新增EActions

This commit is contained in:
Nomango 2017-10-19 00:50:04 +08:00
parent 59e4004294
commit b87998b6a8
39 changed files with 1369 additions and 62 deletions

84
Easy2D/Action/Action.cpp Normal file
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#include "..\eactions.h"
e2d::EAction::EAction() :
m_bRunning(true),
m_bWaiting(false),
m_bEnding(false),
m_bInit(false),
m_pTarget(nullptr),
m_pParentScene(nullptr)
{
// 默认动作 15ms 运行一次
setInterval(15);
}
e2d::EAction::~EAction()
{
}
bool e2d::EAction::isRunning()
{
return m_bRunning && !m_bWaiting;
}
bool e2d::EAction::isEnding()
{
return m_bEnding;
}
void e2d::EAction::start()
{
m_bRunning = true;
}
void e2d::EAction::resume()
{
m_bRunning = true;
}
void e2d::EAction::pause()
{
m_bRunning = false;
}
void e2d::EAction::stop()
{
m_bEnding = true;
}
void e2d::EAction::wait()
{
m_bWaiting = true;
}
void e2d::EAction::notify()
{
m_bWaiting = false;
}
void e2d::EAction::setInterval(LONGLONG milliSeconds)
{
// 设置动作的时间间隔
m_nAnimationInterval = milliSeconds;
}
e2d::EAction * e2d::EAction::reverse() const
{
assert(0);
return nullptr;
}
e2d::ENode * e2d::EAction::getTarget()
{
return m_pTarget;
}
void e2d::EAction::_init()
{
m_bInit = true;
}
void e2d::EAction::_reset()
{
m_bInit = false;
m_bEnding = false;
}

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#include "..\eactions.h"
e2d::ActionCallback::ActionCallback(const std::function<void()>& callback) :
m_Callback(callback)
{
}
e2d::ActionCallback::~ActionCallback()
{
}
e2d::ActionCallback * e2d::ActionCallback::copy() const
{
return new ActionCallback(m_Callback);
}
void e2d::ActionCallback::_init()
{
EAction::_init();
}
void e2d::ActionCallback::_exec()
{
m_Callback();
this->stop();
}
void e2d::ActionCallback::_reset()
{
EAction::_reset();
}

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#include "..\eactions.h"
#include "..\Win\winbase.h"
e2d::ActionDelay::ActionDelay(float duration)
{
setInterval(LONGLONG(duration * 1000));
}
e2d::ActionDelay::~ActionDelay()
{
}
e2d::ActionDelay * e2d::ActionDelay::copy() const
{
return new ActionDelay(m_nAnimationInterval / 1000.0f);
}
void e2d::ActionDelay::_init()
{
EAction::_init();
// 记录当前时间
m_nLast = GetNow();
}
void e2d::ActionDelay::_exec()
{
// 判断时间间隔是否足够
if (GetInterval(m_nLast) > m_nAnimationInterval)
{
this->stop();
}
}
void e2d::ActionDelay::_reset()
{
EAction::_reset();
// 记录当前时间
m_nLast = GetNow();
}

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#include "..\eactions.h"
#include "..\Win\winbase.h"
e2d::ActionFrames::ActionFrames() :
m_nFrameIndex(0)
{
// 帧动画默认 .5s 刷新一次
setInterval(500);
}
e2d::ActionFrames::ActionFrames(LONGLONG frameDelay) :
m_nFrameIndex(0)
{
setInterval(frameDelay);
}
e2d::ActionFrames::~ActionFrames()
{
for (auto frame : m_vFrames)
{
frame->autoRelease();
frame->release();
}
}
void e2d::ActionFrames::_init()
{
EAction::_init();
// 记录当前时间
m_nLast = GetNow();
}
void e2d::ActionFrames::_exec()
{
// 判断时间间隔是否足够
while (GetInterval(m_nLast) > m_nAnimationInterval)
{
// 重新记录时间
m_nLast += milliseconds(m_nAnimationInterval);
m_pTarget->setImage(m_vFrames[m_nFrameIndex]);
m_nFrameIndex++;
// 判断动作是否结束
if (m_nFrameIndex == m_vFrames.size())
{
this->stop();
break;
}
}
}
void e2d::ActionFrames::_reset()
{
EAction::_reset();
m_nFrameIndex = 0;
// 记录当前时间
m_nLast = steady_clock::now();
}
void e2d::ActionFrames::addFrame(Image * frame)
{
if (frame)
{
m_vFrames.push_back(frame);
frame->retain();
}
}
e2d::ActionFrames * e2d::ActionFrames::copy() const
{
auto a = new ActionFrames(this->m_nAnimationInterval);
for (auto f : m_vFrames)
{
a->addFrame(f);
}
return a;
}
e2d::ActionFrames * e2d::ActionFrames::reverse() const
{
auto a = this->copy();
a->m_vFrames.reserve(m_vFrames.size());
return a;
}

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#include "..\eactions.h"
e2d::ActionMoveBy::ActionMoveBy(float duration, EVec vector) :
Animation(duration)
{
m_MoveVector = vector;
}
e2d::ActionMoveBy::~ActionMoveBy()
{
}
void e2d::ActionMoveBy::_init()
{
Animation::_init();
m_BeginPos = m_pTarget->getPos();
}
void e2d::ActionMoveBy::_exec()
{
while (Animation::_isDelayEnough())
{
// 计算移动位置
float scale = static_cast<float>(m_nDuration) / m_nTotalDuration;
// 移动 Sprite
m_pTarget->setPos(
m_BeginPos.x + m_MoveVector.x * scale,
m_BeginPos.y + m_MoveVector.y * scale
);
// 判断动作是否结束
if (_isEnd())
{
this->stop();
break;
}
}
}
void e2d::ActionMoveBy::_reset()
{
Animation::_reset();
}
e2d::ActionMoveBy * e2d::ActionMoveBy::copy() const
{
return new ActionMoveBy(m_nAnimationInterval / 1000.0f, m_MoveVector);
}
e2d::ActionMoveBy * e2d::ActionMoveBy::reverse() const
{
return new ActionMoveBy(m_nTotalDuration / 1000.0f, EVec(-m_MoveVector.x, -m_MoveVector.y));
}

