细节调整
This commit is contained in:
parent
718b1b1a1a
commit
a18ff4295d
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@ -75,19 +75,19 @@ e2d::ActionLoop * e2d::Action::Loop(ActionBase * action, int times)
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return new (std::nothrow) ActionLoop(action, times);
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}
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e2d::ActionFunc * e2d::Action::Func(Function func)
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e2d::ActionFunc * e2d::Action::Func(const Function& func)
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{
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return new (std::nothrow) ActionFunc(func);
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}
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#ifdef HIGHER_THAN_VS2012
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e2d::ActionSequence * e2d::Action::Sequence(const InitList<ActionBase*>& vActions)
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e2d::ActionSequence * e2d::Action::Sequence(const std::initializer_list<ActionBase*>& vActions)
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{
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return new (std::nothrow) ActionSequence(vActions);
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}
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e2d::Animation * e2d::Action::Animation(double interval, const InitList<Image*>& vFrames)
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e2d::Animation * e2d::Action::Animation(double interval, const std::initializer_list<Image*>& vFrames)
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{
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return new (std::nothrow) e2d::Animation(interval, vFrames);
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}
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@ -21,17 +21,17 @@ bool e2d::ActionBase::isRunning()
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return m_bRunning;
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}
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bool e2d::ActionBase::_isEnding()
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bool e2d::ActionBase::_isDone()
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{
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return m_bEnding;
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}
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void e2d::ActionBase::setTarget(Node* pTarget)
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void e2d::ActionBase::startWithTarget(Node* target)
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{
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if (pTarget)
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if (target)
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{
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m_bRunning = true;
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m_pTarget = pTarget;
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m_pTarget = target;
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this->reset();
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}
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}
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@ -1,6 +1,6 @@
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#include "..\e2daction.h"
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e2d::ActionFunc::ActionFunc(Function func) :
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e2d::ActionFunc::ActionFunc(const Function& func) :
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m_Callback(func)
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{
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}
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@ -38,7 +38,7 @@ void e2d::ActionLoop::_update()
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m_pAction->_update();
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if (m_pAction->_isEnding())
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if (m_pAction->_isDone())
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{
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m_nTimes++;
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@ -6,7 +6,7 @@ e2d::ActionSequence::ActionSequence()
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}
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#ifdef HIGHER_THAN_VS2012
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e2d::ActionSequence::ActionSequence(const InitList<ActionBase*>& vActions)
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e2d::ActionSequence::ActionSequence(const std::initializer_list<ActionBase*>& vActions)
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: m_nActionIndex(0)
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{
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this->add(vActions);
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@ -62,7 +62,7 @@ void e2d::ActionSequence::_update()
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auto &action = m_vActions[m_nActionIndex];
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action->_update();
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if (action->_isEnding())
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if (action->_isDone())
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{
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m_nActionIndex++;
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if (m_nActionIndex == m_vActions.size())
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@ -104,7 +104,7 @@ void e2d::ActionSequence::add(ActionBase * action)
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}
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#ifdef HIGHER_THAN_VS2012
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void e2d::ActionSequence::add(const InitList<ActionBase*>& vActions)
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void e2d::ActionSequence::add(const std::initializer_list<ActionBase*>& vActions)
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{
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for (const auto &action : vActions)
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{
