Magic_Game/core/Manager/SceneManager.cpp

173 lines
3.1 KiB
C++

#include "..\emanagers.h"
#include "..\ebase.h"
#include "..\etransitions.h"
#include <stack>
static e2d::EScene * s_pCurrentScene = nullptr;
static e2d::EScene * s_pNextScene = nullptr;
static e2d::ETransition * s_pTransition = nullptr;
static std::stack<e2d::EScene*> s_SceneStack;
void e2d::ESceneManager::enterScene(EScene * scene, ETransition * transition /* = nullptr */, bool saveCurrentScene /* = true */)
{
ASSERT(scene != nullptr, "Next scene NULL pointer exception!");
scene->retain();
// 保存下一场景的指针
s_pNextScene = scene;
// 设置切换场景动画
if (transition)
{
s_pTransition = transition;
transition->retain();
transition->_setTarget(
s_pCurrentScene,
s_pNextScene
);
}
if (s_pCurrentScene)
{
s_pCurrentScene->m_bWillSave = saveCurrentScene;
}
}
void e2d::ESceneManager::backScene(ETransition * transition /* = nullptr */)
{
// 栈为空时,调用返回场景函数失败
WARN_IF(s_SceneStack.size() == 0, "Scene stack now is empty!");
if (s_SceneStack.size() == 0) return;
// 从栈顶取出场景指针,作为下一场景
s_pNextScene = s_SceneStack.top();
s_SceneStack.pop();
// 返回上一场景时,不保存当前场景
if (s_pCurrentScene)
{
s_pCurrentScene->m_bWillSave = false;
}
// 设置切换场景动画
if (transition)
{
s_pTransition = transition;
transition->retain();
transition->_setTarget(
s_pCurrentScene,
s_pNextScene
);
}
}
void e2d::ESceneManager::clearScene()
{
// 清空场景栈
while (s_SceneStack.size())
{
auto temp = s_SceneStack.top();
SafeRelease(&temp);
s_SceneStack.pop();
}
}
e2d::EScene * e2d::ESceneManager::getCurrentScene()
{
return s_pCurrentScene;
}
bool e2d::ESceneManager::isTransitioning()
{
return s_pTransition != nullptr;
}
void e2d::ESceneManager::__update()
{
// 更新场景内容
if (s_pCurrentScene)
{
s_pCurrentScene->_update();
}
// 正在切换场景时,执行场景切换动画
if (s_pTransition)
{
// 更新场景内容
if (s_pNextScene)
{
s_pNextScene->_update();
}
// 更新场景动画
s_pTransition->_update();
if (s_pTransition->isEnding())
{
s_pTransition->release();
s_pTransition = nullptr;
}
else
{
return;
}
}
// 下一场景指针不为空时,切换场景
if (s_pNextScene)
{
// 执行当前场景的 onExit 函数
s_pCurrentScene->onExit();
// 若要保存当前场景,把它放入栈中
if (s_pCurrentScene->m_bWillSave)
{
s_SceneStack.push(s_pCurrentScene);
}
else
{
SafeRelease(&s_pCurrentScene);
}
// 执行下一场景的 onEnter 函数
s_pNextScene->onEnter();
s_pCurrentScene = s_pNextScene; // 切换场景
s_pNextScene = nullptr; // 下一场景置空
}
}
void e2d::ESceneManager::__render()
{
// 绘制当前场景
if (s_pCurrentScene)
{
s_pCurrentScene->_render();
}
// 切换场景时,同时绘制两场景
if (s_pTransition && s_pNextScene)
{
s_pNextScene->_render();
}
}
bool e2d::ESceneManager::__init()
{
if (!s_pNextScene)
{
s_pNextScene = new EScene();
}
s_pCurrentScene = s_pNextScene;
s_pCurrentScene->onEnter();
s_pNextScene = nullptr;
return true;
}
void e2d::ESceneManager::__uninit()
{
SafeRelease(&s_pCurrentScene);
SafeRelease(&s_pNextScene);
SafeRelease(&s_pTransition);
ESceneManager::clearScene();
}