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@ -0,0 +1,27 @@
#include "..\eactions.h"
e2d::ActionMoveTo::ActionMoveTo(float duration, EPoint pos) :
ActionMoveBy(duration, EVec())
{
m_EndPos = pos;
}
e2d::ActionMoveTo::~ActionMoveTo()
{
}
e2d::ActionMoveTo * e2d::ActionMoveTo::copy() const
{
return new ActionMoveTo(m_nAnimationInterval / 1000.0f, m_EndPos);
}
void e2d::ActionMoveTo::_init()
{
ActionMoveBy::_init();
m_MoveVector = m_EndPos - m_BeginPos;
}
void e2d::ActionMoveTo::_reset()
{
ActionMoveBy::_reset();
}

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@ -0,0 +1,39 @@
#include "..\eactions.h"
e2d::ActionNeverStop::ActionNeverStop(EAction * action) :
m_Action(action)
{
m_Action->retain();
}
e2d::ActionNeverStop::~ActionNeverStop()
{
SafeRelease(&m_Action);
}
e2d::ActionNeverStop * e2d::ActionNeverStop::copy() const
{
return new ActionNeverStop(m_Action->copy());
}
void e2d::ActionNeverStop::_init()
{
EAction::_init();
m_Action->m_pTarget = m_pTarget;
m_Action->_init();
}
void e2d::ActionNeverStop::_exec()
{
m_Action->_exec();
if (m_Action->isEnding())
{
m_Action->_reset();
}
}
void e2d::ActionNeverStop::_reset()
{
EAction::_reset();
}

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@ -0,0 +1,50 @@
#include "..\eactions.h"
e2d::ActionOpacityBy::ActionOpacityBy(float duration, float opacity) :
Animation(duration)
{
m_nVariation = opacity;
}
e2d::ActionOpacityBy::~ActionOpacityBy()
{
}
void e2d::ActionOpacityBy::_init()
{
Animation::_init();
m_nBeginVal = m_pTarget->getOpacity();
}
void e2d::ActionOpacityBy::_exec()
{
while (Animation::_isDelayEnough())
{
// 计算移动位置
float scale = static_cast<float>(m_nDuration) / m_nTotalDuration;
// 移动 Sprite
m_pTarget->setOpacity(m_nBeginVal + m_nVariation * scale);
// 判断动作是否结束
if (_isEnd())
{
this->stop();
break;
}
}
}
void e2d::ActionOpacityBy::_reset()
{
Animation::_reset();
}
e2d::ActionOpacityBy * e2d::ActionOpacityBy::copy() const
{
return new ActionOpacityBy(m_nAnimationInterval / 1000.0f, m_nVariation);
}
e2d::ActionOpacityBy * e2d::ActionOpacityBy::reverse() const
{
return new ActionOpacityBy(m_nTotalDuration / 1000.0f, -m_nVariation);
}

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@ -0,0 +1,28 @@
#include "..\eactions.h"
e2d::ActionOpacityTo::ActionOpacityTo(float duration, float opacity) :
ActionOpacityBy(duration, 0)
{
m_nEndVal = opacity;
}
e2d::ActionOpacityTo::~ActionOpacityTo()
{
}
e2d::ActionOpacityTo * e2d::ActionOpacityTo::copy() const
{
return new ActionOpacityTo(m_nAnimationInterval / 1000.0f, m_nEndVal);
}
void e2d::ActionOpacityTo::_init()
{
ActionOpacityBy::_init();
m_nVariation = m_nEndVal - m_nBeginVal;
}
void e2d::ActionOpacityTo::_reset()
{
ActionOpacityBy::_reset();
}

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@ -0,0 +1,52 @@
#include "..\eactions.h"
e2d::ActionScaleBy::ActionScaleBy(float duration, float scaleX, float scaleY) :
Animation(duration)
{
m_nVariationX = scaleX;
m_nVariationY = scaleY;
}
e2d::ActionScaleBy::~ActionScaleBy()
{
}
void e2d::ActionScaleBy::_init()
{
Animation::_init();
m_nBeginScaleX = m_pTarget->getScaleX();
m_nBeginScaleY = m_pTarget->getScaleY();
}
void e2d::ActionScaleBy::_exec()
{
while (Animation::_isDelayEnough())
{
// 计算移动位置
float scale = static_cast<float>(m_nDuration) / m_nTotalDuration;
// 移动 Sprite
m_pTarget->setScale(m_nBeginScaleX + m_nVariationX * scale, m_nBeginScaleX + m_nVariationX * scale);
// 判断动作是否结束
if (_isEnd())
{
this->stop();
break;
}
}
}
void e2d::ActionScaleBy::_reset()
{
Animation::_reset();
}
e2d::ActionScaleBy * e2d::ActionScaleBy::copy() const
{
return new ActionScaleBy(m_nAnimationInterval / 1000.0f, m_nVariationX, m_nVariationY);
}
e2d::ActionScaleBy * e2d::ActionScaleBy::reverse() const
{
return new ActionScaleBy(m_nTotalDuration / 1000.0f, -m_nVariationX, -m_nVariationY);
}

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@ -0,0 +1,29 @@
#include "..\eactions.h"
e2d::ActionScaleTo::ActionScaleTo(float duration, float scaleX, float scaleY) :
ActionScaleBy(duration, 0, 0)
{
m_nEndScaleX = scaleX;
m_nEndScaleY = scaleY;
}
e2d::ActionScaleTo::~ActionScaleTo()
{
}
e2d::ActionScaleTo * e2d::ActionScaleTo::copy() const
{
return new ActionScaleTo(m_nAnimationInterval / 1000.0f, m_nEndScaleX, m_nEndScaleY);
}
void e2d::ActionScaleTo::_init()
{
ActionScaleBy::_init();
m_nVariationX = m_nEndScaleX - m_nBeginScaleX;
m_nVariationY = m_nEndScaleY - m_nBeginScaleY;
}
void e2d::ActionScaleTo::_reset()
{
ActionScaleBy::_reset();
}

