移除SceneManager
This commit is contained in:
parent
233432fe39
commit
99f9daa627
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@ -42,7 +42,6 @@ e2d::GC::~GC()
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// 删除所有单例
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Timer::destroyInstance();
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SceneManager::destroyInstance();
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ActionManager::destroyInstance();
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CollisionManager::destroyInstance();
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}
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@ -72,7 +71,7 @@ void e2d::GC::clear()
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{
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_cleanup = true;
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SceneManager::getInstance()->clear();
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Game::getInstance()->clearAllScenes();
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Timer::getInstance()->clearAllTasks();
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ActionManager::getInstance()->clearAll();
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@ -1,4 +1,6 @@
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#include "..\e2dbase.h"
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#include "..\e2dnode.h"
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#include "..\e2dtransition.h"
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#include "..\e2dmanager.h"
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#include "..\e2dtool.h"
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#include <thread>
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@ -11,6 +13,10 @@ e2d::Game::Game()
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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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, _scenes()
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{
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CoInitialize(nullptr);
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@ -49,7 +55,7 @@ void e2d::Game::start()
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::ShowWindow(hWnd, SW_SHOWNORMAL);
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::UpdateWindow(hWnd);
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_window->poll();
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SceneManager::getInstance()->update();
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updateScene();
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while (!_quit)
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{
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@ -62,8 +68,8 @@ void e2d::Game::start()
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_input->update();
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Timer::getInstance()->update();
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ActionManager::getInstance()->update();
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SceneManager::getInstance()->update();
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_renderer->render();
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updateScene();
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drawScene();
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_window->poll();
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GC::getInstance()->flush();
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}
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@ -123,8 +129,183 @@ void e2d::Game::quit()
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_quit = true;
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}
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void e2d::Game::cleanup()
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void e2d::Game::pushScene(Scene * scene, bool saveCurrentScene)
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{
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GC::getInstance()->clear();
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Image::clearCache();
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if (!scene)
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return;
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// 保存下一场景的指针
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if (_nextScene) _nextScene->release();
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_nextScene = scene;
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_nextScene->retain();
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if (saveCurrentScene && _currScene)
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{
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_scenes.push(_currScene);
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}
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}
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void e2d::Game::pushScene(Transition * transition, bool saveCurrentScene)
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{
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if (!transition)
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return;
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pushScene(transition->_inScene, saveCurrentScene);
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if (_transition)
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{
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_transition->_stop();
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_transition->release();
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}
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_transition = transition;
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_transition->retain();
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// 初始化场景切换动画
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if (!_transition->_init(_currScene))
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{
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WARN("Transition initialize failed!");
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_transition->release();
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_transition = nullptr;
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}
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}
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e2d::Scene* e2d::Game::popScene()
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{
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// 栈为空时,调用返回场景函数失败
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if (_scenes.size() == 0)
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{
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WARN("Scene stack is empty!");
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return nullptr;
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}
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_nextScene = _scenes.top();