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@ -45,11 +45,11 @@ void e2d::ActionTwo::_update()
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{
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ActionBase::_update();
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if (!m_pFirstAction->_isEnding())
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if (!m_pFirstAction->_isDone())
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{
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m_pFirstAction->_update();
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if (!m_bAtSameTime && m_pFirstAction->_isEnding())
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if (!m_bAtSameTime && m_pFirstAction->_isDone())
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{
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m_pSecondAction->_init();
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}
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@ -57,17 +57,17 @@ void e2d::ActionTwo::_update()
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if (m_bAtSameTime)
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{
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if (!m_pSecondAction->_isEnding())
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if (!m_pSecondAction->_isDone())
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{
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m_pSecondAction->_update();
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}
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}
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else if (m_pFirstAction->_isEnding())
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else if (m_pFirstAction->_isDone())
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{
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m_pSecondAction->_update();
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}
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if (m_pFirstAction->_isEnding() && m_pSecondAction->_isEnding())
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if (m_pFirstAction->_isDone() && m_pSecondAction->_isDone())
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{
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this->stop();
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}
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@ -14,14 +14,14 @@ e2d::Animation::Animation(double interval)
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#ifdef HIGHER_THAN_VS2012
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e2d::Animation::Animation(const InitList<Image*>& vImages)
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e2d::Animation::Animation(const std::initializer_list<Image*>& vImages)
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: m_nFrameIndex(0)
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, m_fInterval(1)
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{
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this->add(vImages);
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}
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e2d::Animation::Animation(double interval, const InitList<Image*>& vImages)
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e2d::Animation::Animation(double interval, const std::initializer_list<Image*>& vImages)
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: m_nFrameIndex(0)
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, m_fInterval(interval)
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{
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@ -128,7 +128,7 @@ void e2d::Animation::add(Image * frame)
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}
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#ifdef HIGHER_THAN_VS2012
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void e2d::Animation::add(const InitList<Image*>& vImages)
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void e2d::Animation::add(const std::initializer_list<Image*>& vImages)
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{
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for (const auto &image : vImages)
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{
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@ -10,7 +10,6 @@ e2d::Scene::Scene()
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, m_pRoot(new Node())
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{
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m_pRoot->retain();
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m_pRoot->_onEnter();
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m_pRoot->_setParentScene(this);
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}
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@ -53,7 +52,7 @@ void e2d::Scene::add(Node * child, int order /* = 0 */)
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}
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#ifdef HIGHER_THAN_VS2012
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void e2d::Scene::add(const InitList<Node*>& vNodes, int order)
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void e2d::Scene::add(const std::initializer_list<Node*>& vNodes, int order)
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{
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for (const auto &node : vNodes)
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{
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@ -15,7 +15,7 @@ void e2d::ActionManager::__update()
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{
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auto action = s_vRunningActions[i];
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// 获取动作运行状态
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if (action->_isEnding())
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if (action->_isDone())
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{
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// 动作已经结束
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action->release();
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@ -66,7 +66,7 @@ void e2d::ActionManager::__startAction(ActionBase * pAction, Node * pTargetNode)
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if (pAction)