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@ -0,0 +1,105 @@
#include "..\eactions.h"
#include <stdarg.h>
e2d::ActionSequence::ActionSequence() :
m_nActionIndex(0)
{
}
e2d::ActionSequence::ActionSequence(int number, EAction * action1, ...) :
m_nActionIndex(0)
{
va_list params;
va_start(params, number);
while (number > 0)
{
this->addAction(va_arg(params, EAction*));
number--;
}
va_end(params);
}
e2d::ActionSequence::~ActionSequence()
{
for (auto action : m_vActions)
{
SafeRelease(&action);
}
}
void e2d::ActionSequence::_init()
{
EAction::_init();
// 将所有动作与目标绑定
for (auto action : m_vActions)
{
action->m_pTarget = m_pTarget;
}
// 初始化第一个动作
m_vActions[0]->_init();
}
void e2d::ActionSequence::_exec()
{
m_vActions[m_nActionIndex]->_exec();
if (m_vActions[m_nActionIndex]->isEnding())
{
m_nActionIndex++;
if (m_nActionIndex == m_vActions.size())
{
this->stop();
}
else
{
m_vActions[m_nActionIndex]->_init();
}
}
}
void e2d::ActionSequence::_reset()
{
EAction::_reset();
for (auto action : m_vActions)
{
action->_reset();
}
m_nActionIndex = 0;
}
void e2d::ActionSequence::addAction(EAction * action)
{
m_vActions.push_back(action);
action->retain();
}
e2d::ActionSequence * e2d::ActionSequence::copy() const
{
auto a = new ActionSequence();
for (auto action : m_vActions)
{
a->addAction(action->copy());
}
return a;
}
e2d::ActionSequence * e2d::ActionSequence::reverse(bool actionReverse) const
{
auto a = new ActionSequence();
for (auto action : a->m_vActions)
{
if (actionReverse)
{
a->addAction(action->reverse());
}
else
{
a->addAction(action->copy());
}
}
// 将动作顺序逆序排列
a->m_vActions.reserve(m_vActions.size());
return a;
}

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@ -0,0 +1,70 @@
#include "..\eactions.h"
e2d::ActionTwo::ActionTwo(EAction * actionFirst, EAction * actionSecond) :
m_FirstAction(actionFirst),
m_SecondAction(actionSecond)
{
m_FirstAction->retain();
m_SecondAction->retain();
}
e2d::ActionTwo::~ActionTwo()
{
SafeRelease(&m_FirstAction);
SafeRelease(&m_SecondAction);
}
e2d::ActionTwo * e2d::ActionTwo::copy() const
{
return new ActionTwo(m_FirstAction->copy(), m_SecondAction->copy());
}
e2d::ActionTwo * e2d::ActionTwo::reverse(bool actionReverse) const
{
if (actionReverse)
{
return new ActionTwo(m_SecondAction->reverse(), m_FirstAction->reverse());
}
else
{
return new ActionTwo(m_SecondAction->copy(), m_FirstAction->copy());
}
}
void e2d::ActionTwo::_init()
{
EAction::_init();
m_FirstAction->m_pTarget = m_pTarget;
m_SecondAction->m_pTarget = m_pTarget;
m_FirstAction->_init();
}
void e2d::ActionTwo::_exec()
{
if (!m_FirstAction->isEnding())
{
m_FirstAction->_exec();
if (m_FirstAction->isEnding())
{
// 返回 true 表示第一个动作已经结束
m_SecondAction->_init();
}
}
else if (!m_SecondAction->isEnding())
{
m_SecondAction->_exec();
}
else
{
this->stop();
}
}
void e2d::ActionTwo::_reset()
{
EAction::_reset();
m_FirstAction->_reset();
m_SecondAction->_reset();
}

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@ -0,0 +1,45 @@
#include "..\eactions.h"
#include "..\Win\winbase.h"
e2d::Animation::Animation(float duration)
{
m_nDuration = 0;
m_nTotalDuration = UINT(duration * 1000);
}
e2d::Animation::~Animation()
{
}
bool e2d::Animation::_isEnd() const
{
return m_nDuration >= m_nTotalDuration;
}
void e2d::Animation::_init()
{
EAction::_init();
// 记录当前时间
m_nLast = GetNow();
}
bool e2d::Animation::_isDelayEnough()
{
// 判断时间间隔是否足够
if (GetInterval(m_nLast) > m_nAnimationInterval)
{
// 重新记录时间
m_nLast += milliseconds(m_nAnimationInterval);
m_nDuration += m_nAnimationInterval;
return true;
}
return false;
}
void e2d::Animation::_reset()
{
EAction::_reset();
m_nDuration = 0;
// 记录当前时间
m_nLast = GetNow();
}

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@ -37,6 +37,9 @@ e2d::EApp::~EApp()
// 释放资源 // 释放资源
SafeReleaseInterface(&GetRenderTarget()); SafeReleaseInterface(&GetRenderTarget());
SafeReleaseInterface(&GetFactory()); SafeReleaseInterface(&GetFactory());
SafeReleaseInterface(&GetImagingFactory());
SafeReleaseInterface(&GetDirectWriteFactory());
SafeReleaseInterface(&GetSolidColorBrush());
CoUninitialize(); CoUninitialize();
} }
@ -297,8 +300,8 @@ void e2d::EApp::_onControl()
// 断言当前场景非空 // 断言当前场景非空
ASSERT(m_pCurrentScene != nullptr, "Current scene NULL pointer exception."); ASSERT(m_pCurrentScene != nullptr, "Current scene NULL pointer exception.");
ETimerManager::TimerProc(); // 定时器执行程序 ETimerManager::TimerProc(); // 定时器管理器执行程序
//ActionManager::__exec(); // 动作管理器执行程序 EActionManager::ActionProc(); // 动作管理器执行程序
EObjectManager::__flush(); // 刷新内存池 EObjectManager::__flush(); // 刷新内存池
} }