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_nextScene->release();
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_scenes.pop();
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return _nextScene;
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}
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e2d::Scene * e2d::Game::popScene(Transition * transition)
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{
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if (!transition)
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return nullptr;
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auto scene = popScene();
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if (scene)
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{
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if (_transition)
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{
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_transition->_stop();
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_transition->release();
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}
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_transition = transition;
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_transition->retain();
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_transition->_inScene = scene;
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_transition->_inScene->retain();
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// 初始化场景切换动画
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if (!_transition->_init(_currScene))
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{
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WARN("Transition initialize failed!");
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_transition->release();
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_transition = nullptr;
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}
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}
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return scene;
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}
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void e2d::Game::clearAllScenes()
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{
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while (!_scenes.empty())
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{
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_scenes.top()->release();
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_scenes.pop();
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}
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}
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e2d::Scene * e2d::Game::getCurrentScene()
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{
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return _currScene;
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}
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const std::stack<e2d::Scene*>& e2d::Game::getSceneStack()
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{
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return _scenes;
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}
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bool e2d::Game::isTransitioning() const
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{
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return _transition != nullptr;
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}
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void e2d::Game::updateScene()
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{
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if (_transition)
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{
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_transition->_update();
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if (_transition->isDone())
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{
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_transition->release();
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_transition = nullptr;
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}
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else
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{
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return;
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}
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}
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if (_nextScene)
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{
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if (_currScene)
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{
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_currScene->onExit();
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if (_scenes.empty() || _scenes.top() != _currScene)
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{
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_currScene->release();
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}
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}
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_nextScene->onEnter();
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_currScene = _nextScene;
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_nextScene = nullptr;
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}
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}
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void e2d::Game::drawScene()
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{
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// 渲染画面
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_renderer->beginDraw();
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{
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if (_transition)
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{
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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(_renderer);
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if (_config.isOutlineVisible())
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{
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auto brush = _renderer->getSolidColorBrush();
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brush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
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brush->SetOpacity(1.f);
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_currScene->drawOutline(_renderer);
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}
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if (_config.isColliderVisible())
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{
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_renderer->getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
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_currScene->drawCollider();
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}
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}
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if (_config.isFpsShow())