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{
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pAction->setTarget(pTargetNode);
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pAction->startWithTarget(pTargetNode);
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pAction->retain();
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s_vRunningActions.push_back(pAction);
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}
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@ -8,7 +8,7 @@ class Listener
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{
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public:
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Listener(
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e2d::Function func,
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const e2d::Function& func,
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const e2d::String& name,
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bool paused
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)
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@ -59,17 +59,17 @@ void e2d::ColliderManager::__update()
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for (size_t i = 0; i < s_vListeners.size(); i++)
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{
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auto pListener = s_vListeners[i];
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auto listener = s_vListeners[i];
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// 清除已停止的监听器
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if (pListener->stopped)
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if (listener->stopped)
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{
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delete pListener;
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delete listener;
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s_vListeners.erase(s_vListeners.begin() + i);
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}
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else
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{
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// 更新监听器
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pListener->update();
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listener->update();
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++i;
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}
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}
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@ -133,7 +133,7 @@ void e2d::ColliderManager::__updateCollider(e2d::Collider * pActiveCollider)
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s_pPassiveNode = nullptr;
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}
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void e2d::ColliderManager::add(Function func, const String& name, bool paused)
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void e2d::ColliderManager::add(const Function& func, const String& name, bool paused)
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{
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auto listener = new Listener(func, name, paused);
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s_vListeners.push_back(listener);
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@ -141,58 +141,58 @@ void e2d::ColliderManager::add(Function func, const String& name, bool paused)
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void e2d::ColliderManager::pause(const String& name)
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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if (pListener->name == name)
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if (listener->name == name)
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{
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pListener->running = false;
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listener->running = false;
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}
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}
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}
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void e2d::ColliderManager::resume(const String& name)
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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if (pListener->name == name)
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if (listener->name == name)
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{
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pListener->running = true;
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listener->running = true;
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}
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}
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}
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void e2d::ColliderManager::stop(const String& name)
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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if (pListener->name == name)
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if (listener->name == name)
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{
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pListener->stopped = true;
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listener->stopped = true;
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}
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}
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}
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void e2d::ColliderManager::pauseAll()
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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pListener->running = false;
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listener->running = false;
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}
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}
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void e2d::ColliderManager::resumeAll()
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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pListener->running = true;
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listener->running = true;
