878 lines
15 KiB
C++
878 lines
15 KiB
C++
#pragma once
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#include "e2dmacros.h"
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#include "e2dcustom.h"
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#include <set>
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#include <stack>
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#include <vector>
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#include <functional>
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#include <sstream>
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namespace e2d
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{
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class Size;
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// 表示坐标的结构体
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class Point
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{
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public:
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double x; // X 坐标
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double y; // Y 坐标
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public:
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Point();
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Point(double x, double y);
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Point operator + (Point const & p) const;
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Point operator - (Point const & p) const;
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Point operator * (double const & value) const;
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Point operator / (double const & value) const;
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Point operator - () const;
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operator e2d::Size() const;
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};
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// 二维向量
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typedef Point Vector;
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// 表示大小的结构体
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class Size
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{
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public:
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double width; // 宽度
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double height; // 高度
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public:
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Size();
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Size(double width, double height);
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Size operator + (Size const & size) const;
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Size operator - (Size const & size) const;
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Size operator * (double const & value) const;
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Size operator / (double const & value) const;
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Size operator - () const;
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operator e2d::Point() const;
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};
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// 字符串
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class String
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{
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public:
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String();
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String(const String &);
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String(const char *);
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String(const wchar_t *);
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String(String &&);
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~String();
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// 判断字符串是否为空
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bool isEmpty() const;
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// 获取字符串长度
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int getLength() const;
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// 获取该字符串的散列值
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unsigned int getHashCode() const;
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// 获取 Unicode 字符串
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std::wstring getWString() const;
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// 获取 ANSI 字符串
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std::string getCString() const;
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// 比较字符串
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int compare(
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const String & str
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) const;
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// 截取字符串
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e2d::String subtract(
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int offset, /* 偏移量 */
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int count = -1 /* 截取字符数量 */
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) const;
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// 插入字符串
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void insert(
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const String & str,
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int pos
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);
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// 替换字符串中的指定内容
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void replace(
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const String & from, /* 需替换内容 */
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const String & to /* 替换成内容 */
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);
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// 删除字符串中的指定内容
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void erase(
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int offset, /* 偏移量 */
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int count /* 删除字符数量 */
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);
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// 搜索字符串
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int find(
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const String & str, /* 查找内容 */
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int offset = 0 /* 偏移量 */
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) const;
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// 清空字符串
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void clear();
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// 获取大写字符串
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String toUpper() const;
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// 获取小写字符串
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String toLower() const;
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// 将字符串转化为 int 型
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int toInt() const;
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// 将字符串转化为 double 型
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double toDouble() const;
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// 将字符串转化为 bool 型
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bool toBool() const;
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// 数字类型转字符串
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static String parse(int value);
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static String parse(unsigned int value);
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static String parse(float value);
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static String parse(double value);
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// 格式化字符串
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static String format(const char * format, ...);
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static String format(const wchar_t * format, ...);
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// 交换两字符串
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static void swap(String &str1, String &str2);
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// 赋值运算符
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String& operator= (const String &);
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String& operator= (const char *);
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String& operator= (const wchar_t *);
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// 运算符
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String& operator+= (const String &);
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String& operator+= (const char *);
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String& operator+= (const wchar_t *);
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String operator+ (const String &);
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String operator+ (const char *);
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String operator+ (const wchar_t *);
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// 友元运算符
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friend String operator+ (const char *, const String &);
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friend String operator+ (const wchar_t*, const String &);
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// 类型转换操作符
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operator const wchar_t* () const;
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operator wchar_t* () const;
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// 比较运算符
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bool operator== (const String &);
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bool operator== (const char *);
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bool operator== (const wchar_t *);