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{
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_renderer->drawFps();
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}
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}
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_renderer->endDraw();
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}
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@ -112,22 +112,16 @@ void e2d::Renderer::init(Window * window)
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);
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}
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void e2d::Renderer::render()
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void e2d::Renderer::beginDraw()
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{
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// 开始渲染
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_renderTarget->BeginDraw();
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// 使用背景色清空屏幕
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_renderTarget->Clear(_clearColor);
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}
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// äÖȾ³¡¾°
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SceneManager::getInstance()->render();
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// äÖȾ FPS
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if (Game::getInstance()->getConfig().isFpsShow())
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{
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_renderFps();
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}
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void e2d::Renderer::endDraw()
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{
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// 终止渲染
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HRESULT hr = _renderTarget->EndDraw();
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@ -150,7 +144,7 @@ void e2d::Renderer::render()
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}
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}
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void e2d::Renderer::_renderFps()
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void e2d::Renderer::drawFps()
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{
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int duration = (Time::now() - _lastRenderTime).milliseconds();
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@ -50,7 +50,7 @@ e2d::Window::Window(const String & title, int width, int height, int iconID)
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Rect clientRect = __adjustWindow(_width, _height);
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// 创建窗口
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HWND hWnd = ::CreateWindowEx(
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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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@ -65,7 +65,7 @@ e2d::Window::Window(const String & title, int width, int height, int iconID)
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this
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);
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if (hWnd)
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if (_hWnd)
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{
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// 禁用输入法
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setTypewritingEnabled(false);
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@ -77,7 +77,7 @@ e2d::Window::Window(const String & title, int width, int height, int iconID)
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::RemoveMenu(hmenu, SC_CLOSE, MF_BYCOMMAND);
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}
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// 获取 DPI
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_dpi = static_cast<float>(::GetDpiForWindow(hWnd));
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_dpi = static_cast<float>(::GetDpiForWindow(_hWnd));
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}
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else
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{
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@ -409,7 +409,14 @@ LRESULT e2d::Window::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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case WM_MOUSEMOVE:
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case WM_MOUSEWHEEL:
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{
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SceneManager::getInstance()->dispatch(MouseEvent(hWnd, uMsg, wParam, lParam, window->_dpi));
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auto game = Game::getInstance();
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if (game->isTransitioning())
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break;
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if (game->getCurrentScene())
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{
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game->getCurrentScene()->dispatch(MouseEvent(hWnd, uMsg, wParam, lParam, window->_dpi), false);
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}
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}
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result = 0;
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hasHandled = true;
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@ -419,7 +426,14 @@ LRESULT e2d::Window::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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case WM_KEYDOWN:
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case WM_KEYUP:
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{
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SceneManager::getInstance()->dispatch(KeyEvent(hWnd, uMsg, wParam, lParam));
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auto game = Game::getInstance();
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if (game->isTransitioning())
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break;
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if (game->getCurrentScene())
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{
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game->getCurrentScene()->dispatch(KeyEvent(hWnd, uMsg, wParam, lParam), false);
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}
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}
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result = 0;
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hasHandled = true;
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@ -469,8 +483,7 @@ LRESULT e2d::Window::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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// 重绘窗口
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case WM_PAINT:
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{
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auto renderer = Game::getInstance()->getRenderer();
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renderer->render();
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Game::getInstance()->drawScene();
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ValidateRect(hWnd, nullptr);
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}
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result = 0;
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@ -480,10 +493,11 @@ LRESULT e2d::Window::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
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// 窗口关闭消息
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case WM_CLOSE:
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{
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e2d::Scene * pCurrentScene = e2d::SceneManager::getInstance()->getCurrentScene();
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if (!pCurrentScene || pCurrentScene->onCloseWindow())
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auto game = Game::getInstance();
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auto currScene = game->getCurrentScene();
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if (!currScene || currScene->onCloseWindow())
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{
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e2d::Game::getInstance()->quit();
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game->quit();
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}
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}
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result = 0;
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@ -45,9 +45,10 @@ void e2d::CollisionManager::__removeCollider(Collider * collider)
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void e2d::CollisionManager::__updateCollider(Collider* collider)
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{
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if (Game::getInstance()->isPaused() ||
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!Game::getInstance()->getConfig().isCollisionEnabled() ||
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SceneManager::getInstance()->isTransitioning())
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auto game = Game::getInstance();
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if (game->isPaused() ||
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!game->getConfig().isCollisionEnabled() ||
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game->isTransitioning())
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return;
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std::vector<Collider*> currColliders;
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@ -1,230 +0,0 @@
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#include "..\e2dmanager.h"
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#include "..\e2devent.h"
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#include "..\e2dnode.h"
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#include "..\e2dtransition.h"
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e2d::SceneManager * e2d::SceneManager::_instance = nullptr;
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e2d::SceneManager * e2d::SceneManager::getInstance()
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{
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if (!_instance)
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_instance = new (std::nothrow) SceneManager;
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return _instance;
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}
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void e2d::SceneManager::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::SceneManager::SceneManager()
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: _currScene(nullptr)
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, _nextScene(nullptr)
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, _transition(nullptr)
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, _scenes()
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{
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}
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e2d::SceneManager::~SceneManager()
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{
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}
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void e2d::SceneManager::push(Scene * scene, bool saveCurrentScene)
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{
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if (!scene)
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return;
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// 保存下一场景的指针
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if (_nextScene) _nextScene->release();
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_nextScene = scene;
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_nextScene->retain();
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if (saveCurrentScene && _currScene)
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{
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_scenes.push(_currScene);
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}
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}
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void e2d::SceneManager::push(Transition * transition, bool saveCurrentScene)
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{
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if (!transition)
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return;
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SceneManager::push(transition->_inScene, saveCurrentScene);
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if (_transition)
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{
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_transition->_stop();
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_transition->release();
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}
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_transition = transition;
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_transition->retain();
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// 初始化场景切换动画
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if (!_transition->_init(_currScene))
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{
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WARN("Transition initialize failed!");
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_transition->release();
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_transition = nullptr;
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}
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}
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e2d::Scene* e2d::SceneManager::pop()
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{
