;
bool visible_;
bool clip_enabled_;
bool need_sort_;
bool need_transform_;
bool fixed_position_;
Collider collider_;
Scene * parent_scene_;
Node * parent_;
Property extrapolate_;
Color border_color_;
Actions actions_;
Nodes children_;
ID2D1Geometry* border_;
D2D1::Matrix3x2F initial_matrix_;
D2D1::Matrix3x2F final_matrix_;
};
// 场景
class Scene :
public Node
{
public:
Scene();
virtual ~Scene();
// 进入场景
virtual void OnEnter() {}
// 退出场景
virtual void OnExit() {}
// 关闭窗口
// 说明:返回 false 将阻止窗口关闭
virtual bool OnCloseWindow() { return true; }
// 显示或隐藏节点边缘
// 默认:隐藏
void ShowBorder(
bool visible
);
// 显示或隐藏碰撞体
// 默认:隐藏
void ShowCollider(
bool visible
);
// 遍历节点
virtual void Visit() override;
protected:
E2D_DISABLE_COPY(Scene);
protected:
bool border_visible_;
bool collider_visible_;
};
// 精灵
class Sprite :
public Node,
public Drawable
{
public:
Sprite();
explicit Sprite(
Image * image
);
explicit Sprite(
const Resource& res
);
explicit Sprite(
const Resource& res,
const Rect& crop_rect /* 裁剪矩形 */
);
explicit Sprite(
const String& file_name
);
explicit Sprite(
const String& file_name,
const Rect& crop_rect /* 裁剪矩形 */
);
virtual ~Sprite();
// 加载图片文件
bool Open(
const Resource& res
);
// 加载图片文件
bool Open(
const String& file_name
);
// 加载图片
bool Open(
Image * image
);
// 将图片裁剪为矩形
void Crop(
const Rect& crop_rect /* 裁剪矩形 */
);
// 获取 Image 对象
Image * GetImage() const;
// 渲染精灵
virtual void Draw() const override;
protected:
E2D_DISABLE_COPY(Sprite);
protected:
Image * image_;
};
// 文本
class Text :
public Node,
public Drawable
{
public:
// 文本对齐方式
enum class Align
{
Left, /* 左对齐 */
Right, /* 右对齐 */
Center /* 居中对齐 */
};
// 文本样式
class Style
{
public:
Color color; // 颜色
Align alignment; // 对齐方式
bool wrap; // 打开自动换行
float wrap_width; // 自动换行宽度
float line_spacing; // 行间距
bool underline; // 下划线
bool strikethrough; // 删除线
bool outline; // 显示描边
Color outline_color; // 描边颜色
float outline_width; // 描边线宽
Stroke outline_stroke; // 描边线相交样式
public:
Style();
Style(
Color color,
Align alignment = Align::Left,
bool wrap = false,
float wrap_width = 0.f,
float line_spacing = 0.f,
bool underline = false,
bool strikethrough = false,
bool outline = true,
Color outline_color = Color(Color::Black, 0.5),
float outline_width = 1.f,
Stroke outline_stroke = Stroke::Round
);
};
public:
Text();
explicit Text(
const String& text, /* 文字内容 */
const Font& font = Font(), /* 字体 */
const Style& style = Style() /* 文本样式 */
);
virtual ~Text();
// 获取文本
const String& GetText() const;
// 获取字体
const Font& GetFont() const;
// 获取文本样式
const Style& GetStyle() const;
// 获取字体族
const String& GetFontFamily() const;
// 获取当前字号
float GetFontSize() const;
// 获取当前字体粗细值
UINT GetFontWeight() const;
// 获取文字颜色
const Color& GetColor() const;
// 获取描边颜色
const Color& GetOutlineColor() const;
// 获取描边线宽
float GetOutlineWidth() const;
// 获取描边线相交样式