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}
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}
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void e2d::ColliderManager::stopAll()
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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pListener->stopped = true;
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listener->stopped = true;
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}
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}
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@ -6,7 +6,7 @@ class Listener
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{
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public:
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Listener(
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e2d::Function func,
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const e2d::Function& func,
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const e2d::String& name,
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bool paused
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)
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@ -37,7 +37,7 @@ public:
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static std::vector<Listener*> s_vListeners;
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void e2d::InputManager::add(Function func, const String& name, bool paused)
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void e2d::InputManager::add(const Function& func, const String& name, bool paused)
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{
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auto listener = new Listener(func, name, paused);
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s_vListeners.push_back(listener);
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@ -45,58 +45,58 @@ void e2d::InputManager::add(Function func, const String& name, bool paused)
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void e2d::InputManager::pause(const String& name)
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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if (pListener->name == name)
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if (listener->name == name)
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{
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pListener->running = false;
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listener->running = false;
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}
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}
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}
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void e2d::InputManager::resume(const String& name)
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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if (pListener->name == name)
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if (listener->name == name)
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{
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pListener->running = true;
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listener->running = true;
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}
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}
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}
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void e2d::InputManager::stop(const String& name)
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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if (pListener->name == name)
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if (listener->name == name)
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{
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pListener->stopped = true;
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listener->stopped = true;
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}
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}
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}
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void e2d::InputManager::pauseAll()
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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pListener->running = false;
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listener->running = false;
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}
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}
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void e2d::InputManager::resumeAll()
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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pListener->running = true;
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listener->running = true;
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}
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}
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void e2d::InputManager::stopAll()
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{
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for (auto pListener : s_vListeners)
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for (auto listener : s_vListeners)
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{
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pListener->stopped = true;
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listener->stopped = true;
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}
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}
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@ -107,17 +107,17 @@ void e2d::InputManager::__update()
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for (size_t i = 0; i < s_vListeners.size(); i++)
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{
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auto pListener = s_vListeners[i];
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auto listener = s_vListeners[i];
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// 清除已停止的监听器
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if (pListener->stopped)
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if (listener->stopped)
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{
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delete pListener;
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delete listener;
