#pragma once #include "emacros.h" #include #include #include namespace e2d { struct Size; // 表示坐标的结构体 struct Point { Point(); Point(double x, double y); Point operator + (Point const & p); Point operator - (Point const & p); Point operator * (double const & value); Point operator / (double const & value); operator e2d::Size() const; /* 成员变量 */ double x; // X 坐标 double y; // Y 坐标 }; // 表示大小的结构体 struct Size { Size(); Size(double width, double height); Size operator + (Size const & size); Size operator - (Size const & size); Size operator * (double const & value); Size operator / (double const & value); operator e2d::Point() const; /* 成员变量 */ double width; // 宽度 double height; // 高度 }; // 字符串 class String { public: String(); String(const wchar_t *); String(const String &); String(const std::wstring &); String(String &&); ~String(); // 判断字符串是否为空 bool isEmpty() const; // 获取字符串长度 int getLength() const; // 获取该字符串的散列值 unsigned int getHashCode() const; // 后接字符串 String& append( const wchar_t *str ); // 后接字符串 String& append( const String &str ); // 后接字符串 template String& append(const T &value) { std::wostringstream ss; ss << value; m_str += ss.str(); return (*this); } // 获取裁剪字符串 String subtract( int offset, /* 偏移量 */ int count = -1 /* 截取字符数量 */ ) const; // 获取字符串中第一个特定字符的下标 int findFirstOf( const wchar_t ch ) const; // 获取字符串中最后一个特定字符的下标 int findLastOf( const wchar_t ch ) const; // 获取大写字符串 String toUpper() const; // 获取小写字符串 String toLower() const; // 将字符串转化为 int 型 int toInt() const; // 将字符串转化为 double 型 double toDouble() const; // 将字符串转化为 bool 型 bool toBool() const; // 将任意类型转化为字符串 template static String toString(const T value) { std::wostringstream ss; ss << value; return ss.str(); } static String toString(const wchar_t * str) { return std::move(String(str)); } static String toString(const char * str) { return std::move(String(str)); } String& operator= (const wchar_t *); String& operator= (const String &); String& operator= (const std::wstring &); bool operator== (const wchar_t *); bool operator== (const String &); bool operator== (const std::wstring &); bool operator!= (const wchar_t *); bool operator!= (const String &); bool operator!= (const std::wstring &); wchar_t &operator[] (int); String operator+ (const wchar_t *); String operator+ (const String &); String operator+ (const std::wstring &); friend String operator+ (const wchar_t*, const String &); friend String operator+ (const std::wstring &, const String &); String& operator+= (const wchar_t *); String& operator+= (const String &); String& operator+= (const std::wstring &); bool operator> (const String &) const; bool operator>= (const String &) const; bool operator< (const String &) const; bool operator<= (const String &) const; template String& operator<< (const T value) { return this->append<>(value); } operator const wchar_t* () const; operator wchar_t* () const; friend std::wostream& operator<< (std::wostream &, String &); friend std::wistream& operator>> (std::wistream &, String &); // 为 ANSI 作出的适应 String(const char *); String(const std::string &); operator const char* () const; String& operator= (const char *); String& operator= (const std::string &); bool operator== (const char *); bool operator!