Stroke GetOutlineStroke() const;
// 获取文本显示行数
int GetLineCount() const;
// 是否是斜体
bool IsItalic() const;
// 是否显示删除线
bool strikethrough() const;
// 是否显示下划线
bool underline() const;
// 是否显示描边
bool outline() const;
// 设置文本
void SetText(
const String& text
);
// 设置文本样式
void SetStyle(
const Style& style
);
// 设置字体
void SetFont(
const Font& font
);
// 设置字体族
void SetFontFamily(
const String& family
);
// 设置字号(默认值为 22
void SetFontSize(
float size
);
// 设置字体粗细值(默认值为 Text::Font::Weight::Normal
void SetFontWeight(
UINT weight
);
// 设置文字颜色(默认值为 Color::WHITE
void SetColor(
Color color
);
// 设置文字斜体(默认值为 false
void SetItalic(
bool value
);
// 打开或关闭文本自动换行(默认为关闭)
void SetWrapEnabled(
bool wrap
);
// 设置文本自动换行的宽度(默认为 0
void SetWrapWidth(
float wrap_width
);
// 设置行间距(默认为 0
void SetLineSpacing(
float line_spacing
);
// 设置对齐方式(默认为 Align::Left
void SetAlignment(
Align align
);
// 设置下划线(默认值为 false
void SetUnderline(
bool underline
);
// 设置删除线(默认值为 false
void SetStrikethrough(
bool strikethrough
);
// 设置是否显示描边
void SetOutline(
bool outline
);
// 设置描边颜色
void SetOutlineColor(
Color outline_color
);
// 设置描边线宽
void SetOutlineWidth(
float outline_width
);
// 设置描边线相交样式
void SetOutlineStroke(
Stroke outline_stroke
);
// 渲染文字
virtual void Draw() const override;
protected:
E2D_DISABLE_COPY(Text);
// 重新排版文字
void Reset();
// 创建文字格式化
void CreateFormat();
// 创建文字布局
void CreateLayout();
protected:
String text_;
Font font_;
Style style_;
IDWriteTextFormat * text_format_;
IDWriteTextLayout * text_layout_;
};
// 画布
class Canvas :
public Node,
public Drawable
{
public:
Canvas(
float width,
float height
);
virtual ~Canvas();
// 设置线条颜色
void SetLineColor(
const Color& color
);
// 设置填充颜色
void SetFillColor(
const Color& color
);
// 设置线条宽度
void SetStrokeWidth(
float width
);
// 设置线条相交样式
void SetStrokeStyle(
Stroke strokeStyle
);
// 获取线条颜色
Color GetLineColor() const;
// 获取填充颜色
Color GetFillColor() const;
// 获取线条宽度
float GetStrokeWidth() const;
// 获取线条相交样式
Stroke GetStrokeStyle() const;
// 画直线
void DrawLine(
const Point& begin,
const Point& end
);
// 画圆形边框
void DrawCircle(
const Point& center,
float radius
);
// 画椭圆形边框
void DrawEllipse(
const Point& center,
float radius_x,
float radius_y
);
// 画矩形边框
void DrawRect(
const Rect& rect
);
// 画圆角矩形边框
void DrawRoundedRect(
const Rect& rect,
float radius_x,
float radius_y
);
// 填充圆形
void FillCircle(
const Point& center,
float radius
);
// 填充椭圆形
void FillEllipse(
const Point& center,
float radius_x,
float radius_y
);
// 填充矩形
void FillRect(
const Rect& rect
);
// 填充圆角矩形
void FillRoundedRect(
const Rect& rect,
float radius_x,
float radius_y
);
protected:
E2D_DISABLE_COPY(Canvas);
protected:
float stroke_width_;
Stroke stroke_;
ID2D1RenderTarget * render_target_;
ID2D1SolidColorBrush * fill_brush_;
ID2D1SolidColorBrush * line_brush_;
ID2D1StrokeStyle * stroke_style_;
};
}