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bool operator!= (const String &);
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bool operator!= (const char *);
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bool operator!= (const wchar_t *);
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bool operator> (const String &) const;
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bool operator>= (const String &) const;
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bool operator< (const String &) const;
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bool operator<= (const String &) const;
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// << 运算符(后接字符串)
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String& operator<< (const String &);
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String& operator<< (const char *);
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String& operator<< (char *);
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String& operator<< (const wchar_t *);
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String& operator<< (wchar_t *);
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String& operator<< (int value);
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String& operator<< (unsigned int value);
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String& operator<< (float value);
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String& operator<< (double value);
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// 其他运算符
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wchar_t& operator[] (int);
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friend std::ostream& operator<< (std::ostream &, const String &);
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friend std::wostream& operator<< (std::wostream &, const String &);
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friend std::istream& operator>> (std::istream &, String &);
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friend std::wistream& operator>> (std::wistream &, String &);
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private:
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std::wstring _str;
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};
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// 颜色
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class Color
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{
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public:
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Color();
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Color(
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double r,
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double g,
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double b
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);
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Color(
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double r,
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double g,
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double b,
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double alpha
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);
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Color(
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UINT32 rgb
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);
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Color(
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UINT32 rgb,
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double alpha
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);
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D2D1_COLOR_F toColorF() const;
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public:
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enum RGB_VALUE : UINT32
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{
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ALICE_BLUE = 0xF0F8FF,
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AQUA = 0x00FFFF,
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AZURE = 0xF0FFFF,
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BEIGE = 0xF5F5DC,
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BLACK = 0x000000,
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BLUE = 0x0000FF,
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BLUE_VIOLET = 0x8A2BE2,
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BROWN = 0xA52A2A,
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CHOCOLATE = 0xD2691E,
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CYAN = 0x00FFFF,
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DARK_BLUE = 0x00008B,
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DARK_CYAN = 0x008B8B,
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DARK_GOLDENROD = 0xB8860B,
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DARK_GRAY = 0xA9A9A9,
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DARK_GREEN = 0x006400,
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DARK_ORANGE = 0xFF8C00,
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DARK_RED = 0x8B0000,
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DARK_SEA_GREEN = 0x8FBC8F,
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DARK_VIOLET = 0x9400D3,
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DEEP_PINK = 0xFF1493,
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DEEP_SKY_BLUE = 0x00BFFF,
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FOREST_GREEN = 0x228B22,
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GOLD = 0xFFD700,
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GOLDENROD = 0xDAA520,
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GRAY = 0x808080,
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GREEN = 0x008000,
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GREEN_YELLOW = 0xADFF2F,
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LIGHT_BLUE = 0xADD8E6,
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LIGHT_CYAN = 0xE0FFFF,
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LIGHT_GOLDENROD_YELLOW = 0xFAFAD2,
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LIGHT_GREEN = 0x90EE90,
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LIGHT_GRAY = 0xD3D3D3,
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LIGHT_PINK = 0xFFB6C1,
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LIGHT_SEA_GREEN = 0x20B2AA,
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LIGHT_SKY_BLUE = 0x87CEFA,
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LIGHT_SLATE_GRAY = 0x778899,
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LIGHT_YELLOW = 0xFFFFE0,
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MEDIUM_BLUE = 0x0000CD,
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MEDIUM_PURPLE = 0x9370DB,
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MEDIUM_SEA_GREEN = 0x3CB371,
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MEDIUM_SPRING_GREEN = 0x00FA9A,
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MEDUIM_VIOLET_RED = 0xC71585,
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MIDNIGHT_BLUE = 0x191970,
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ORANGE = 0xFFA500,
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ORANGE_RED = 0xFF4500,
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PINK = 0xFFC0CB,
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PURPLE = 0x800080,
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RED = 0xFF0000,
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SEA_GREEN = 0x2E8B57,
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SEA_SHELL = 0xFFF5EE,
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SILVER = 0xC0C0C0,
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SKY_BLUE = 0x87CEEB,
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SNOW = 0xFFFAFA,
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SPRING_GREEN = 0x00FF7F,
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TOMATO = 0xFF6347,
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VIOLET = 0xEE82EE,
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WHEAT = 0xF5DEB3,
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WHITE = 0xFFFFFF,
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WHITE_SMOKE = 0xF5F5F5,
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WOOD = 0xDEB887,
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YELLOW = 0xFFFF00,
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YELLOW_GREEN = 0x9ACD32
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};
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protected:
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void _init(
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UINT32 rgb,
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double alpha
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);
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public:
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float r;
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float g;
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float b;
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float a;
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};
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// 字体粗细值
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class FontWeight
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{
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public:
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enum : UINT32
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{
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THIN = 100,
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EXTRA_LIGHT = 200,
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ULTRA_LIGHT = 200,
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LIGHT = 300,
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SEMI_LIGHT = 350,
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NORMAL = 400,
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REGULAR = 400,