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@ -51,7 +51,7 @@ void e2d::EScene::_onEnter()
ETimerManager::_notifyAllTimersBindedWith(this); ETimerManager::_notifyAllTimersBindedWith(this);
EMsgManager::_notifyAllMouseListenersBindedWith(this); EMsgManager::_notifyAllMouseListenersBindedWith(this);
EMsgManager::_notifyAllKeyboardListenersBindedWith(this); EMsgManager::_notifyAllKeyboardListenersBindedWith(this);
//ActionManager::notifyAllSceneActions(m_pNextScene); EActionManager::_notifyAllActionsBindedWith(this);
} }
void e2d::EScene::_onExit() void e2d::EScene::_onExit()
@ -61,14 +61,14 @@ void e2d::EScene::_onExit()
ETimerManager::_waitAllTimersBindedWith(this); ETimerManager::_waitAllTimersBindedWith(this);
EMsgManager::_waitAllMouseListenersBindedWith(this); EMsgManager::_waitAllMouseListenersBindedWith(this);
EMsgManager::_waitAllKeyboardListenersBindedWith(this); EMsgManager::_waitAllKeyboardListenersBindedWith(this);
//ActionManager::waitAllSceneActions(m_pCurrentScene); EActionManager::_waitAllActionsBindedWith(this);
} }
else else
{ {
ETimerManager::clearAllTimersBindedWith(this); ETimerManager::clearAllTimersBindedWith(this);
EMsgManager::clearAllMouseListenersBindedWith(this); EMsgManager::clearAllMouseListenersBindedWith(this);
EMsgManager::clearAllKeyboardListenersBindedWith(this); EMsgManager::clearAllKeyboardListenersBindedWith(this);
//ActionManager::stopAllSceneActions(m_pCurrentScene); EActionManager::clearAllActionsBindedWith(this);
} }
} }

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@ -1,4 +1,5 @@
#include "etools.h" #include "etools.h"
#include "Win\winbase.h"
e2d::ETimer::ETimer() e2d::ETimer::ETimer()
: m_bRunning(false) : m_bRunning(false)
@ -43,7 +44,7 @@ bool e2d::ETimer::isWaiting() const
void e2d::ETimer::start() void e2d::ETimer::start()
{ {
m_bRunning = true; m_bRunning = true;
m_tLast = std::chrono::steady_clock::now(); m_tLast = GetNow();
} }
void e2d::ETimer::stop() void e2d::ETimer::stop()
@ -59,7 +60,7 @@ void e2d::ETimer::_wait()
void e2d::ETimer::_notify() void e2d::ETimer::_notify()
{ {
m_bWaiting = false; m_bWaiting = false;
m_tLast = std::chrono::steady_clock::now(); m_tLast = GetNow();
} }
e2d::EString e2d::ETimer::getName() const e2d::EString e2d::ETimer::getName() const
@ -97,7 +98,7 @@ void e2d::ETimer::bindWith(ENode * pParentNode)
ETimerManager::bindTimer(this, pParentNode); ETimerManager::bindTimer(this, pParentNode);
} }
void e2d::ETimer::_runCallback() void e2d::ETimer::_callOn()
{ {
m_Callback(m_nRunTimes); m_Callback(m_nRunTimes);
m_nRunTimes++; m_nRunTimes++;

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@ -192,6 +192,20 @@
</Lib> </Lib>
</ItemDefinitionGroup> </ItemDefinitionGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Action\Action.cpp" />
<ClCompile Include="Action\ActionCallback.cpp" />
<ClCompile Include="Action\ActionDelay.cpp" />
<ClCompile Include="Action\ActionFrames.cpp" />
<ClCompile Include="Action\ActionMoveBy.cpp" />
<ClCompile Include="Action\ActionMoveTo.cpp" />
<ClCompile Include="Action\ActionNeverStop.cpp" />
<ClCompile Include="Action\ActionOpacityBy.cpp" />
<ClCompile Include="Action\ActionOpacityTo.cpp" />
<ClCompile Include="Action\ActionScaleBy.cpp" />
<ClCompile Include="Action\ActionScaleTo.cpp" />
<ClCompile Include="Action\ActionSequence.cpp" />
<ClCompile Include="Action\ActionTwo.cpp" />
<ClCompile Include="Action\Animation.cpp" />
<ClCompile Include="Base\EApp.cpp" /> <ClCompile Include="Base\EApp.cpp" />
<ClCompile Include="Base\EObject.cpp" /> <ClCompile Include="Base\EObject.cpp" />
<ClCompile Include="Base\EScene.cpp" /> <ClCompile Include="Base\EScene.cpp" />
@ -210,11 +224,13 @@
<ClCompile Include="Node\EText.cpp" /> <ClCompile Include="Node\EText.cpp" />
<ClCompile Include="Node\EFont.cpp" /> <ClCompile Include="Node\EFont.cpp" />
<ClCompile Include="Node\ETexture.cpp" /> <ClCompile Include="Node\ETexture.cpp" />
<ClCompile Include="Tool\EActionManager.cpp" />
<ClCompile Include="Tool\EObjectManager.cpp" /> <ClCompile Include="Tool\EObjectManager.cpp" />
<ClCompile Include="Tool\ETimerManager.cpp" /> <ClCompile Include="Tool\ETimerManager.cpp" />
<ClCompile Include="Win\winbase.cpp" /> <ClCompile Include="Win\winbase.cpp" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="eactions.h" />
<ClInclude Include="easy2d.h" /> <ClInclude Include="easy2d.h" />
<ClInclude Include="ebase.h" /> <ClInclude Include="ebase.h" />
<ClInclude Include="ecommon.h" /> <ClInclude Include="ecommon.h" />

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@ -19,6 +19,9 @@
<Filter Include="Msg\Listener"> <Filter Include="Msg\Listener">
<UniqueIdentifier>{b9bb1728-5106-4574-998e-8564b49cb4a1}</UniqueIdentifier> <UniqueIdentifier>{b9bb1728-5106-4574-998e-8564b49cb4a1}</UniqueIdentifier>
</Filter> </Filter>
<Filter Include="Action">
<UniqueIdentifier>{50293f38-87fe-4dde-b938-cf1b7a2921f8}</UniqueIdentifier>
</Filter>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClCompile Include="Win\winbase.cpp"> <ClCompile Include="Win\winbase.cpp">
@ -84,6 +87,51 @@
<ClCompile Include="Node\ETexture.cpp"> <ClCompile Include="Node\ETexture.cpp">
<Filter>Node</Filter> <Filter>Node</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="Action\Action.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionCallback.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionDelay.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionFrames.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionMoveBy.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionMoveTo.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionNeverStop.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionOpacityBy.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionOpacityTo.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionScaleBy.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionScaleTo.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionSequence.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\ActionTwo.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Action\Animation.cpp">
<Filter>Action</Filter>
</ClCompile>
<ClCompile Include="Tool\EActionManager.cpp">
<Filter>Tool</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="Win\winbase.h"> <ClInclude Include="Win\winbase.h">
@ -96,5 +144,6 @@
<ClInclude Include="ebase.h" /> <ClInclude Include="ebase.h" />
<ClInclude Include="easy2d.h" /> <ClInclude Include="easy2d.h" />
<ClInclude Include="emsg.h" /> <ClInclude Include="emsg.h" />
<ClInclude Include="eactions.h" />
</ItemGroup> </ItemGroup>
</Project> </Project>