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s_vListeners.erase(s_vListeners.begin() + i);
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}
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else
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{
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// 更新监听器
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pListener->update();
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listener->update();
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++i;
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}
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}
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@ -102,7 +102,7 @@ void e2d::SceneManager::__update()
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// 更新场景动画
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s_pTransition->_update();
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if (s_pTransition->isEnding())
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if (s_pTransition->isDone())
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{
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s_pTransition->release();
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s_pTransition = nullptr;
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@ -16,7 +16,7 @@ e2d::Button::Button()
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{
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}
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e2d::Button::Button(Node * normal, Function func)
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e2d::Button::Button(Node * normal, const Function& func)
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: m_Callback(nullptr)
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, m_eBtnState(ButtonState::NORMAL)
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, m_bEnable(true)
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@ -30,7 +30,7 @@ e2d::Button::Button(Node * normal, Function func)
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this->setClickFunc(func);
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}
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e2d::Button::Button(Node * normal, Node * selected, Function func)
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e2d::Button::Button(Node * normal, Node * selected, const Function& func)
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: m_Callback(nullptr)
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, m_eBtnState(ButtonState::NORMAL)
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, m_bEnable(true)
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@ -45,7 +45,7 @@ e2d::Button::Button(Node * normal, Node * selected, Function func)
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this->setClickFunc(func);
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}
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e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, Function func)
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e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, const Function& func)
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: m_Callback(nullptr)
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, m_eBtnState(ButtonState::NORMAL)
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, m_bEnable(true)
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@ -61,7 +61,7 @@ e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, Function f
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this->setClickFunc(func);
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}
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e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, Node * disabled, Function func)
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e2d::Button::Button(Node * normal, Node * mouseover, Node * selected, Node * disabled, const Function& func)
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: m_Callback(nullptr)
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, m_eBtnState(ButtonState::NORMAL)
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, m_bEnable(true)
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@ -170,7 +170,7 @@ void e2d::Button::setEnable(bool enable)
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}
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}
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void e2d::Button::setClickFunc(Function func)
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void e2d::Button::setClickFunc(const Function& func)
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{
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WARN_IF(m_pNormal == nullptr, "Button cannot work without anything to show. Please set its normal displayed.");
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@ -14,7 +14,7 @@ e2d::ButtonToggle::ButtonToggle()
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{
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}
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|
||||
e2d::ButtonToggle::ButtonToggle(Node * toggleOnNormal, Node * toggleOffNormal, Function func)
|
||||
e2d::ButtonToggle::ButtonToggle(Node * toggleOnNormal, Node * toggleOffNormal, const Function& func)
|
||||
: Button()
|
||||
, m_bState(true)
|
||||
, m_pNormalOn(nullptr)
|
||||
|
|
@ -31,7 +31,7 @@ e2d::ButtonToggle::ButtonToggle(Node * toggleOnNormal, Node * toggleOffNormal, F
|
|||
this->setClickFunc(func);
|
||||
}
|
||||
|
||||
e2d::ButtonToggle::ButtonToggle(Node * toggleOnNormal, Node * toggleOffNormal, Node * toggleOnSelected, Node * toggleOffSelected, Function func)
|
||||
e2d::ButtonToggle::ButtonToggle(Node * toggleOnNormal, Node * toggleOffNormal, Node * toggleOnSelected, Node * toggleOffSelected, const Function& func)
|
||||
: Button()
|
||||
, m_bState(true)
|
||||
, m_pNormalOn(nullptr)
|
||||
|
|
@ -50,7 +50,7 @@ e2d::ButtonToggle::ButtonToggle(Node * toggleOnNormal, Node * toggleOffNormal, N
|
|||
this->setClickFunc(func);
|
||||
}
|
||||
|
||||
e2d::ButtonToggle::ButtonToggle(Node * toggleOnNormal, Node * toggleOffNormal, Node * toggleOnMouseOver, Node * toggleOffMouseOver, Node * toggleOnSelected, Node * toggleOffSelected, Function func)
|
||||