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MEDIUM = 500,
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DEMI_BOLD = 600,
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SEMI_BOLD = 600,
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BOLD = 700,
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EXTRA_BOLD = 800,
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ULTRA_BOLD = 800,
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BLACK = 900,
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HEAVY = 900,
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EXTRA_BLACK = 950,
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ULTRA_BLACK = 950
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};
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};
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// 文本对齐方式
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enum class TextAlign : int
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{
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LEFT, /* 左对齐 */
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RIGHT, /* 右对齐 */
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CENTER /* 居中对齐 */
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};
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// 键值集合
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enum class KeyCode : int
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{
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UP = 0xC8,
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LEFT = 0xCB,
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RIGHT = 0xCD,
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DOWN = 0xD0,
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ENTER = 0x1C,
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SPACE = 0x39,
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ESC = 0x01,
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BACK = 0x0E,
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TAB = 0x0F,
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PAUSE = 0xC5,
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Q = 0x10,
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W = 0x11,
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E = 0x12,
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R = 0x13,
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T = 0x14,
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Y = 0x15,
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U = 0x16,
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I = 0x17,
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O = 0x18,
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P = 0x19,
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A = 0x1E,
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S = 0x1F,
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D = 0x20,
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F = 0x21,
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G = 0x22,
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H = 0x23,
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J = 0x24,
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K = 0x25,
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L = 0x26,
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Z = 0x2C,
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X = 0x2D,
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C = 0x2E,
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V = 0x2F,
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B = 0x30,
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N = 0x31,
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M = 0x32,
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NUM1 = 0x02,
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NUM2 = 0x03,
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NUM3 = 0x04,
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NUM4 = 0x05,
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NUM5 = 0x06,
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NUM6 = 0x07,
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NUM7 = 0x08,
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NUM8 = 0x09,
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NUM9 = 0x0A,
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NUM0 = 0x0B,
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NUMPAD7 = 0x47,
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NUMPAD8 = 0x48,
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NUMPAD9 = 0x49,
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NUMPAD4 = 0x4B,
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NUMPAD5 = 0x4C,
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NUMPAD6 = 0x4D,
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NUMPAD1 = 0x4F,
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NUMPAD2 = 0x50,
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NUMPAD3 = 0x51,
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NUMPAD0 = 0x52
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};
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// 鼠标指针样式
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enum class Cursor : int
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{
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NORMAL, /* 默认指针样式 */
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HAND, /* 手状指针 */
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NO, /* 禁止指针 */
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WAIT, /* 沙漏指针 */
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ARROW_WAIT /* 默认指针和小沙漏 */
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};
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// 方向
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enum class Direction : int
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{
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UP, /* 上 */
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DOWN, /* 下 */
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LEFT, /* 左 */
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RIGHT /* 右 */
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};
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// 物体交集关系
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enum class Relation : int
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{
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UNKNOWN = 0, /* 关系不确定 */
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DISJOINT = 1, /* 没有交集 */
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IS_CONTAINED = 2, /* 完全被包含 */
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CONTAINS = 3, /* 完全包含 */
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OVERLAP = 4 /* 部分重叠 */
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};
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// 线条相交样式
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enum class LineJoin : int
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{
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MITER = 0,
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BEVEL = 1,
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ROUND = 2
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};
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// 形状样式
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enum class ShapeStyle : int
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{
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SOLID, /* 填充 */
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ROUND, /* 轮廓 */
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FILL, /* 轮廓 + 填充 */
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};
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// 碰撞体类别
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enum class ColliderType : int
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{
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RECT, /* 矩形 */
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CIRCLE, /* 圆形 */
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ELLIPSE /* 椭圆形 */
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};
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// 文本样式
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class TextStyle
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{
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public:
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String fontFamily; // 字体
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double fontSize; // 字号
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Color color; // 颜色
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UINT32 fontWeight; // 粗细值
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bool italic; // 斜体
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TextAlign alignment; // 对齐方式
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bool wrapping; // 打开自动换行
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double wrappingWidth; // 自动换行宽度
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double lineSpacing; // 行间距
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bool hasUnderline; // 下划线
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bool hasStrikethrough; // 删除线
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bool hasOutline; // 显示描边
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Color outlineColor; // 描边颜色
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double outlineWidth; // 描边线宽
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LineJoin outlineJoin; // 描边线相交样式
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public:
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TextStyle();
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TextStyle(
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const String& fontFamily,
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double fontSize = 22,
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Color color = Color::WHITE,