View File

@ -129,7 +129,7 @@ void e2d::EMsgManager::MouseProc(UINT message, WPARAM wParam, LPARAM lParam)
{ {
if (mlistener->isRunning()) if (mlistener->isRunning())
{ {
mlistener->_runCallback(); mlistener->_callOn();
} }
} }
} }
@ -145,7 +145,7 @@ void e2d::EMsgManager::KeyboardProc(UINT message, WPARAM wParam, LPARAM lParam)
{ {
if (klistener->isRunning()) if (klistener->isRunning())
{ {
klistener->_runCallback(); klistener->_callOn();
} }
} }
} }

View File

@ -22,7 +22,7 @@ e2d::EKeyboardListener::EKeyboardListener(const EString & name, const KEY_LISTEN
m_Callback = callback; m_Callback = callback;
} }
void e2d::EKeyboardListener::_runCallback() void e2d::EKeyboardListener::_callOn()
{ {
m_Callback(); m_Callback();
} }

View File

@ -20,7 +20,7 @@ e2d::EKeyboardPressListener::EKeyboardPressListener(const EString & name, const
{ {
} }
void e2d::EKeyboardPressListener::_runCallback() void e2d::EKeyboardPressListener::_callOn()
{ {
if (EKeyboardMsg::getMsg() == EKeyboardMsg::KEYBOARD_MSG::KEY_DOWN) if (EKeyboardMsg::getMsg() == EKeyboardMsg::KEYBOARD_MSG::KEY_DOWN)
{ {

View File

@ -26,7 +26,7 @@ e2d::EMouseClickListener::EMouseClickListener(const EString & name, const MOUSE_
{ {
} }
void e2d::EMouseClickListener::_runCallback() void e2d::EMouseClickListener::_callOn()
{ {
if (EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DOWN || if (EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DOWN ||
EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DBLCLK) EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DBLCLK)

View File

@ -26,7 +26,7 @@ e2d::EMouseDoubleClickListener::EMouseDoubleClickListener(const EString & name,
{ {
} }
void e2d::EMouseDoubleClickListener::_runCallback() void e2d::EMouseDoubleClickListener::_callOn()
{ {
if (EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DOWN) if (EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DOWN)
{ {

View File

@ -22,7 +22,7 @@ e2d::EMouseDragListener::EMouseDragListener(const EString & name, const MOUSE_DR
{ {
} }
void e2d::EMouseDragListener::_runCallback() void e2d::EMouseDragListener::_callOn()
{ {
if (EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DOWN || if (EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DOWN ||
EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DBLCLK) EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DBLCLK)

View File

@ -22,7 +22,7 @@ e2d::EMouseListener::EMouseListener(const EString & name, const MOUSE_LISTENER_C
m_Callback = callback; m_Callback = callback;
} }
void e2d::EMouseListener::_runCallback() void e2d::EMouseListener::_callOn()
{ {
m_Callback(); m_Callback();
} }

View File

@ -22,7 +22,7 @@ e2d::EMousePressListener::EMousePressListener(const EString & name, const MOUSE_
{ {
} }
void e2d::EMousePressListener::_runCallback() void e2d::EMousePressListener::_callOn()
{ {
if (EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DOWN || if (EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DOWN ||
EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DBLCLK) EMouseMsg::getMsg() == EMouseMsg::LBUTTON_DBLCLK)