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// 栈为空时,调用返回场景函数失败
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if (_scenes.size() == 0)
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{
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WARN("Scene stack is empty!");
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return nullptr;
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}
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_nextScene = _scenes.top();
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_nextScene->release();
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_scenes.pop();
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return _nextScene;
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}
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e2d::Scene * e2d::SceneManager::pop(Transition * transition)
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{
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if (!transition)
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return nullptr;
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auto scene = SceneManager::pop();
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if (scene)
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{
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if (_transition)
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{
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_transition->_stop();
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_transition->release();
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}
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_transition = transition;
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_transition->retain();
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_transition->_inScene = scene;
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_transition->_inScene->retain();
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// 初始化场景切换动画
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if (!_transition->_init(_currScene))
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{
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WARN("Transition initialize failed!");
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_transition->release();
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_transition = nullptr;
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}
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}
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return scene;
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}
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void e2d::SceneManager::clear()
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{
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while (!_scenes.empty())
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{
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_scenes.top()->release();
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_scenes.pop();
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}
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}
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e2d::Scene * e2d::SceneManager::getCurrentScene()
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{
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return _currScene;
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}
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const std::stack<e2d::Scene*>& e2d::SceneManager::getSceneStack()
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{
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return _scenes;
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}
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bool e2d::SceneManager::isTransitioning()
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{
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return _transition != nullptr;
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}
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void e2d::SceneManager::update()
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{
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if (_transition)
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{
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_transition->_update();
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if (_transition->isDone())
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{
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_transition->release();
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_transition = nullptr;
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}
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else
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{
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return;
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}
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}
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if (_nextScene)
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{
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if (_currScene)
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{
|
||||
_currScene->onExit();
|
||||
if (_scenes.empty() || _scenes.top() != _currScene)
|
||||
{
|
||||
_currScene->release();
|
||||
}
|
||||
}
|
||||
|
||||
_nextScene->onEnter();
|
||||
|
||||
_currScene = _nextScene;
|
||||
_nextScene = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::SceneManager::render()
|
||||
{
|
||||
if (_transition)
|
||||
{
|
||||
_transition->_render();
|
||||
}
|
||||
else if (_currScene)
|
||||
{
|
||||
auto renderer = Game::getInstance()->getRenderer();
|
||||
_currScene->visit(renderer);
|
||||
|
||||
auto& config = Game::getInstance()->getConfig();
|
||||
if (config.isOutlineVisible())
|
||||
{
|
||||
auto brush = renderer->getSolidColorBrush();
|
||||
brush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
|
||||
brush->SetOpacity(1.f);
|
||||
_currScene->drawOutline(renderer);
|
||||
}
|
||||
if (config.isColliderVisible())
|
||||
{
|
||||
renderer->getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
|
||||
_currScene->drawCollider();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::SceneManager::dispatch(const MouseEvent & e)
|
||||
{
|
||||
if (_transition != nullptr)
|
||||
return;
|
||||
|
||||
if (_currScene)
|
||||
{
|
||||
_currScene->dispatch(e, false);
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::SceneManager::dispatch(const KeyEvent & e)
|
||||
{
|
||||
if (_transition != nullptr)
|
||||
return;
|
||||
|
||||
if (_currScene)
|
||||
{
|
||||
_currScene->dispatch(e, false);
|
||||
}
|
||||
}
|
||||
|
|
@ -265,9 +265,6 @@ public:
|
|||
Color color
|
||||
);
|
||||
|
||||
// 渲染游戏画面
|
||||
void render();
|
||||
|
||||
// 获取文字渲染器
|
||||
TextRenderer * getTextRenderer() const { return _textRenderer; }
|
||||
|
||||
|
|
@ -300,9 +297,14 @@ public:
|
|||
Window * window
|
||||
);
|
||||
|
||||
private:
|
||||
// 开始渲染
|
||||
void beginDraw();
|
||||