= (const char *); String operator+ (const char *); friend String operator+ (const char *, const String &); String& operator+= (const char *); String& operator<< (const char *); String& operator<< (char *); String& append(const char *); String& append(char *); friend std::ostream& operator<< (std::ostream &, String &); friend std::istream& operator>> (std::istream &, String &); private: std::wstring m_str; }; // 颜色 class Color { public: enum COMMON_VALUE { ALICE_BLUE = 0xF0F8FF, AQUA = 0x00FFFF, AZURE = 0xF0FFFF, BEIGE = 0xF5F5DC, BLACK = 0x000000, BLUE = 0x0000FF, BLUE_VIOLET = 0x8A2BE2, BROWN = 0xA52A2A, CHOCOLATE = 0xD2691E, CYAN = 0x00FFFF, DARK_BLUE = 0x00008B, DARK_CYAN = 0x008B8B, DARK_GOLDENROD = 0xB8860B, DARK_GRAY = 0xA9A9A9, DARK_GREEN = 0x006400, DARK_ORANGE = 0xFF8C00, DARK_RED = 0x8B0000, DARK_SEA_GREEN = 0x8FBC8F, DARK_VIOLET = 0x9400D3, DEEP_PINK = 0xFF1493, DEEP_SKY_BLUE = 0x00BFFF, FOREST_GREEN = 0x228B22, GOLD = 0xFFD700, GOLDENROD = 0xDAA520, GRAY = 0x808080, GREEN = 0x008000, GREEN_YELLOW = 0xADFF2F, LIGHT_BLUE = 0xADD8E6, LIGHT_CYAN = 0xE0FFFF, LIGHT_GOLDENROD_YELLOW = 0xFAFAD2, LIGHT_GREEN = 0x90EE90, LIGHT_GRAY = 0xD3D3D3, LIGHT_PINK = 0xFFB6C1, LIGHT_SEA_GREEN = 0x20B2AA, LIGHT_SKY_BLUE = 0x87CEFA, LIGHT_SLATE_GRAY = 0x778899, LIGHT_YELLOW = 0xFFFFE0, MEDIUM_BLUE = 0x0000CD, MEDIUM_PURPLE = 0x9370DB, MEDIUM_SEA_GREEN = 0x3CB371, MEDIUM_SPRING_GREEN = 0x00FA9A, MEDUIM_VIOLET_RED = 0xC71585, MIDNIGHT_BLUE = 0x191970, ORANGE = 0xFFA500, ORANGE_RED = 0xFF4500, PINK = 0xFFC0CB, PURPLE = 0x800080, RED = 0xFF0000, SEA_GREEN = 0x2E8B57, SEA_SHELL = 0xFFF5EE, SILVER = 0xC0C0C0, SKY_BLUE = 0x87CEEB, SNOW = 0xFFFAFA, SPRING_GREEN = 0x00FF7F, TOMATO = 0xFF6347, VIOLET = 0xEE82EE, WHEAT = 0xF5DEB3, WHITE = 0xFFFFFF, WHITE_SMOKE = 0xF5F5F5, WOOD = 0xDEB887, YELLOW = 0xFFFF00, YELLOW_GREEN = 0x9ACD32 }; }; // 字体粗细值 class FontWeight { public: enum COMMON_VALUE { THIN = 100, EXTRA_LIGHT = 200, ULTRA_LIGHT = 200, LIGHT = 300, SEMI_LIGHT = 350, NORMAL = 400, REGULAR = 400, MEDIUM = 500, DEMI_BOLD = 600, SEMI_BOLD = 600, BOLD = 700, EXTRA_BOLD = 800, ULTRA_BOLD = 800, BLACK = 900, HEAVY = 900, EXTRA_BLACK = 950, ULTRA_BLACK = 950 }; }; // 键值集合 class KeyCode { public: enum VALUE { UP = 0xC8, LEFT = 0xCB, RIGHT = 0xCD, DOWN = 0xD0, ENTER = 0x1C, SPACE = 0x39, ESC = 0x01, BACK = 0x0E, TAB = 0x0F, PAUSE = 0xC5, Q = 0x10, W = 0x11, E = 0x12, R = 0x13, T = 0x14, Y = 0x15, U = 0x16, I = 0x17, O = 0x18, P = 0x19, A = 0x1E, S = 0x1F, D = 0x20, F = 0x21, G = 0x22, H = 0x23, J = 0x24, K = 0x25, L = 0x26, Z = 0x2C, X = 0x2D, C = 0x2E, V = 0x2F, B = 0x30, N = 0x31, M = 0x32, NUM1 = 0x02, NUM2 = 0x03, NUM3 = 0x04, NUM4 = 0x05, NUM5 = 0x06, NUM6 = 0x07, NUM7 = 0x08, NUM8 = 0x09, NUM9 = 0x0A, NUM0 = 0x0B, NUMPAD7 = 0x47, NUMPAD8 = 0x48, NUMPAD9 = 0x49, NUMPAD4 = 0x4B, NUMPAD5 = 0x4C, NUMPAD6 = 0x4D, NUMPAD1 = 0x4F, NUMPAD2 = 0x50, NUMPAD3 = 0x51, NUMPAD0 = 0x52, F1 = 0x3B, F2 = 0x3C, F3 = 0x3D, F4 = 0x3E, F5 = 0x3F, F6 = 0x40, F7 = 0x41, F8 = 0x42, F9 = 0x43, F10 = 0x44 }; }; // 形状交集关系 class Relation { public: enum VALUE { UNKNOWN = 0, /* 关系不确定 */ DISJOINT = 1, /* 没有交集 */ IS_CONTAINED = 2, /* 完全被包含 */ CONTAINS = 3, /* 完全包含 */ OVERLAP = 4 /* 部分重叠 */ }; }; class ObjectManager; // 基础对象 class Object { friend ObjectManager; public: Object(); virtual ~Object(); // 引用计数加一 void retain(); // 引用计数减一 void release(); // 获取引用计数 int getReferenceCount() const; private: int m_nRefCount; bool m_bManaged; }; class Text; class Font : public Object { friend Text; public: Font(); Font( String fontFamily, double fontSize = 22, UINT32 color = Color::WHITE, UINT32 fontWeight = FontWeight::REGULAR, bool italic = false ); virtual ~Font(); // 获取当前字号 double getFontSize() const; // 获取当前字体粗细值 UINT32 getFontWeight() const; // 