View File

@ -1,6 +1,7 @@
#include "..\enodes.h" #include "..\enodes.h"
#include "..\emsg.h" #include "..\emsg.h"
#include "..\etools.h" #include "..\etools.h"
#include "..\eactions.h"
#include "..\Win\winbase.h" #include "..\Win\winbase.h"
#include <algorithm> #include <algorithm>
@ -34,6 +35,10 @@ e2d::ENode::ENode(const EString & name)
e2d::ENode::~ENode() e2d::ENode::~ENode()
{ {
ETimerManager::clearAllTimersBindedWith(this);
EMsgManager::clearAllMouseListenersBindedWith(this);
EMsgManager::clearAllKeyboardListenersBindedWith(this);
EActionManager::clearAllActionsBindedWith(this);
} }
void e2d::ENode::onEnter() void e2d::ENode::onEnter()
@ -105,6 +110,7 @@ void e2d::ENode::_onEnter()
ETimerManager::_notifyAllTimersBindedWith(this); ETimerManager::_notifyAllTimersBindedWith(this);
EMsgManager::_notifyAllMouseListenersBindedWith(this); EMsgManager::_notifyAllMouseListenersBindedWith(this);
EMsgManager::_notifyAllKeyboardListenersBindedWith(this); EMsgManager::_notifyAllKeyboardListenersBindedWith(this);
EActionManager::_notifyAllActionsBindedWith(this);
this->onEnter(); this->onEnter();
for (const auto &child : m_vChildren) for (const auto &child : m_vChildren)
@ -123,6 +129,7 @@ void e2d::ENode::_onExit()
ETimerManager::_waitAllTimersBindedWith(this); ETimerManager::_waitAllTimersBindedWith(this);
EMsgManager::_waitAllMouseListenersBindedWith(this); EMsgManager::_waitAllMouseListenersBindedWith(this);
EMsgManager::_waitAllKeyboardListenersBindedWith(this); EMsgManager::_waitAllKeyboardListenersBindedWith(this);
EActionManager::_waitAllActionsBindedWith(this);
this->onExit(); this->onExit();
for (const auto &child : m_vChildren) for (const auto &child : m_vChildren)
@ -132,17 +139,6 @@ void e2d::ENode::_onExit()
} }
} }
void e2d::ENode::_onClear()
{
ETimerManager::clearAllTimersBindedWith(this);
EMsgManager::clearAllMouseListenersBindedWith(this);
EMsgManager::clearAllKeyboardListenersBindedWith(this);
for (const auto &child : m_vChildren)
{
child->_onClear();
}
}
void e2d::ENode::_sortChildren() void e2d::ENode::_sortChildren()
{ {
if (m_bSortChildrenNeeded) if (m_bSortChildrenNeeded)
@ -558,7 +554,7 @@ void e2d::ENode::removeFromParent(bool release /* = false */)
} }
} }
bool e2d::ENode::removeChild(ENode * child, bool release /* = false */) bool e2d::ENode::removeChild(ENode * child, bool release /* = true */)
{ {
WARN_IF(child == nullptr, "ENode::removeChild NULL pointer exception."); WARN_IF(child == nullptr, "ENode::removeChild NULL pointer exception.");
@ -591,7 +587,7 @@ bool e2d::ENode::removeChild(ENode * child, bool release /* = false */)
return false; return false;
} }
void e2d::ENode::removeChild(const EString & childName, bool release /* = false */) void e2d::ENode::removeChild(const EString & childName, bool release /* = true */)
{ {
WARN_IF(childName.empty(), "Invalid ENode name."); WARN_IF(childName.empty(), "Invalid ENode name.");
@ -625,26 +621,31 @@ void e2d::ENode::removeChild(const EString & childName, bool release /* = false
} }
} }
void e2d::ENode::clearAllChildren(bool release /* = false */) void e2d::ENode::clearAllChildren(bool release /* = true */)
{ {
// 所有节点的引用计数减一 // 所有节点的引用计数减一
for (auto child : m_vChildren) for (auto child : m_vChildren)
{ {
if (release) if (release)
{ {
child->_onClear();
child->autoRelease(); child->autoRelease();
} }
else
{
child->_onExit(); child->_onExit();
}
child->release(); child->release();
} }
// 清空储存节点的容器 // 清空储存节点的容器
m_vChildren.clear(); m_vChildren.clear();
} }
void e2d::ENode::runAction(EAction * action)
{
EActionManager::bindAction(action, this);
}
void e2d::ENode::stopAction(EAction * action)
{
}
void e2d::ENode::setVisiable(bool value) void e2d::ENode::setVisiable(bool value)
{ {
m_bVisiable = value; m_bVisiable = value;

View File

@ -0,0 +1 @@
#include "..\enodes.h"

View File

@ -0,0 +1,62 @@
#include "..\etools.h"
void e2d::EActionManager::bindAction(EAction * action, ENode * pParentNode)
{
}
void e2d::EActionManager::startAllActionsBindedWith(EScene * pParentScene)
{
}
void e2d::EActionManager::stopAllActionsBindedWith(EScene * pParentScene)
{
}
void e2d::EActionManager::clearAllActionsBindedWith(EScene * pParentScene)
{
}
void e2d::EActionManager::startAllActionsBindedWith(ENode * pParentNode)
{
}
void e2d::EActionManager::stopAllActionsBindedWith(ENode * pParentNode)
{
}
void e2d::EActionManager::clearAllActionsBindedWith(ENode * pParentNode)
{
}
void e2d::EActionManager::startAllActions()
{
}
void e2d::EActionManager::stopAllActions()
{
}
void e2d::EActionManager::clearAllActions()
{
}
void e2d::EActionManager::_waitAllActionsBindedWith(EScene * pParentScene)
{
}
void e2d::EActionManager::_notifyAllActionsBindedWith(EScene * pParentScene)
{
}
void e2d::EActionManager::_waitAllActionsBindedWith(ENode * pParentNode)
{
}
void e2d::EActionManager::_notifyAllActionsBindedWith(ENode * pParentNode)
{
}
void e2d::EActionManager::ActionProc()
{
}

View File

@ -257,7 +257,7 @@ void e2d::ETimerManager::TimerProc()
{ {
if (GetInterval(t->m_tLast) >= t->m_nInterval) if (GetInterval(t->m_tLast) >= t->m_nInterval)
{ {
t->_runCallback(); t->_callOn();
t->m_tLast = GetNow(); t->m_tLast = GetNow();
} }
} }

View File

@ -1,5 +1,4 @@
#include "winbase.h" #include "winbase.h"
using namespace std::chrono;
static HWND s_HWnd = nullptr; static HWND s_HWnd = nullptr;

View File

@ -1,6 +1,7 @@
#pragma once #pragma once
#include "..\emacros.h" #include "..\emacros.h"
#include <chrono> #include <chrono>
using namespace std::chrono;
#ifndef HINST_THISCOMPONENT #ifndef HINST_THISCOMPONENT