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#pragma once
#include "e2dutil.h"
#include "e2dimpl.h"
namespace e2d
{
// 随机数产生器
class Random
{
public:
// 取得范围内的一个整型随机数
template<typename T>
static inline T Range(T min, T max)
{
return e2d::Random::RandomInt(min, max);
}
// 取得范围内的一个浮点数随机数
static inline float Range(float min, float max)
{
return e2d::Random::RandomReal(min, max);
}
// 取得范围内的一个浮点数随机数
static inline double Range(double min, double max)
{
return e2d::Random::RandomReal(min, max);
}
private:
template<typename T>
static T RandomInt(T min, T max)
{
std::uniform_int_distribution<T> dist(min, max);
return dist(Random::GetEngine());
}
template<typename T>
static T RandomReal(T min, T max)
{
std::uniform_real_distribution<T> dist(min, max);
return dist(Random::GetEngine());
}
// 获取随机数产生器
static std::default_random_engine &GetEngine();
};
// 音乐
class Music :
public Ref
{
friend class VoiceCallback;
public:
Music();
explicit Music(
const e2d::String& file_path /* 音乐文件路径 */
);
explicit Music(
const Resource& res /* 音乐资源 */
);
virtual ~Music();
// 打开音乐文件
bool Open(
const e2d::String& file_path /* 音乐文件路径 */
);
// 打开音乐资源
bool Open(
const Resource& res
);
// 播放
bool Play(
int loopCount = 0
);
// 暂停
void Pause();
// 继续
void Resume();
// 停止
void Stop();
// 关闭并回收资源
void Close();
// 是否正在播放
bool IsPlaying() const;
// 设置音量
bool SetVolume(
float volume
);
// 设置播放结束时的执行函数
void SetCallbackOnEnd(
const Function& func
);
// 设置循环播放中每一次播放结束时的执行函数
void SetCallbackOnLoopEnd(
const Function& func
);
// 获取 IXAudio2SourceVoice 对象
IXAudio2SourceVoice * GetSourceVoice() const;
protected:
bool _readMMIO();
bool _resetFile();
bool _read(
BYTE* buffer,
DWORD size_to_read
);
bool _findMediaFileCch(
wchar_t* dest_path,
int cch_dest,
const wchar_t * file_name
);
protected:
bool opened_;
DWORD size_;
CHAR* buffer_;
BYTE* wave_data_;
HMMIO hmmio_;
MMCKINFO ck_;
MMCKINFO ck_riff_;
WAVEFORMATEX* wfx_;
VoiceCallback callback_;
IXAudio2SourceVoice* voice_;
};
// 音乐播放器
class Player
{
public:
// 获取播放器实例
static Player * GetInstance();
// 销毁实例
static void DestroyInstance();
// 预加载音乐资源
bool Preload(
const String& file_path /* 音乐文件路径 */
);
// 播放音乐
bool Play(
const String& file_path, /* 音乐文件路径 */
int loop_count = 0 /* 重复播放次数,设置 -1 为循环播放 */
);
// 暂停音乐
void Pause(
const String& file_path /* 音乐文件路径 */
);
// 继续播放音乐
void Resume(
const String& file_path /* 音乐文件路径 */
);
// 停止音乐
void Stop(
const String& file_path /* 音乐文件路径 */
);
// 获取音乐播放状态
bool IsPlaying(
const String& file_path /* 音乐文件路径 */
);
// 预加载音乐资源
bool Preload(
const Resource& res /* 音乐资源 */
);
// 播放音乐
bool Play(
const Resource& res, /* 音乐资源 */
int loop_count = 0 /* 重复播放次数,设置 -1 为循环播放 */
);
// 暂停音乐
void Pause(
const Resource& res /* 音乐资源 */
);
// 继续播放音乐
void Resume(
const Resource& res /* 音乐资源 */
);
// 停止音乐
void Stop(
const Resource& res /* 音乐资源 */
);
// 获取音乐播放状态
bool IsPlaying(
const Resource& res /* 音乐资源 */
);
// 获取音量
float GetVolume();
// 设置音量
void SetVolume(
float volume /* 音量范围为 -224 ~ 2240 是静音1 是正常音量 */
);
// 暂停所有音乐
void PauseAll();
// 继续播放所有音乐
void ResumeAll();
// 停止所有音乐
void StopAll();
// 清空音乐缓存
void ClearCache();
protected:
Player();
~Player();
E2D_DISABLE_COPY(Player);
protected:
float volume_;
std::map<size_t, Music*> musics_;
static Player * instance_;
};
class Timer;
// 定时任务
class Task :
public Ref
{
friend class Timer;
public:
explicit Task(
const Function& func, /* 执行函数 */
const String& name = L"" /* 任务名称 */
);
explicit Task(
const Function& func, /* 执行函数 */
float delay, /* 时间间隔(秒) */
int times = -1, /* 执行次数(设 -1 为永久执行) */
const String& name = L"" /* 任务名称 */
);
// 启动任务
void Start();
// 停止任务
void Stop();
// 任务是否正在执行
bool IsRunning() const;
// 获取任务名称
const String& GetName() const;
protected:
// 执行任务
void Update();
// 任务是否就绪
bool IsReady() const;
protected:
bool running_;
bool stopped_;
int run_times_;
int total_times_;
String name_;
Duration delay_;
Time last_time_;
Function callback_;
};
// 定时器
class Timer
{
public:
// 获取定时器实例
static Timer * GetInstance();
// 添加任务
void AddTask(
Task * task
);
// 启动任务
void StartTasks(
const String& task_name
);
// 停止任务
void StopTasks(
const String& task_name
);
// 移除任务
void RemoveTasks(
const String& task_name
);
// 启动所有任务
void StartAllTasks();
// 停止所有任务
void StopAllTasks();
// 移除所有任务
void RemoveAllTasks();
// 更新定时器
void Update();
// 刷新所有任务计时
void UpdateTime();
private:
Timer();
~Timer();
E2D_DISABLE_COPY(Timer);
private:
std::vector<Task*> tasks_;
};
// 数据管理工具
class Data
{
public:
Data(
const String& key, /* 键值 */
const String& field = L"Defalut" /* 字段名称 */
);
// 该数据是否存在
bool Exists() const;
// 保存 int 类型的值
bool SaveInt(
int value
);
// 保存 float 类型的值
bool SaveFloat(
float value
);
// 保存 double 类型的值
bool SaveDouble(
double value
);
// 保存 bool 类型的值
bool SaveBool(
bool value
);
// 保存 String 类型的值
bool SaveString(
const String& value
);
// 获取 int 类型的值
int GetInt() const;
// 获取 float 类型的值
float GetFloat() const;
// 获取 double 类型的值
double GetDouble() const;
// 获取 bool 类型的值
bool GetBool() const;
// 获取 字符串 类型的值
String GetString();
protected:
String key_;
String field_;
const String& data_path_;
};
// 文件
class File
{
public:
File();
File(
const String& file_name
);
virtual ~File();
// 打开文件
bool Open(
const String& file_name
);
// 文件或文件夹是否存在
bool Exists() const;
// 是否是文件夹
bool IsFolder() const;
// 删除文件
bool Delete();
// 获取文件路径
const String& GetPath() const;
// 获取文件扩展名
String GetExtension() const;
// 释放资源到临时文件目录
static File Extract(
int resource_name, /* 资源名称 */
const String& resource_type, /* 资源类型 */
const String& dest_file_name /* 目标文件名 */
);
// 添加文件搜索路径
static void AddSearchPath(
const String& path
);
// 创建文件夹
static bool CreateFolder(
const String& dir_path /* 文件夹路径 */
);
// 弹出打开文件对话框
static File ShowOpenDialog(
const String& title = L"打开", /* 对话框标题 */
const String& filter = L"" /* 筛选扩展名,例如 "*.jpg;*.jpeg" */
);
// 弹出保存文件对话框
static File ShowSaveDialog(
const String& title = L"保存", /* 对话框标题 */
const String& def_file = L"", /* 默认保存的文件名 */
const String& def_ext = L"" /* 默认追加的扩展名,例如 "txt" */
);
protected:
DWORD attributes_;
String file_path_;
static std::list<String> search_paths_;
};
// 路径
class Path
{
friend class Game;
public:
// 获取数据的默认保存路径
static const String& GetDataPath();
// 获取临时文件目录
static const String& GetTemporaryPath();
// 获取 LocalAppData 目录
static const String& GetLocalAppDataPath();
// 获取当前程序的运行路径
static const String& GetExeFilePath();
};
}