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UINT32 fontWeight = FontWeight::NORMAL,
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bool italic = false,
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TextAlign alignment = TextAlign::LEFT,
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bool wrapping = false,
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double wrappingWidth = 0.0,
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double lineSpacing = 0.0,
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bool hasUnderline = false,
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bool hasStrikethrough = false,
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bool hasOutline = true,
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Color outlineColor = Color(Color::BLACK, 0.5),
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double outlineWidth = 1.0,
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LineJoin outlineJoin = LineJoin::ROUND
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);
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};
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// 节点属性
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struct NodeProperty
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{
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bool visable; // 可见性
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double posX; // X 坐标
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double posY; // Y 坐标
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double width; // 宽度
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double height; // 高度
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double opacity; // 透明度
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double pivotX; // 中心点 X 坐标
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double pivotY; // 中心点 Y 坐标
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double scaleX; // 横向缩放
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double scaleY; // 纵向缩放
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double rotation; // 旋转角度
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double skewAngleX; // 横向倾斜角度
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double skewAngleY; // 纵向倾斜角度
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};
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// 函数对象
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class Function
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{
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public:
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Function();
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Function(
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std::nullptr_t
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);
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Function(
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std::function<void()> func
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);
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template<typename Func>
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Function(Func func) : _func(func) {}
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template<typename Func, typename Object>
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Function(
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Func&& func, /* 对象的成员函数 */
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Object&& obj /* 对象指针 */
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)
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{
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_func = std::bind(func, obj);
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}
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void operator() (void) const;
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operator bool() const;
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protected:
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std::function<void()> _func;
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};
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// 基础对象
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class Object
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{
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public:
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Object();
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virtual ~Object();
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// 引用计数加一
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void retain();
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// 引用计数减一
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void release();
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// 获取引用计数
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int getRefCount() const;
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// 销毁对象
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virtual void onDestroy() {}
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private:
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int _refCount;
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};
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// 图片
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class Image :
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public Object
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{
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public:
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// 创建一个空的图片对象
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Image();
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// 加载图片文件
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Image(
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const String& filePath /* 图片文件路径 */
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);
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// 加载图片资源
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Image(
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int resNameId, /* 图片资源名称 */
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const String& resType /* 图片资源类型 */
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);
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// 加载图片文件并裁剪
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Image(
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const String& filePath, /* 图片文件路径 */
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double cropX, /* 裁剪位置 X 坐标 */
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double cropY, /* 裁剪位置 Y 坐标 */
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double cropWidth, /* 裁剪宽度 */
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double cropHeight /* 裁剪高度 */
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);
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// 加载图片资源并裁剪
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Image(
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int resNameId, /* 图片资源名称 */
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const String& resType, /* 图片资源类型 */
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double cropX, /* 裁剪位置 X 坐标 */
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double cropY, /* 裁剪位置 Y 坐标 */
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double cropWidth, /* 裁剪宽度 */
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double cropHeight /* 裁剪高度 */
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);
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virtual ~Image();
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// 加载图片文件
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bool open(
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const String& filePath
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);
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// 加载图片资源
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bool open(
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int resNameId, /* 图片资源名称 */
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const String& resType /* 图片资源类型 */
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);
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// 将图片裁剪为矩形
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void crop(
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double cropX, /* 裁剪位置 X 坐标 */
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double cropY, /* 裁剪位置 Y 坐标 */
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double cropWidth, /* 裁剪宽度 */
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double cropHeight /* 裁剪高度 */
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);
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// 获取宽度
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virtual double getWidth() const;
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// 获取高度
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virtual double getHeight() const;
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// 获取大小
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virtual Size getSize() const;
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// 获取源图片宽度
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virtual double getSourceWidth() const;
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// 获取源图片高度
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virtual double getSourceHeight() const;
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// 获取源图片大小
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virtual Size getSourceSize() const;
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// 获取裁剪位置 X 坐标
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virtual double getCropX() const;
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// 获取裁剪位置 Y 坐标
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virtual double getCropY() const;
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// 获取裁剪位置
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virtual Point getCropPos() const;
