82 lines
2.2 KiB
C++
82 lines
2.2 KiB
C++
// Copyright (c) 2016-2018 Kiwano - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include "../macros.h"
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#include "../common/Singleton.hpp"
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#include "../2d/include-forwards.h"
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#include "Component.h"
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namespace kiwano
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{
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class KGE_API Director
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: public Singleton<Director>
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, public Component
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{
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KGE_DECLARE_SINGLETON(Director);
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public:
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// 切换场景
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void EnterStage(
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StagePtr scene /* 场景 */
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);
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// 切换场景
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void EnterStage(
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StagePtr scene, /* 场景 */
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TransitionPtr transition /* 场景动画 */
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);
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// 获取当前场景
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StagePtr GetCurrentStage();
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// 启用或禁用角色边界渲染功能
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void SetRenderBorderEnabled(bool enabled);
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// 显示调试信息
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void ShowDebugInfo(bool show = true);
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public:
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void SetupComponent() override {}
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void DestroyComponent() override {}
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void OnUpdate(Duration dt) override;
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void OnRender() override;
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void AfterRender() override;
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void HandleEvent(Event& evt) override;
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protected:
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Director();
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virtual ~Director();
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protected:
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bool render_border_enabled_;
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StagePtr curr_scene_;
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StagePtr next_scene_;
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ActorPtr debug_node_;
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TransitionPtr transition_;
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};
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}
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