180 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			180 lines
		
	
	
		
			3.1 KiB
		
	
	
	
		
			C++
		
	
	
	
| #include "..\e2dmanager.h"
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| #include "..\e2dbase.h"
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| #include "..\e2dtransition.h"
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| 
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| static bool s_bSaveCurrScene = true;
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| static e2d::Scene * s_pCurrScene = nullptr;
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| static e2d::Scene * s_pNextScene = nullptr;
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| static e2d::Transition * s_pTransition = nullptr;
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| static std::stack<e2d::Scene*> s_SceneStack;
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| 
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| void e2d::SceneManager::enter(Scene * scene, Transition * transition /* = nullptr */, bool saveCurrentScene /* = true */)
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| {
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| 	ASSERT(scene, "Next scene NULL pointer exception!");
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| 	scene->retain();
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| 
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| 	// 保存下一场景的指针
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| 	s_pNextScene = scene;
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| 	
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| 	// 设置切换场景动作
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| 	if (transition)
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| 	{
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| 		if (s_pTransition)
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| 		{
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| 			s_pTransition->_stop();
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| 			s_pTransition->release();
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| 		}
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| 		s_pTransition = transition;
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| 		transition->retain();
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| 		transition->_init(s_pCurrScene, s_pNextScene);
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| 		transition->_update();
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| 	}
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| 
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| 	if (s_pCurrScene)
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| 	{
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| 		s_bSaveCurrScene = saveCurrentScene;
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| 	}
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| }
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| 
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| void e2d::SceneManager::back(Transition * transition /* = nullptr */)
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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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| 	WARN_IF(s_SceneStack.size() == 0, "Scene stack is empty!");
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| 	if (s_SceneStack.size() == 0) return;
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| 
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| 	// 从栈顶取出场景指针,作为下一场景
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| 	s_pNextScene = s_SceneStack.top();
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| 	s_SceneStack.pop();
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| 
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| 	// 返回上一场景时,不保存当前场景
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| 	if (s_pCurrScene)
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| 	{
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| 		s_bSaveCurrScene = false;
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| 	}
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| 
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| 	// 设置切换场景动作
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| 	if (transition)
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| 	{
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| 		s_pTransition = transition;
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| 		transition->retain();
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| 		transition->_init(s_pCurrScene, s_pNextScene);
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| 		transition->_update();
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| 	}
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| }
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| 
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| void e2d::SceneManager::clear()
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| {
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| 	// 清空场景栈
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| 	while (s_SceneStack.size())
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| 	{
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| 		auto temp = s_SceneStack.top();
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| 		SafeRelease(&temp);
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| 		s_SceneStack.pop();
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| 	}
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| }
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| 
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| e2d::Scene * e2d::SceneManager::getCurrentScene()
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| {
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| 	return s_pCurrScene;
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| }
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| 
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| std::stack<e2d::Scene*> e2d::SceneManager::getSceneStack()
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| {
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| 	return s_SceneStack;
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| }
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| 
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| bool e2d::SceneManager::isTransitioning()
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| {
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| 	return s_pTransition != nullptr;
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| }
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| 
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| void e2d::SceneManager::__update()
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| {
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| 	if (s_pTransition == nullptr)
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| 	{
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| 		// 更新场景内容
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| 		if (s_pCurrScene)
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| 		{
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| 			s_pCurrScene->_update();
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| 		}
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| 	}
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| 	else
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| 	{
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| 		// 更新场景动作
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| 		s_pTransition->_update();
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| 
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| 		if (s_pTransition->isDone())
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| 		{
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| 			s_pTransition->release();
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| 			s_pTransition = 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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| 
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| 	// 下一场景指针不为空时,切换场景
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| 	if (s_pNextScene)
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| 	{
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| 		// 执行当前场景的 onExit 函数
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| 		s_pCurrScene->onExit();
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| 
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| 		// 若要保存当前场景,把它放入栈中
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| 		if (s_bSaveCurrScene)
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| 		{
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| 			s_SceneStack.push(s_pCurrScene);
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| 		}
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| 		else
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| 		{
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| 			SafeRelease(&s_pCurrScene);
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| 		}
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| 
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| 		// 执行下一场景的 onEnter 函数
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| 		s_pNextScene->onEnter();
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| 
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| 		s_pCurrScene = s_pNextScene;		// 切换场景
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| 		s_pNextScene = nullptr;				// 下一场景置空
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| 	}
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| }
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| 
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| void e2d::SceneManager::__render()
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| {
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| 	if (s_pTransition)
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| 	{
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| 		s_pTransition->_render();
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| 	}
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| 	else
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| 	{
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| 		// 绘制当前场景
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| 		if (s_pCurrScene)
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| 		{
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| 			s_pCurrScene->_render();
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| 		}
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| 	}
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| }
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| 
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| bool e2d::SceneManager::__init()
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| {
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| 	// 若游戏初始化时场景不为空,进入该场景
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| 	if (s_pNextScene)
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| 	{
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| 		s_pCurrScene = s_pNextScene;
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| 		s_pCurrScene->onEnter();
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| 		s_pNextScene = nullptr;
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| 	}
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| 
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| 	// 更新场景内容
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| 	SceneManager::__update();
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| 
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| 	return true;
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| }
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| 
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| void e2d::SceneManager::__uninit()
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| {
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| 	SafeRelease(&s_pCurrScene);
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| 	SafeRelease(&s_pNextScene);
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| 	SafeRelease(&s_pTransition);
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| 	SceneManager::clear();
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| }
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