e2d::ButtonToggle::ButtonToggle(Node * toggleOnNormal, Node * toggleOffNormal, Node * toggleOnMouseOver, Node * toggleOffMouseOver, Node * toggleOnSelected, Node * toggleOffSelected, const Function& func)
|
||||
: Button()
|
||||
, m_bState(true)
|
||||
, m_pNormalOn(nullptr)
|
||||
|
|
@ -71,7 +71,7 @@ e2d::ButtonToggle::ButtonToggle(Node * toggleOnNormal, Node * toggleOffNormal, N
|
|||
this->setClickFunc(func);
|
||||
}
|
||||
|
||||
e2d::ButtonToggle::ButtonToggle(Node * toggleOnNormal, Node * toggleOffNormal, Node * toggleOnMouseOver, Node * toggleOffMouseOver, Node * toggleOnSelected, Node * toggleOffSelected, Node * toggleOnDisabled, Node * toggleOffDisabled, Function func)
|
||||
e2d::ButtonToggle::ButtonToggle(Node * toggleOnNormal, Node * toggleOffNormal, Node * toggleOnMouseOver, Node * toggleOffMouseOver, Node * toggleOnSelected, Node * toggleOffSelected, Node * toggleOnDisabled, Node * toggleOffDisabled, const Function& func)
|
||||
: Button()
|
||||
, m_bState(true)
|
||||
, m_pNormalOn(nullptr)
|
||||
|
|
|
|||
|
|
@ -6,7 +6,7 @@ e2d::Menu::Menu()
|
|||
}
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
e2d::Menu::Menu(const InitList<Button*>& vButtons)
|
||||
e2d::Menu::Menu(const std::initializer_list<Button*>& vButtons)
|
||||
: m_bEnable(true)
|
||||
{
|
||||
for (auto button : vButtons)
|
||||
|
|
|
|||
|
|
@ -27,7 +27,6 @@ e2d::Node::Node()
|
|||
, m_MatriInitial(D2D1::Matrix3x2F::Identity())
|
||||
, m_MatriFinal(D2D1::Matrix3x2F::Identity())
|
||||
, m_bVisiable(true)
|
||||
, m_bDisplayedInScene(false)
|
||||
, m_pCollider(nullptr)
|
||||
, m_pParent(nullptr)
|
||||
, m_pParentScene(nullptr)
|
||||
|
|
@ -174,34 +173,6 @@ void e2d::Node::_drawCollider()
|
|||
}
|
||||
}
|
||||
|
||||
void e2d::Node::_onEnter()
|
||||
{
|
||||
if (!this->m_bDisplayedInScene)
|
||||
{
|
||||
this->m_bDisplayedInScene = true;
|
||||
this->onEnter();
|
||||
|
||||
for (auto child : m_vChildren)
|
||||
{
|
||||
child->_onEnter();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Node::_onExit()
|
||||
{
|
||||
if (this->m_bDisplayedInScene)
|
||||
{
|
||||
this->m_bDisplayedInScene = false;
|
||||
this->onExit();
|
||||
|
||||
for (auto child : m_vChildren)
|
||||
{
|
||||
child->_onExit();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void e2d::Node::_updateSelfTransform()
|
||||
{
|
||||
// 计算中心点坐标
|
||||
|
|
@ -627,7 +598,7 @@ void e2d::Node::addColliableName(const String& collliderName)
|
|||
}
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
void e2d::Node::addColliableName(const InitList<String>& vCollliderName)
|
||||
void e2d::Node::addColliableName(const std::initializer_list<String>& vCollliderName)
|
||||
{
|
||||
for (const auto &name : vCollliderName)
|
||||
{
|
||||
|
|
@ -668,11 +639,6 @@ void e2d::Node::addChild(Node * child, int order /* = 0 */)
|
|||
child->_setParentScene(this->m_pParentScene);
|
||||
}
|
||||
|
||||
if (this->m_bDisplayedInScene)
|
||||
{
|
||||
child->_onEnter();
|
||||
}
|
||||
|
||||
// 更新子节点透明度
|
||||
child->_updateOpacity();
|
||||
// 更新节点转换
|
||||
|
|
@ -683,7 +649,7 @@ void e2d::Node::addChild(Node * child, int order /* = 0 */)
|
|||
}
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
void e2d::Node::addChild(const InitList<Node*>& vNodes, int order)
|
||||
void e2d::Node::addChild(const std::initializer_list<Node*>& vNodes, int order)
|
||||
{
|
||||
for (const auto &node : vNodes)
|
||||
{
|
||||
|
|
@ -774,10 +740,6 @@ bool e2d::Node::removeChild(Node * child)
|
|||
{
|
||||
child->_setParentScene(nullptr);
|
||||
}
|
||||
if (child->m_bDisplayedInScene)
|
||||
{
|
||||
child->_onExit();
|
||||
}
|
||||
|
||||
child->release();
|
||||
return true;
|
||||
|
|
@ -811,10 +773,6 @@ void e2d::Node::removeChildren(const String& childName)
|
|||
{
|
||||
child->_setParentScene(nullptr);
|
||||
}
|
||||
if (child->m_bDisplayedInScene)
|
||||
{
|
||||
child->_onExit();
|
||||
}
|
||||
child->release();
|
||||
}
|
||||
}
|
||||
|
|
@ -825,10 +783,6 @@ void e2d::Node::clearAllChildren()
|
|||
// 所有节点的引用计数减一
|
||||
for (auto child : m_vChildren)
|
||||
{
|
||||
if (child->m_bDisplayedInScene)
|
||||
{
|
||||
child->_onExit();
|
||||
}
|
||||
child->release();
|
||||
}
|
||||
// 清空储存节点的容器
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@ class TimerInfo
|
|||
{
|
||||
public:
|
||||
TimerInfo(
|
||||
e2d::Function func,
|
||||
const e2d::Function& func,
|
||||
const e2d::String& name,
|
||||
double delay,
|
||||
int updateTimes,
|
||||
|
|
@ -65,18 +65,18 @@ public:
|
|||
static std::vector<TimerInfo*> s_vTimers;
|
||||
|
||||
|
||||
void e2d::Timer::start(Function func, double delay, int updateTimes, bool paused, const String& name)
|
||||
void e2d::Timer::start(const Function& func, double delay, int updateTimes, bool paused, const String& name)
|
||||
{
|
||||
auto timer = new TimerInfo(func, name, delay, updateTimes, paused);
|
||||
s_vTimers.push_back(timer);
|
||||
}
|
||||
|
||||
void e2d::Timer::start(Function func, const String& name)
|
||||
void e2d::Timer::start(const Function& func, const String& name)
|
||||
{
|
||||
Timer::start(func, 0, -1, false, name);
|
||||
}
|
||||
|
||||
void e2d::Timer::startOnce(Function func, double timeOut)
|
||||
void e2d::Timer::startOnce(const Function& func, double timeOut)
|
||||
{
|
||||
auto timer = new TimerInfo(func, L"", timeOut, 1, false);
|
||||
s_vTimers.push_back(timer);
|
||||
|
|
|
|||
|
|
@ -22,7 +22,7 @@ e2d::TransitionBase::~TransitionBase()
|
|||
SafeReleaseInterface(&m_pNextLayer);
|
||||
}
|
||||
|
||||
bool e2d::TransitionBase::isEnding()
|
||||
bool e2d::TransitionBase::isDone()
|
||||
{
|
||||
return m_bEnd;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -120,19 +120,19 @@ public:
|
|||
|
||||
// 创建执行函数对象的动作
|
||||
static e2d::ActionFunc* Func(
|
||||
Function func /* 函数对象 */
|
||||
const Function& func /* 函数对象 */
|
||||
);
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
// 创建顺序动作
|
||||
static e2d::ActionSequence* Sequence(
|
||||
const InitList<ActionBase*>& vActions /* 动作数组 */
|
||||
const std::initializer_list<ActionBase*>& vActions /* 动作列表 */
|
||||
);
|
||||
|
||||
// 创建特定帧间隔的帧动画
|
||||
static e2d::Animation* Animation(
|
||||
double interval, /* 帧间隔(秒) */
|
||||
const InitList<Image*>& vFrames /* 关键帧数组 */
|
||||
double interval, /* 帧间隔(秒) */
|
||||
const std::initializer_list<Image*>& vFrames /* 关键帧列表 */
|
||||
);
|
||||
#else
|
||||
// 创建顺序动作
|
||||
|