|
||||
// 结束渲染
|
||||
void endDraw();
|
||||
|
||||
// 渲染 FPS
|
||||
void _renderFps();
|
||||
void drawFps();
|
||||
|
||||
private:
|
||||
int _renderTimes;
|
||||
|
|
@ -322,6 +324,9 @@ private:
|
|||
};
|
||||
|
||||
|
||||
class Scene;
|
||||
class Transition;
|
||||
|
||||
// 游戏
|
||||
class Game
|
||||
{
|
||||
|
|
@ -329,6 +334,28 @@ public:
|
|||
// 获取 Game 实例
|
||||
static Game * getInstance();
|
||||
|
||||
// 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; }
|
||||
|
||||
// 获取游戏配置
|
||||
const Config& getConfig() const;
|
||||
|
||||
// 设置窗体
|
||||
void setWindow(
|
||||
Window * window
|
||||
);
|
||||
|
||||
// 修改游戏配置
|
||||
void setConfig(
|
||||
const Config& config
|
||||
);
|
||||
|
||||
// 启动游戏
|
||||
void start();
|
||||
|
||||
|
|
@ -341,33 +368,46 @@ public:
|
|||
// 结束游戏
|
||||
void quit();
|
||||
|
||||
// 清理资源
|
||||
void cleanup();
|
||||
|
||||
// 游戏是否暂停
|
||||
bool isPaused();
|
||||
|
||||
// 修改游戏配置
|
||||
void setConfig(
|
||||
const Config& config
|
||||
// 场景入栈
|
||||
void pushScene(
|
||||
Scene * scene, /* 下一个场景的指针 */
|
||||
bool saveCurrentScene = true /* 是否保存当前场景 */
|
||||
);
|
||||
|
||||
// 获取游戏配置
|
||||
const Config& getConfig() const;
|
||||
|
||||
// 设置窗体
|
||||
void setWindow(
|
||||
Window * window
|
||||
// 场景入栈
|
||||
void pushScene(
|
||||
Transition * transition, /* 场景动画 */
|
||||
bool saveCurrentScene = true /* 是否保存当前场景 */
|
||||
);
|
||||
|
||||
// 获取窗体
|
||||
Window * getWindow() const { return _window; }
|
||||
// 场景出栈
|
||||
Scene* popScene();
|
||||
|
||||
// 获取输入设备
|
||||
Input * getInput() const { return _input; }
|
||||
// 场景出栈
|
||||
Scene* popScene(
|
||||
Transition * transition /* 场景动画 */
|
||||
);
|
||||
|
||||
// 获取图形设备
|
||||
Renderer * getRenderer() const { return _renderer; }
|
||||
// 清空保存的所有场景
|
||||
void clearAllScenes();
|
||||
|
||||
// 获取当前场景
|
||||
Scene * getCurrentScene();
|
||||
|
||||
// 获取场景栈
|
||||
const std::stack<Scene*>& getSceneStack();
|
||||
|
||||
// 是否正在进行场景动画
|
||||
bool isTransitioning() const;
|
||||
|
||||
// 更新场景内容
|
||||
void updateScene();
|
||||
|
||||
// 渲染场景画面
|
||||
void drawScene();
|
||||
|
||||
protected:
|
||||
Game();
|
||||
|
|
@ -380,10 +420,13 @@ private:
|
|||
bool _quit;
|
||||
bool _paused;
|
||||
Config _config;
|
||||
Window * _window;
|
||||
Input * _input;
|
||||
Renderer * _renderer;
|
||||
|
||||
Window* _window;
|
||||
Input* _input;
|
||||
Renderer* _renderer;
|
||||
Scene* _currScene;
|
||||
Scene* _nextScene;
|
||||
Transition* _transition;
|
||||
std::stack<Scene*> _scenes;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -7,87 +7,7 @@ namespace e2d
|
|||
|
||||
|
||||
class Node;
|
||||
class Scene;
|
||||
class Action;
|
||||
class KeyEvent;
|
||||
class MouseEvent;
|
||||
class Transition;
|
||||
|
||||
|
||||
// 场景管理器
|
||||
class SceneManager
|
||||
{
|
||||
public:
|
||||
// 获取场景管理器实例
|
||||
static SceneManager * getInstance();
|
||||
|
||||
// 销毁实例
|
||||
static void destroyInstance();
|
||||
|
||||
// 场景入栈
|
||||
void push(
|
||||
Scene * scene, /* 下一个场景的指针 */
|
||||
bool saveCurrentScene = true /* 是否保存当前场景 */
|
||||
);
|
||||
|
||||
// 场景入栈
|
||||
void push(
|
||||
Transition * transition, /* 场景动画 */
|
||||
bool saveCurrentScene = true /* 是否保存当前场景 */
|
||||
);
|
||||
|
||||
// 场景出栈
|
||||
Scene* pop();
|
||||
|
||||
// 场景出栈
|
||||
Scene* pop(
|
||||
Transition * transition /* 场景动画 */
|
||||
);
|
||||
|
||||
// 清空保存的所有场景
|
||||
void clear();
|
||||
|
||||
// 获取当前场景
|
||||
Scene * getCurrentScene();
|
||||
|
||||
// 获取场景栈
|
||||
const std::stack<Scene*>& getSceneStack();
|
||||
|
||||
// 是否正在进行转场动作
|
||||
bool isTransitioning();
|
||||
|
||||
// 更新场景内容
|
||||
void update();
|
||||
|
||||
// 渲染场景画面
|
||||
void render();
|
||||
|
||||
// 分发鼠标消息
|
||||
void dispatch(
|
||||
const MouseEvent& e
|
||||
);
|
||||
|
||||
// 分发按键消息
|
||||
void dispatch(
|
||||
const KeyEvent& e
|
||||
);
|
||||
|
||||
private:
|
||||
SceneManager();
|
||||
|
||||
~SceneManager();
|
||||
|
||||
E2D_DISABLE_COPY(SceneManager);
|
||||
|
||||
private:
|
||||
Scene * _currScene;
|
||||
Scene * _nextScene;
|
||||
Transition * _transition;
|
||||
std::stack<Scene*> _scenes;
|
||||
|
||||
static SceneManager * _instance;
|
||||
};
|
||||
|
||||
|
||||
// 动作管理器
|
||||
class ActionManager
|
||||
|
|
|
|||
|
|
@ -5,14 +5,14 @@ namespace e2d
|
|||
{
|
||||
|
||||
|
||||
class Game;
|
||||
class Scene;
|
||||
class SceneManager;
|
||||
|
||||
// 场景过渡
|
||||
class Transition :
|
||||
public Ref
|
||||
{
|
||||
friend class SceneManager;
|
||||
friend class Game;
|
||||
|
||||
public:
|
||||
explicit Transition(
|
||||
|
|
|
|||
|
|
@ -79,7 +79,6 @@
|
|||
<ClCompile Include="..\..\core\Event\MouseEvent.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\ActionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\CollisionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\SceneManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Button.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Scene.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Menu.cpp" />
|
||||
|
|
|
|||
|
|
@ -160,9 +160,6 @@
|
|||
<ClCompile Include="..\..\core\Manager\ActionManager.cpp">
|
||||
<Filter>Manager</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Manager\SceneManager.cpp">
|
||||
<Filter>Manager</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Node\Button.cpp">
|
||||
<Filter>Node</Filter>
|
||||
</ClCompile>
|
||||
|
|
|
|||
|
|
@ -223,7 +223,6 @@
|
|||
<ClCompile Include="..\..\core\Event\MouseEvent.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\ActionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\CollisionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\SceneManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Button.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Scene.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Menu.cpp" />
|
||||
|
|
|
|||
|
|
@ -160,9 +160,6 @@
|
|||
<ClCompile Include="..\..\core\Manager\ActionManager.cpp">
|
||||
<Filter>Manager</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Manager\SceneManager.cpp">
|
||||
<Filter>Manager</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Node\Button.cpp">
|
||||
<Filter>Node</Filter>
|
||||
</ClCompile>
|
||||
|
|
|
|||
|
|
@ -243,7 +243,6 @@
|
|||
<ClCompile Include="..\..\core\Event\MouseEvent.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\ActionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\CollisionManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Manager\SceneManager.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Button.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\Scene.cpp" />
|
||||
<ClCompile Include="..\..\core\Node\ToggleButton.cpp" />
|
||||
|
|
|
|||
|
|
@ -69,9 +69,6 @@
|
|||
<ClCompile Include="..\..\core\Base\Window.cpp">
|
||||
<Filter>Base</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Manager\SceneManager.cpp">
|
||||
<Filter>Manager</Filter>
|
||||
</ClCompile>
|
||||
<ClCompile Include="..\..\core\Base\Renderer.cpp">
|
||||
<Filter>Base</Filter>
|
||||
</ClCompile>
|
||||
|
|
|
|||
Loading…
Reference in New Issue