View File

@ -1,5 +1,5 @@
#pragma once
#include "e2dcommon.h"
#include "e2dutil.h"
namespace e2d
{

File diff suppressed because it is too large Load Diff

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@ -18,10 +18,11 @@
#include "e2dmacros.h"
#include "e2dcommon.h"
#include "e2dmanager.h"
#include "e2dcomponent.h"
#include "e2dutil.h"
#include "e2dmanager.h"
#include "e2dnode.h"
#include "e2dcomponent.h"
#include "e2dtool.h"
#include "e2daction.h"
#include "e2dtransition.h"
#include "e2dmodule.h"

View File

@ -19,17 +19,17 @@
</ProjectConfiguration>
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<ClInclude Include="..\..\core\e2dcustom.h" />
<ClInclude Include="..\..\core\e2dcomponent.h" />
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<ClInclude Include="..\..\core\e2dnode.h" />
<ClInclude Include="..\..\core\e2dtool.h" />
<ClInclude Include="..\..\core\e2dutil.h" />
<ClInclude Include="..\..\core\e2dtransition.h" />
<ClInclude Include="..\..\core\easy2d.h" />
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<ItemGroup>
<ClCompile Include="..\..\core\Action\Action.cpp" />

View File

@ -30,17 +30,17 @@
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<ClInclude Include="..\..\core\easy2d.h" />
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<ClInclude Include="..\..\core\e2devent.h" />
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<ClInclude Include="..\..\core\e2dnode.h" />
<ClInclude Include="..\..\core\e2dtool.h" />
<ClInclude Include="..\..\core\e2dtransition.h" />
<ClInclude Include="..\..\core\easy2d.h" />
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<ClInclude Include="..\..\core\e2dmodule.h" />
<ClInclude Include="..\..\core\e2dcomponent.h" />
<ClInclude Include="..\..\core\e2dimpl.h" />
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<ClCompile Include="..\..\core\Action\Action.cpp">

View File

@ -163,17 +163,17 @@
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<ItemGroup>
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<ClInclude Include="..\..\core\e2dcustom.h" />
<ClInclude Include="..\..\core\e2dcomponent.h" />
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<ClInclude Include="..\..\core\e2dmodule.h" />
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<ClInclude Include="..\..\core\e2dtransition.h" />
<ClInclude Include="..\..\core\easy2d.h" />
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<ItemGroup>
<ClCompile Include="..\..\core\Action\Action.cpp" />

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@ -30,17 +30,17 @@
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<ClInclude Include="..\..\core\e2dcustom.h" />
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<ClInclude Include="..\..\core\e2dnode.h" />
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<ClInclude Include="..\..\core\easy2d.h" />
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<ClCompile Include="..\..\core\Action\Action.cpp">

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@ -236,6 +236,9 @@
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<ClCompile Include="..\..\core\Custom\Exception.cpp" />
<ClCompile Include="..\..\core\Custom\SystemException.cpp" />
<ClCompile Include="..\..\core\Custom\TextRenderer.cpp" />
@ -244,11 +247,8 @@
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<ClCompile Include="..\..\core\Event\MouseEvent.cpp" />
<ClCompile Include="..\..\core\Manager\CollisionManager.cpp" />
<ClCompile Include="..\..\core\Node\Button.cpp" />
<ClCompile Include="..\..\core\Node\Canvas.cpp" />
<ClCompile Include="..\..\core\Node\Scene.cpp" />
<ClCompile Include="..\..\core\Node\ToggleButton.cpp" />
<ClCompile Include="..\..\core\Node\Menu.cpp" />
<ClCompile Include="..\..\core\Node\Node.cpp" />
<ClCompile Include="..\..\core\Node\Sprite.cpp" />
<ClCompile Include="..\..\core\Node\Text.cpp" />
@ -267,16 +267,17 @@
<ClCompile Include="..\..\core\Transition\MoveTransition.cpp" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@ -28,6 +28,9 @@
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<UniqueIdentifier>{6c9657de-02d5-4d3b-9e1d-bc921eb5aea3}</UniqueIdentifier>
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