Magic_Game/src/kiwano/base/Director.h

82 lines
2.2 KiB
C++

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