|
@ -171,8 +171,8 @@ public:
|
|||
virtual bool isRunning();
|
||||
|
||||
// 开始动作
|
||||
virtual void setTarget(
|
||||
Node* pTarget /* 执行该动作的目标 */
|
||||
virtual void startWithTarget(
|
||||
Node* target /* 执行该动作的目标 */
|
||||
);
|
||||
|
||||
// 继续动作
|
||||
|
|
@ -215,7 +215,7 @@ protected:
|
|||
virtual void _update();
|
||||
|
||||
// 获取动作结束状态
|
||||
virtual bool _isEnding();
|
||||
virtual bool _isDone();
|
||||
|
||||
// 重置动画时间
|
||||
virtual void _resetTime();
|
||||
|
|
@ -231,6 +231,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 持续动作
|
||||
class ActionGradual :
|
||||
public ActionBase
|
||||
{
|
||||
|
|
@ -253,6 +254,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 相对位移动画
|
||||
class ActionMoveBy :
|
||||
public ActionGradual
|
||||
{
|
||||
|
|
@ -282,6 +284,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 位移动画
|
||||
class ActionMoveTo :
|
||||
public ActionMoveBy
|
||||
{
|
||||
|
|
@ -304,6 +307,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 相对缩放动画
|
||||
class ActionScaleBy :
|
||||
public ActionGradual
|
||||
{
|
||||
|
|
@ -342,6 +346,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 缩放动画
|
||||
class ActionScaleTo :
|
||||
public ActionScaleBy
|
||||
{
|
||||
|
|
@ -372,6 +377,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 透明度相对渐变动画
|
||||
class ActionOpacityBy :
|
||||
public ActionGradual
|
||||
{
|
||||
|
|
@ -401,6 +407,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 透明度渐变动画
|
||||
class ActionOpacityTo :
|
||||
public ActionOpacityBy
|
||||
{
|
||||
|
|
@ -423,6 +430,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 淡入动画
|
||||
class ActionFadeIn :
|
||||
public ActionOpacityTo
|
||||
{
|
||||
|
|
@ -434,6 +442,7 @@ public:
|
|||
};
|
||||
|
||||
|
||||
// 淡出动画
|
||||
class ActionFadeOut :
|
||||
public ActionOpacityTo
|
||||
{
|
||||
|
|
@ -445,6 +454,7 @@ public:
|
|||
};
|
||||
|
||||
|
||||
// 相对旋转动作
|
||||
class ActionRotateBy :
|
||||
public ActionGradual
|
||||
{
|
||||
|
|
@ -474,6 +484,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 旋转动作
|
||||
class ActionRotateTo :
|
||||
public ActionRotateBy
|
||||
{
|
||||
|
|
@ -496,6 +507,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 组合动作
|
||||
class ActionTwo :
|
||||
public ActionBase
|
||||
{
|
||||
|
|
@ -540,6 +552,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 顺序动作
|
||||
class ActionSequence :
|
||||
public ActionBase
|
||||
{
|
||||
|
|
@ -550,7 +563,7 @@ public:
|
|||
#ifdef HIGHER_THAN_VS2012
|
||||
// 创建顺序动作
|
||||
ActionSequence(
|
||||
const InitList<ActionBase*>& vActions /* 动作数组 */
|
||||
const std::initializer_list<ActionBase*>& vActions /* 动作列表 */
|
||||
);
|
||||
#else
|
||||
// 创建顺序动作
|
||||
|
|
@ -571,7 +584,7 @@ public:
|
|||
#ifdef HIGHER_THAN_VS2012
|
||||
// 在结尾添加多个动作
|
||||
void add(
|
||||
const InitList<ActionBase*>& vActions /* 动作数组 */
|
||||
const std::initializer_list<ActionBase*>& vActions /* 动作列表 */
|
||||
);
|
||||
#else
|
||||
// 在结尾添加多个动作
|
||||
|
|
@ -612,6 +625,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 延时动作
|
||||
class ActionDelay :
|
||||
public ActionBase
|
||||
{
|
||||
|
|
@ -636,6 +650,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 循环动作
|
||||
class ActionLoop :
|
||||
public ActionBase
|
||||
{
|
||||
|
|
@ -674,6 +689,7 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 帧动画
|
||||
class Animation :
|
||||
public ActionBase
|
||||
{
|
||||
|
|
@ -689,13 +705,13 @@ public:
|
|||
#ifdef HIGHER_THAN_VS2012
|
||||
// 创建帧动画
|
||||
Animation(
|
||||
const InitList<Image*>& vImages /* 关键帧数组 */
|
||||
const std::initializer_list<Image*>& vImages /* 关键帧列表 */
|
||||
);
|
||||
|
||||
// 创建特定帧间隔的帧动画
|
||||
Animation(
|
||||
double interval, /* 帧间隔(秒) */
|
||||
const InitList<Image*>& vImages /* 关键帧数组 */
|
||||
double interval, /* 帧间隔(秒) */
|
||||
const std::initializer_list<Image*>& vImages /* 关键帧列表 */
|
||||
);
|
||||
#else
|
||||
// 创建帧动画
|
||||
|
|
@ -724,7 +740,7 @@ public:
|
|||
#ifdef HIGHER_THAN_VS2012
|
||||
// 添加多个关键帧
|
||||
void add(
|
||||
const InitList<Image*>& vImages /* 关键帧数组 */
|
||||
const std::initializer_list<Image*>& vImages /* 关键帧列表 */
|
||||
);
|
||||
#else
|
||||
// 添加多个关键帧
|
||||
|
|
@ -766,13 +782,14 @@ protected:
|
|||
};
|
||||
|
||||
|
||||
// 回调动作
|
||||
class ActionFunc :
|
||||
public ActionBase
|
||||
{
|
||||
public:
|
||||
// 创建执行函数对象的动作
|
||||
ActionFunc(
|
||||
Function func /* 函数对象 */
|
||||
const Function& func /* 函数对象 */
|
||||
);
|
||||
|
||||
// 获取该动作的拷贝对象
|
||||
|
|
|
|||
|
|
@ -11,15 +11,6 @@ namespace e2d
|
|||
{
|
||||
|
||||
|
||||
#ifdef HIGHER_THAN_VS2012
|
||||
|
||||
// 初始化列表
|
||||
template <typename T>
|
||||
using InitList = std::initializer_list<T>;
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
struct Size;
|
||||
|
||||
// 表示坐标的结构体
|
||||
|
|
@ -561,12 +552,7 @@ public:
|
|||
);
|
||||
|
||||
template<typename Func>
|
||||
Function(
|
||||
Func func
|
||||
)
|
||||
: m_func(func)
|
||||
{
|
||||
}
|
||||
Function(Func func) : m_func(func) {}
|
||||
|
||||
template<typename Func, typename Object>
|
||||
Function(
|
||||
|
|
@ -771,8 +757,8 @@ public:
|
|||
#ifdef HIGHER_THAN_VS2012
|
||||
// 添加多个节点到场景
|
||||
virtual void add(
|
||||
const InitList<Node*>& vNodes, /* 节点数组 */
|
||||
int order = 0 /* 渲染顺序 */
|
||||
const std::initializer_list<Node*>& vNodes, /* 节点列表 */
|
||||
int order = 0 /* 渲染顺序 */
|
||||
);
|
||||
#endif
|
||||
|
||||
|
|
|
|||
|
|
@ -182,7 +182,7 @@ class InputManager
|
|||
public:
|
||||
// 添加输入监听
|
||||
static void add(
|
||||
Function func, /* 监听到用户输入时的执行函数 */
|
||||
const Function& func, /* 监听到用户输入时的执行函数 */
|
||||
const String& name = L"", /* 监听器名称 */
|
||||
bool paused = false /* 是否暂停 */
|
||||
);
|
||||
|
|
@ -235,7 +235,7 @@ public:
|
|||
|
||||
// 添加碰撞监听
|
||||
static void add(
|
||||
Function func, /* 监听到碰撞时的执行函数 */
|
||||
const Function& func, /* 监听到碰撞时的执行函数 */
|
||||
const String& name = L"", /* 监听器名称 */
|
||||
bool paused = false /* 是否暂停 */
|
||||
);
|
||||
|
|
|
|||
|
|
@ -23,12 +23,6 @@ public:
|
|||
|
||||
virtual ~Node();
|
||||
|
||||
// 进入场景时执行
|
||||
virtual void onEnter() {}
|
||||
|
||||
// 离开场景时执行
|
||||
virtual void onExit() {}
|
||||
|
||||
// 更新节点
|
||||
virtual void onUpdate() {}
|
||||
|
||||
|
|
@ -347,7 +341,7 @@ public:
|
|||
#ifdef HIGHER_THAN_VS2012
|
||||
// 添加多个可碰撞节点的名称
|
||||
virtual void addColliableName(
|
||||
const InitList<String>& vCollliderName /* 名称数组 */
