283 lines
4.4 KiB
C++
283 lines
4.4 KiB
C++
#include "..\e2dbase.h"
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#include "..\e2dnode.h"
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#include "..\e2dtransition.h"
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#include "..\e2dmanager.h"
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#include "..\e2dtool.h"
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#include <thread>
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e2d::Game * e2d::Game::_instance = nullptr;
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e2d::Game * e2d::Game::getInstance()
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{
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if (!_instance)
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_instance = new (std::nothrow) Game;
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return _instance;
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}
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void e2d::Game::destroyInstance()
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{
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if (_instance)
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{
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delete _instance;
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_instance = nullptr;
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}
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}
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e2d::Game::Game()
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: _quit(true)
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, _paused(false)
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, _currScene(nullptr)
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, _nextScene(nullptr)
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, _transition(nullptr)
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, _scenes()
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{
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::CoInitialize(nullptr);
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_window = Window::getInstance();
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_input = Input::getInstance();
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_renderer = Renderer::getInstance();
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_timer = Timer::getInstance();
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_actionManager = ActionManager::getInstance();
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}
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e2d::Game::~Game()
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{
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::CoUninitialize();
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}
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void e2d::Game::start()
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{
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_quit = false;
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const int minInterval = 5;
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Time last = Time::now();
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HWND hWnd = _window->getHWnd();
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::ShowWindow(hWnd, SW_SHOWNORMAL);
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::UpdateWindow(hWnd);
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_window->poll();
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updateScene();
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while (!_quit)
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{
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auto now = Time::now();
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auto dur = now - last;
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if (dur.milliseconds() > minInterval)
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{
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last = now;
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_input->update();
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if (!_paused)
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{
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_timer->update();
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_actionManager->update();
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updateScene();
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}
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drawScene();
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_window->poll();
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GC::getInstance()->flush();
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}
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else
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{
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// ID2D1HwndRenderTarget 开启了垂直同步,在渲染时会等待显示器刷新,
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// 它起到了非常稳定的延时作用,所以大部分时候不需要手动挂起线程进行延时。
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// 下面的代码仅在一些情况下(例如窗口最小化时)挂起线程,防止占用过高 CPU 。
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int wait = minInterval - dur.milliseconds();
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if (wait > 1)
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{
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std::this_thread::sleep_for(std::chrono::milliseconds(wait));
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}
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}
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}
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}
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void e2d::Game::pause()
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{
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_paused = true;
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}
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void e2d::Game::resume()
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{
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if (_paused && !_quit)
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{
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_timer->updateTime();
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_actionManager->updateTime();
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}
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_paused = false;
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}
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bool e2d::Game::isPaused()
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{
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return _paused;
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}
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void e2d::Game::quit()
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{
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_quit = true;
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}
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void e2d::Game::pushScene(Scene * scene, bool saveCurrentScene)
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{
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if (!scene)
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return;
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// 保存下一场景的指针
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if (_nextScene) _nextScene->release();
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_nextScene = scene;
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_nextScene->retain();
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if (saveCurrentScene && _currScene)
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{
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_scenes.push(_currScene);
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}
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}
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void e2d::Game::pushScene(Transition * transition, bool saveCurrentScene)
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{
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if (!transition)
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return;
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pushScene(transition->_inScene, saveCurrentScene);
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if (_transition)
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{
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_transition->_stop();
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_transition->release();
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}
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_transition = transition;
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_transition->retain();
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// 初始化场景切换动画
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if (!_transition->_init(this, _currScene))
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{
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WARN("Transition initialize failed!");
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_transition->release();
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_transition = nullptr;
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}
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}
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e2d::Scene* e2d::Game::popScene()
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{
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// 栈为空时,调用返回场景函数失败
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if (_scenes.size() == 0)
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{
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WARN("Scene stack is empty!");
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return nullptr;
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}
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_nextScene = _scenes.top();
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_nextScene->release();
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_scenes.pop();
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return _nextScene;
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}
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e2d::Scene * e2d::Game::popScene(Transition * transition)
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{
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if (!transition)
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return nullptr;
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auto scene = popScene();
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if (scene)
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{
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if (_transition)
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{
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_transition->_stop();
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_transition->release();
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}
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_transition = transition;
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_transition->retain();
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_transition->_inScene = scene;
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_transition->_inScene->retain();
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// 初始化场景切换动画
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if (!_transition->_init(this, _currScene))
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{
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WARN("Transition initialize failed!");
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_transition->release();
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_transition = nullptr;
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}
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}
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return scene;
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}
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void e2d::Game::clearAllScenes()
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{
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while (!_scenes.empty())
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{
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_scenes.top()->release();
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_scenes.pop();
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}
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}
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e2d::Scene * e2d::Game::getCurrentScene()
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{
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return _currScene;
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}
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const std::stack<e2d::Scene*>& e2d::Game::getSceneStack()
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{
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return _scenes;
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}
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bool e2d::Game::isTransitioning() const
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{
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return _transition != nullptr;
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}
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void e2d::Game::updateScene()
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{
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if (_transition)
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{
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_transition->_update();
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if (_transition->isDone())
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{
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_transition->release();
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_transition = nullptr;
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}
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else
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{
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return;
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}
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}
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if (_nextScene)
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{
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if (_currScene)
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{
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_currScene->onExit();
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if (_scenes.empty() || _scenes.top() != _currScene)
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{
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_currScene->release();
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}
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}
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_nextScene->onEnter();
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_currScene = _nextScene;
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_nextScene = nullptr;
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}
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}
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void e2d::Game::drawScene()
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{
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_renderer->beginDraw();
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{
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if (_transition)
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{
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_transition->_render();
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}
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else if (_currScene)
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{
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_currScene->visit();
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}
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}
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_renderer->endDraw();
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}
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