350
Easy2D/eactions.h Normal file
View File

@ -0,0 +1,350 @@
#pragma once
#include "enodes.h"
#include "etools.h"
namespace e2d
{
class ActionTwo;
class ActionNeverStop;
class ActionSequence;
class EAction :
public EObject
{
friend ENode;
friend EActionManager;
friend ActionTwo;
friend ActionNeverStop;
friend ActionSequence;
public:
EAction();
virtual ~EAction();
// 获取动作运行状态
virtual bool isRunning();
// 获取动作结束状态
virtual bool isEnding();
// 继续动作
virtual void start();
// 继续动作
virtual void resume();
// 暂停动作
virtual void pause();
// 停止动作
virtual void stop();
// 设置动作每一帧时间间隔
virtual void setInterval(LONGLONG milliSeconds);
// 获取一个新的拷贝动作
virtual EAction * copy() const = 0;
// 获取一个新的逆向动作
virtual EAction * reverse() const;
// 获取执行该动作的目标
virtual ENode * getTarget();
protected:
// 初始化动作
virtual void _init();
// 执行动作
virtual void _exec() = 0;
// 重置动作
virtual void _reset();
// 进入等待状态
virtual void wait();
// 唤醒
virtual void notify();
protected:
bool m_bRunning;
bool m_bWaiting;
bool m_bEnding;
bool m_bInit;
ENode * m_pTarget;
EScene * m_pParentScene;
LONGLONG m_nAnimationInterval;
std::chrono::steady_clock::time_point m_nLast;
};
class Animation :
public EAction
{
public:
Animation(float duration);
virtual ~Animation();
protected:
LONGLONG m_nDuration;
LONGLONG m_nTotalDuration;
protected:
bool _isEnd() const;
bool _isDelayEnough();
virtual void _init() override;
virtual void _reset() override;
};
class ActionMoveBy :
public Animation
{
public:
ActionMoveBy(float duration, EVec vector);
virtual ~ActionMoveBy();
virtual ActionMoveBy * copy() const override;
virtual ActionMoveBy * reverse() const override;
protected:
EPoint m_BeginPos;
EVec m_MoveVector;
protected:
virtual void _init() override;
virtual void _exec() override;
virtual void _reset() override;
};
class ActionMoveTo :
public ActionMoveBy
{
public:
ActionMoveTo(float duration, EPoint pos);
virtual ~ActionMoveTo();
virtual ActionMoveTo * copy() const override;
protected:
EPoint m_EndPos;
protected:
virtual void _init() override;
virtual void _reset() override;
};
class ActionScaleBy :
public Animation
{
public:
ActionScaleBy(float duration, float scaleX, float scaleY);
virtual ~ActionScaleBy();
virtual ActionScaleBy * copy() const override;
virtual ActionScaleBy * reverse() const override;
protected:
float m_nBeginScaleX;
float m_nBeginScaleY;
float m_nVariationX;
float m_nVariationY;
protected:
virtual void _init() override;
virtual void _exec() override;
virtual void _reset() override;
};
class ActionScaleTo :
public ActionScaleBy
{
public:
ActionScaleTo(float duration, float scaleX, float scaleY);
virtual ~ActionScaleTo();
virtual ActionScaleTo * copy() const override;
protected:
float m_nEndScaleX;
float m_nEndScaleY;
protected:
virtual void _init() override;
virtual void _reset() override;
};
class ActionOpacityBy :
public Animation
{
public:
ActionOpacityBy(float duration, float opacity);
virtual ~ActionOpacityBy();
virtual ActionOpacityBy * copy() const override;
virtual ActionOpacityBy * reverse() const override;
protected:
float m_nBeginVal;
float m_nVariation;
protected:
virtual void _init() override;
virtual void _exec() override;
virtual void _reset() override;
};
class ActionOpacityTo :
public ActionOpacityBy
{
public:
ActionOpacityTo(float duration, float opacity);
virtual ~ActionOpacityTo();
virtual ActionOpacityTo * copy() const override;
protected:
float m_nEndVal;
protected:
virtual void _init() override;
virtual void _reset() override;
};
class ActionFadeIn :
public ActionOpacityTo
{
public:
ActionFadeIn(float duration) : ActionOpacityTo(duration, 1) {}
};
class ActionFadeOut :
public ActionOpacityTo
{
public:
ActionFadeOut(float duration) : ActionOpacityTo(duration, 0) {}
};
class ActionTwo :
public EAction
{
public:
ActionTwo(EAction * actionFirst, EAction * actionSecond);
virtual ~ActionTwo();
virtual ActionTwo * copy() const override;
virtual ActionTwo * reverse(bool actionReverse = true) const;
protected:
EAction * m_FirstAction;
EAction * m_SecondAction;
protected:
virtual void _init() override;
virtual void _exec() override;
virtual void _reset() override;
};
class ActionSequence :
public EAction
{
public:
ActionSequence();
ActionSequence(int number, EAction * action1, ...);
virtual ~ActionSequence();
void addAction(EAction * action);
virtual ActionSequence * copy() const override;
virtual ActionSequence * reverse(bool actionReverse = true) const;
protected:
UINT m_nActionIndex;
std::vector<EAction*> m_vActions;
protected:
virtual void _init() override;
virtual void _exec() override;
virtual void _reset() override;
};
class ActionDelay :
public EAction
{
public:
ActionDelay(float duration);
virtual ~ActionDelay();
virtual ActionDelay * copy() const override;
protected:
virtual void _init() override;
virtual void _exec() override;
virtual void _reset() override;
};
class ActionNeverStop :
public EAction
{
public:
ActionNeverStop(EAction * action);
virtual ~ActionNeverStop();
virtual ActionNeverStop * copy() const override;
protected:
EAction * m_Action;
protected:
virtual void _init() override;
virtual void _exec() override;
virtual void _reset() override;
};
class ActionFrames :
public EAction
{
public:
ActionFrames();
ActionFrames(LONGLONG frameDelay);
~ActionFrames();
void addFrame(Image * frame);
virtual ActionFrames * copy() const override;
virtual ActionFrames * reverse() const override;
protected:
UINT m_nFrameIndex;
EVector<Image*> m_vFrames;
protected:
virtual void _init() override;
virtual void _exec() override;
virtual void _reset() override;
};
class ActionCallback :
public EAction
{
public:
ActionCallback(const std::function<void()>& callback);
~ActionCallback();
virtual ActionCallback * copy() const override;
protected:
std::function<void()> m_Callback;
protected:
virtual void _init() override;
virtual void _exec() override;
virtual void _reset() override;
};
}

View File

@ -22,6 +22,7 @@
#include "enodes.h" #include "enodes.h"
#include "emsg.h" #include "emsg.h"
#include "etools.h" #include "etools.h"
#include "eactions.h"
#if defined(DEBUG) || defined(_DEBUG) #if defined(DEBUG) || defined(_DEBUG)

View File

@ -19,7 +19,7 @@ class EApp
public: public:
EApp(); EApp();
~EApp(); virtual ~EApp();
// 初始化游戏界面 // 初始化游戏界面
bool init( bool init(
@ -193,7 +193,7 @@ class EScene
public: public:
EScene(); EScene();
~EScene(); virtual ~EScene();
// 重写这个函数,它将在进入这个场景时自动执行 // 重写这个函数,它将在进入这个场景时自动执行
virtual void onEnter(); virtual void onEnter();