获取文字颜色 UINT32 getColor() const; // 是否是斜体 bool isItalic() const; // 设置字体 void setFamily( const String & fontFamily ); // 设置字号 void setSize( double fontSize ); // 设置字体粗细值 void setWeight( UINT32 fontWeight ); // 设置文字颜色 void setColor( UINT32 color ); // 设置文字斜体 void setItalic( bool value ); protected: // 创建文字格式 void _initTextFormat(); // 获取文字格式 IDWriteTextFormat * _getTextFormat(); protected: String m_sFontFamily; float m_fFontSize; UINT32 m_FontWeight; UINT32 m_Color; bool m_bItalic; bool m_bRecreateNeeded; IDWriteTextFormat * m_pTextFormat; }; // 图片 class Image : public Object { public: // 创建一个空的图片 Image(); // 从本地文件中读取资源 Image( const String & strFilePath /* 图片文件路径 */ ); // 从本地文件中读取资源 Image( const String & strFilePath,/* 图片文件路径 */ double nClipX, /* 裁剪位置 X 坐标 */ double nClipY, /* 裁剪位置 Y 坐标 */ double nClipWidth, /* 裁剪宽度 */ double nClipHeight /* 裁剪高度 */ ); virtual ~Image(); // 从本地文件中读取图片 void open( const String & strFilePath ); // 从本地文件中读取图片并裁剪 void open( const String & strFilePath,/* 图片文件路径 */ double nClipX, /* 裁剪位置 X 坐标 */ double nClipY, /* 裁剪位置 Y 坐标 */ double nClipWidth, /* 裁剪宽度 */ double nClipHeight /* 裁剪高度 */ ); // 裁剪图片 void clip( double nClipX, /* 裁剪位置 X 坐标 */ double nClipY, /* 裁剪位置 Y 坐标 */ double nClipWidth, /* 裁剪宽度 */ double nClipHeight /* 裁剪高度 */ ); // 获取宽度 virtual double getWidth() const; // 获取高度 virtual double getHeight() const; // 获取大小 virtual Size getSize() const; // 获取源图片宽度 virtual double getSourceWidth() const; // 获取源图片高度 virtual double getSourceHeight() const; // 获取源图片大小 virtual Size getSourceSize() const; // 获取裁剪位置 X 坐标 virtual double getClipX() const; // 获取裁剪位置 Y 坐标 virtual double getClipY() const; // 获取裁剪位置 virtual Point getClipPos() const; // 获取 ID2D1Bitmap 对象 ID2D1Bitmap * getBitmap(); // 预加载资源 static bool preload( const String & sFileName /* 图片文件路径 */ ); // 清空缓存 static void clearCache(); protected: double m_fSourceClipX; double m_fSourceClipY; double m_fSourceClipWidth; double m_fSourceClipHeight; ID2D1Bitmap * m_pBitmap; }; class SceneManager; class Node; class Action; // 场景 class Scene : public Object { friend SceneManager; public: Scene(); virtual ~Scene(); // 重写这个函数,它将在进入这个场景时自动执行 virtual void onEnter() {} // 重写这个函数,它将在离开这个场景时自动执行 virtual void onExit() {} // 重写这个函数,它将在碰撞发生时自动执行 virtual void onCollide( Node * pActiveNode, /* 主动发生碰撞的节点 */ Node * pPassiveNode /* 被动发生碰撞的节点 */ ) {} // 重写这个函数,它将在关闭窗口时执行 virtual bool onCloseWindow() { return true; } // 重写这个函数,它将在每一帧画面刷新时执行 virtual void onUpdate() {} // 重写这个函数,它将在游戏暂停时执行 virtual void onPause() {} // 开启或禁用 onUpdate 函数 void setAutoUpdate( bool bAutoUpdate ); // 添加节点到场景 void add( Node * child, int zOrder = 0 ); // 删除子节点 bool remove( Node * child ); // 获取根节点 Node * getRoot() const; // 开启几何图形的渲染 void setShapeVisiable( bool visiable ); protected: // 渲染场景画面 void _render(); // 更新场景内容 void _update(); protected: bool m_bAutoUpdate; bool m_bSortNeeded; bool m_bWillSave; bool m_bShapeVisiable; Node * m_pRoot; }; // 二维向量 typedef Point Vector; // 返回值和参数列表都为空的函数 typedef std::function VoidFunction; // 定时器回调函数 typedef VoidFunction TimerCallback; // 按钮点击回调函数 typedef VoidFunction ButtonCallback; #ifndef CreateCallback #define CreateCallback(func, pointer) std::bind(&func, pointer) #endif template inline void SafeDelete(T** p) { if (*p) { delete *p; *p = nullptr; } } template inline void SafeRelease(Object** p) { if (*p) { (*p)->release(); *p = nullptr; } } template inline void SafeReleaseInterface(Interface **pp) { if (*pp != nullptr) { (*pp)->Release(); (*pp) = nullptr; } } }