|
||||
const std::initializer_list<String>& vCollliderName /* 名称列表 */
|
||||
);
|
||||
#endif
|
||||
|
||||
|
|
@ -365,8 +359,8 @@ public:
|
|||
#ifdef HIGHER_THAN_VS2012
|
||||
// 添加多个子节点
|
||||
virtual void addChild(
|
||||
const InitList<Node*>& vNodes, /* 节点数组 */
|
||||
int order = 0 /* 渲染顺序 */
|
||||
const std::initializer_list<Node*>& vNodes, /* 节点列表 */
|
||||
int order = 0 /* 渲染顺序 */
|
||||
);
|
||||
#endif
|
||||
|
||||
|
|
@ -433,12 +427,6 @@ protected:
|
|||
// 渲染图形
|
||||
void _drawCollider();
|
||||
|
||||
// 节点被添加到场景时的执行程序
|
||||
void _onEnter();
|
||||
|
||||
// 节点从场景中消失时的执行程序
|
||||
void _onExit();
|
||||
|
||||
// 设置节点所在场景
|
||||
void _setParentScene(
|
||||
Scene * scene
|
||||
|
|
@ -472,7 +460,6 @@ protected:
|
|||
int m_nOrder;
|
||||
bool m_bVisiable;
|
||||
bool m_bAutoUpdate;
|
||||
bool m_bDisplayedInScene;
|
||||
bool m_bSortChildrenNeeded;
|
||||
bool m_bTransformNeeded;
|
||||
bool m_bPositionFixed;
|
||||
|
|
@ -764,32 +751,32 @@ public:
|
|||
|
||||
// 创建按钮
|
||||
Button(
|
||||
Node * normal, /* 普通状态 */
|
||||
Function func = nullptr /* 按钮点击后的执行函数 */
|
||||
Node * normal, /* 普通状态 */
|
||||
const Function& func = nullptr /* 按钮点击后的执行函数 */
|
||||
);
|
||||
|
||||
// 创建按钮
|
||||
Button(
|
||||
Node * normal, /* 普通状态 */
|
||||
Node * selected, /* 鼠标按下状态 */
|
||||
Function func = nullptr /* 按钮点击后的执行函数 */
|
||||
Node * normal, /* 普通状态 */
|
||||
Node * selected, /* 鼠标按下状态 */
|
||||
const Function& func = nullptr /* 按钮点击后的执行函数 */
|
||||
);
|
||||
|
||||
// 创建按钮
|
||||
Button(
|
||||
Node * normal, /* 普通状态 */
|
||||
Node * mouseover, /* 鼠标移入状态 */
|
||||
Node * selected, /* 鼠标按下状态 */
|
||||
Function func = nullptr /* 按钮点击后的执行函数 */
|
||||
Node * normal, /* 普通状态 */
|
||||
Node * mouseover, /* 鼠标移入状态 */
|
||||
Node * selected, /* 鼠标按下状态 */
|
||||
const Function& func = nullptr /* 按钮点击后的执行函数 */
|
||||
);
|
||||
|
||||
// 创建按钮
|
||||
Button(
|
||||
Node * normal, /* 普通状态 */
|
||||
Node * mouseover, /* 鼠标移入状态 */
|
||||
Node * selected, /* 鼠标移入状态 */
|
||||
Node * disabled, /* 按钮禁用状态 */
|
||||
Function func = nullptr /* 按钮点击后的执行函数 */
|
||||
Node * normal, /* 普通状态 */
|
||||
Node * mouseover, /* 鼠标移入状态 */
|
||||
Node * selected, /* 鼠标移入状态 */
|
||||
Node * disabled, /* 按钮禁用状态 */
|
||||
const Function& func = nullptr /* 按钮点击后的执行函数 */
|
||||
);
|
||||
|
||||
// 获取按钮状态是启用还是禁用
|
||||
|
|
@ -822,7 +809,7 @@ public:
|
|||
|
||||
// 设置按钮点击后的执行函数
|
||||
void setClickFunc(
|
||||
Function func
|
||||
const Function& func
|
||||
);
|
||||
|
||||
// 更新按钮状态
|
||||
|
|
@ -862,42 +849,42 @@ public:
|
|||
|
||||
// 创建开关按钮
|
||||
ButtonToggle(
|
||||
Node * onNormal, /* 按钮打开时,普通状态 */
|
||||
Node * offNormal, /* 按钮关闭时,普通状态 */
|
||||
Function func = nullptr /* 按钮点击后的执行函数 */
|
||||
Node * onNormal, /* 按钮打开时,普通状态 */
|
||||
Node * offNormal, /* 按钮关闭时,普通状态 */
|
||||
const Function& func = nullptr /* 按钮点击后的执行函数 */
|
||||
);
|
||||
|
||||
// 创建开关按钮
|
||||
ButtonToggle(
|
||||
Node * onNormal, /* 按钮打开时,普通状态 */
|
||||
Node * offNormal, /* 按钮关闭时,普通状态 */
|
||||
Node * onSelected, /* 按钮打开时,鼠标按下状态 */
|
||||
Node * offSelected, /* 按钮关闭时,鼠标按下状态 */
|
||||
Function func = nullptr /* 按钮点击后的执行函数 */
|
||||
Node * onNormal, /* 按钮打开时,普通状态 */
|
||||
Node * offNormal, /* 按钮关闭时,普通状态 */
|
||||
Node * onSelected, /* 按钮打开时,鼠标按下状态 */
|
||||
Node * offSelected, /* 按钮关闭时,鼠标按下状态 */
|
||||
const Function& func = nullptr /* 按钮点击后的执行函数 */
|
||||
);
|
||||
|
||||
// 创建开关按钮
|
||||
ButtonToggle(
|
||||
Node * onNormal, /* 按钮打开时,普通状态 */
|
||||
Node * offNormal, /* 按钮关闭时,普通状态 */
|
||||
Node * onMouseOver, /* 按钮打开时,鼠标移入状态 */
|
||||
Node * offMouseOver, /* 按钮关闭时,鼠标移入状态 */
|
||||
Node * onSelected, /* 按钮打开时,鼠标按下状态 */
|
||||
Node * offSelected, /* 按钮关闭时,鼠标按下状态 */
|
||||
Function func = nullptr /* 按钮点击后的执行函数 */
|
||||
Node * onNormal, /* 按钮打开时,普通状态 */
|
||||
Node * offNormal, /* 按钮关闭时,普通状态 */
|
||||
Node * onMouseOver, /* 按钮打开时,鼠标移入状态 */
|
||||
Node * offMouseOver, /* 按钮关闭时,鼠标移入状态 */
|
||||
Node * onSelected, /* 按钮打开时,鼠标按下状态 */
|
||||
Node * offSelected, /* 按钮关闭时,鼠标按下状态 */
|
||||
const Function& func = nullptr /* 按钮点击后的执行函数 */
|
||||
);
|
||||
|
||||
// 创建开关按钮
|
||||
ButtonToggle(
|
||||
Node * onNormal, /* 按钮打开时,普通状态 */
|
||||
Node * offNormal, /* 按钮关闭时,普通状态 */
|
||||
Node * onMouseOver, /* 按钮打开时,鼠标移入状态 */
|
||||
Node * offMouseOver, /* 按钮关闭时,鼠标移入状态 */
|
||||
Node * onSelected, /* 按钮打开时,鼠标按下状态 */
|
||||
Node * offSelected, /* 按钮关闭时,鼠标按下状态 */
|
||||
Node * onDisabled, /* 按钮打开时,禁用状态 */
|
||||
Node * offDisabled, /* 按钮关闭时,禁用状态 */
|
||||
Function func = nullptr /* 按钮点击后的执行函数 */
|
||||
Node * onNormal, /* 按钮打开时,普通状态 */
|
||||
Node * offNormal, /* 按钮关闭时,普通状态 */
|
||||
Node * onMouseOver, /* 按钮打开时,鼠标移入状态 */
|
||||
Node * offMouseOver, /* 按钮关闭时,鼠标移入状态 */
|
||||
Node * onSelected, /* 按钮打开时,鼠标按下状态 */
|
||||
Node * offSelected, /* 按钮关闭时,鼠标按下状态 */
|
||||
Node * onDisabled, /* 按钮打开时,禁用状态 */
|
||||
Node * offDisabled, /* 按钮关闭时,禁用状态 */
|
||||
const Function& func = nullptr /* 按钮点击后的执行函数 */
|
||||
);
|
||||
|
||||
// 获取开关状态(打开或关闭)
|
||||
|
|
@ -978,7 +965,7 @@ public:
|
|||
#ifdef HIGHER_THAN_VS2012
|
||||
// 创建菜单
|
||||
Menu(
|
||||
const InitList<Button*>& vButtons /* 按钮数组 */
|
||||
const std::initializer_list<Button*>& vButtons /* 按钮列表 */
|
||||
);
|
||||
#else
|
||||
// 创建菜单
|
||||
|
|
|
|||
|
|
@ -162,16 +162,16 @@ class Timer
|
|||
friend Game;
|
||||
|
||||
public:
|
||||
// 启动定时器
|
||||
// 启动定时器(每帧执行一次)
|
||||
static void start(
|
||||
Function func, /* 执行函数 */
|
||||
const String& name /* 定时器名称 */
|
||||
const Function& func, /* 执行函数 */
|
||||
const String& name = L"" /* 定时器名称 */
|
||||
);
|
||||
|
||||
// 启动定时器
|
||||
static void start(
|
||||
Function func, /* 执行函数 */
|
||||
double delay = 0, /* 时间间隔(秒) */
|
||||
const Function& func, /* 执行函数 */
|
||||
double delay, /* 时间间隔(秒) */
|
||||
int times = -1, /* 执行次数(设 -1 为永久执行) */
|
||||
bool paused = false, /* 是否暂停 */
|
||||
const String& name = L"" /* 定时器名称 */
|
||||
|
|
@ -179,7 +179,7 @@ public:
|
|||
|
||||
// 启动仅执行一次的定时器
|
||||
static void startOnce(
|
||||
Function func, /* 执行的函数 */
|
||||
const Function& func, /* 执行的函数 */
|
||||
double timeOut /* 等待的时长(秒) */
|
||||
);
|
||||
|
||||
|
|
|
|||
|
|
@ -51,7 +51,7 @@ public:
|
|||
virtual ~TransitionBase();
|
||||
|
||||
// 场景切换动画是否结束
|
||||
bool isEnding();
|
||||
bool isDone();
|
||||
|
||||
// 销毁对象
|
||||
virtual void destroy() override;
|
||||
|
|
|
|||
Loading…
Reference in New Issue