View File

@ -194,7 +194,7 @@ protected:
void _notify(); void _notify();
// 执行监听器回调函数 // 执行监听器回调函数
virtual void _runCallback() = 0; virtual void _callOn() = 0;
protected: protected:
EString m_sName; EString m_sName;
@ -244,7 +244,7 @@ public:
protected: protected:
// 执行监听器回调函数 // 执行监听器回调函数
virtual void _runCallback() override; virtual void _callOn() override;
protected: protected:
MOUSE_LISTENER_CALLBACK m_Callback; MOUSE_LISTENER_CALLBACK m_Callback;
@ -278,7 +278,7 @@ public:
protected: protected:
// 执行监听器回调函数 // 执行监听器回调函数
virtual void _runCallback() override; virtual void _callOn() override;
protected: protected:
MOUSE_PRESS_LISTENER_CALLBACK m_Callback; MOUSE_PRESS_LISTENER_CALLBACK m_Callback;
@ -312,7 +312,7 @@ public:
protected: protected:
// 执行监听器回调函数 // 执行监听器回调函数
virtual void _runCallback() override; virtual void _callOn() override;
protected: protected:
bool m_bPressed; bool m_bPressed;
@ -347,7 +347,7 @@ public:
protected: protected:
// 执行监听器回调函数 // 执行监听器回调函数
virtual void _runCallback() override; virtual void _callOn() override;
protected: protected:
bool m_bPressed; bool m_bPressed;
@ -382,7 +382,7 @@ public:
protected: protected:
// 执行监听器回调函数 // 执行监听器回调函数
virtual void _runCallback() override; virtual void _callOn() override;
protected: protected:
EPoint m_Begin; EPoint m_Begin;
@ -429,7 +429,7 @@ public:
protected: protected:
// 执行监听器回调函数 // 执行监听器回调函数
virtual void _runCallback() override; virtual void _callOn() override;
protected: protected:
KEY_LISTENER_CALLBACK m_Callback; KEY_LISTENER_CALLBACK m_Callback;
@ -460,7 +460,7 @@ public:
protected: protected:
// 执行监听器回调函数 // 执行监听器回调函数
virtual void _runCallback() override; virtual void _callOn() override;
}; };

View File

@ -6,6 +6,7 @@ namespace e2d
class EText; class EText;
class ESprite; class ESprite;
class EAction;
class ENode : class ENode :
public EObject public EObject
@ -240,18 +241,28 @@ public:
// 移除子节点 // 移除子节点
virtual bool removeChild( virtual bool removeChild(
ENode * child, ENode * child,
bool release = false bool release = true
); );
// 移除子节点 // 移除子节点
virtual void removeChild( virtual void removeChild(
const EString & childName, const EString & childName,
bool release = false bool release = true
); );
// 移除所有节点 // 移除所有节点
virtual void clearAllChildren( virtual void clearAllChildren(
bool release = false bool release = true
);
// 执行动画
virtual void runAction(
EAction * action
);
// 停止动画
virtual void stopAction(
EAction * action
); );
protected: protected:
@ -267,9 +278,6 @@ protected:
// 节点从场景中消失时的执行程序 // 节点从场景中消失时的执行程序
virtual void _onExit(); virtual void _onExit();
// 节点清除时的执行程序
virtual void _onClear();
// 子节点排序 // 子节点排序
void _sortChildren(); void _sortChildren();
@ -360,7 +368,7 @@ public:
const EString & resourceType const EString & resourceType
); );
~ETexture(); virtual ~ETexture();
// 从本地文件中读取资源 // 从本地文件中读取资源
void loadFromFile( void loadFromFile(
@ -441,7 +449,7 @@ public:
float height float height
); );
~ESprite(); virtual ~ESprite();
// 设置精灵纹理 // 设置精灵纹理
void setTexture( void setTexture(
@ -491,7 +499,7 @@ public:
bool italic = false bool italic = false
); );
~EFont(); virtual ~EFont();
// 获取当前字号 // 获取当前字号
float getFontSize() const; float getFontSize() const;
@ -568,7 +576,7 @@ public:
bool italic = false bool italic = false
); );
~EText(); virtual ~EText();
// 获取文本 // 获取文本
EString getText() const; EString getText() const;

View File

@ -6,6 +6,7 @@ namespace e2d
{ {
class ETimerManager; class ETimerManager;
class EAction;
// 对象管理器 // 对象管理器
class EObjectManager class EObjectManager
@ -103,7 +104,7 @@ protected:
void _notify(); void _notify();
// 执行回调函数 // 执行回调函数
virtual void _runCallback(); virtual void _callOn();
protected: protected:
EString m_sName; EString m_sName;
@ -217,4 +218,83 @@ private:
static void TimerProc(); static void TimerProc();
}; };
// 动作管理器
class EActionManager
{
friend EApp;
friend EScene;
friend ENode;
public:
// 绑定动作到节点
static void bindAction(
EAction * action,
ENode * pParentNode
);
// 启动绑定在场景子节点上的所有动作
static void startAllActionsBindedWith(
EScene * pParentScene
);
// 停止绑定在场景子节点上的所有动作
static void stopAllActionsBindedWith(
EScene * pParentScene
);
// 清空绑定在场景子节点上的所有动作
static void clearAllActionsBindedWith(
EScene * pParentScene
);
// 启动绑定在节点上的所有动作
static void startAllActionsBindedWith(
ENode * pParentNode
);
// 停止绑定在节点上的所有动作
static void stopAllActionsBindedWith(
ENode * pParentNode
);
// 清空绑定在节点上的所有动作
static void clearAllActionsBindedWith(
ENode * pParentNode
);
// 启动所有动作
static void startAllActions();
// 停止所有动作
static void stopAllActions();
// 清除所有动作
static void clearAllActions();
private:
// 挂起绑定在场景子节点上的所有动作
static void _waitAllActionsBindedWith(
EScene * pParentScene
);
// 重启绑定在场景子节点上的所有动作
static void _notifyAllActionsBindedWith(
EScene * pParentScene
);
// 挂起绑定在节点上的所有动作
static void _waitAllActionsBindedWith(
ENode * pParentNode
);
// 重启绑定在节点上的所有动作
static void _notifyAllActionsBindedWith(
ENode * pParentNode
);
// 动作执行程序
static void ActionProc();
};
} }