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// 获取 ID2D1Bitmap 对象
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ID2D1Bitmap * getBitmap();
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// 预加载图片文件
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static bool preload(
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const String& filePath /* 图片文件路径 */
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);
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// 预加载图片资源
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static bool preload(
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int resNameId, /* 图片资源名称 */
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const String& resType /* 图片资源类型 */
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);
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// 清空缓存
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static void clearCache();
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protected:
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double _cropX;
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double _cropY;
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double _cropWidth;
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double _cropHeight;
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ID2D1Bitmap * _bitmap;
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};
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// 帧动画
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class Animation :
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public Object
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{
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public:
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// 创建帧动画
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Animation();
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// 创建特定间隔的帧动画
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Animation(
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double interval /* 帧间隔(秒) */
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);
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// 创建特定帧间隔的帧动画
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Animation(
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double interval, /* 帧间隔(秒) */
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const std::vector<Image*>& frames /* 关键帧数组 */
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);
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// 创建帧动画
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Animation(
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const std::vector<Image*>& frames /* 关键帧列表 */
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);
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virtual ~Animation();
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// 添加关键帧
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void add(
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Image * frame /* 关键帧 */
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);
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// 添加多个关键帧
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void add(
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const std::vector<Image*>& frames /* 关键帧列表 */
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);
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// 获取帧间隔
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double getInterval() const;
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// 获取关键帧
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const std::vector<Image*>& getFrames() const;
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// 设置每一帧的时间间隔
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void setInterval(
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double interval /* 帧间隔(秒) */
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);
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// 获取动画的拷贝对象
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virtual Animation * clone() const;
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// 销毁对象
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virtual void onDestroy() override;
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protected:
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double _interval;
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std::vector<Image*> _frames;
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};
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class Node;
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class SceneManager;
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class Transition;
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// 场景
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class Scene :
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public Object
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{
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friend SceneManager;
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friend Transition;
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public:
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Scene();
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virtual ~Scene();
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// 重写这个函数,它将在进入这个场景时自动执行
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virtual void onEnter() {}
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// 重写这个函数,它将在离开这个场景时自动执行
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virtual void onExit() {}
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// 重写这个函数,它将在碰撞发生时自动执行
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virtual void onCollide(
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Node* pActiveNode, /* 碰撞发生时的主动体 */
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Node* pPassiveNode /* 碰撞发生时的被动体 */
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) {}
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// 重写这个函数,它将在关闭窗口时执行(返回 false 将阻止窗口关闭)
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virtual bool onCloseWindow() { return true; }
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// 重写这个函数,它将在每一帧画面刷新时执行
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virtual void onUpdate() {}
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// 开启或禁用 onUpdate 函数
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void setAutoUpdate(
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bool bAutoUpdate
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);
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// 添加节点到场景
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void add(
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Node * child, /* 要添加的节点 */
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int zOrder = 0 /* 渲染顺序 */
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);
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// 添加多个节点到场景
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virtual void add(
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const std::vector<Node*>& nodes, /* 节点数组 */
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int order = 0 /* 渲染顺序 */
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);
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// 删除子节点
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bool remove(
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Node * child
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);
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// 获取所有名称相同的子节点
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std::vector<Node*> get(
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const String& name
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) const;
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// 获取名称相同的子节点
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Node* getOne(
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const String& name
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) const;
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// 获取所有子节点
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const std::vector<Node*>& getAll() const;
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// 获取根节点
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Node * getRoot() const;
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// 开启或关闭节点轮廓渲染
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void showCollider(
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bool visiable = true
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);
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// 销毁对象
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virtual void onDestroy() override;
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protected:
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// 渲染场景画面
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void _render();
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// 更新场景内容
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void _update();
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protected:
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bool _autoUpdate;
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bool _colliderVisiable;
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Node * _root;
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};
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template<typename Object>
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inline void SafeRelease(Object*& p)
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{
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if (p != nullptr)
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{
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p->release();
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p = nullptr;
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}
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}
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} |