Magic_Game/core/ecommon.h

793 lines
13 KiB
C++

#pragma once
#include "emacros.h"
#include <vector>
#include <functional>
#include <sstream>
namespace e2d
{
// 表示坐标的结构体
struct EPoint
{
float x;
float y;
EPoint()
{
x = 0;
y = 0;
}
EPoint(float x, float y)
{
this->x = x;
this->y = y;
}
EPoint operator + (EPoint const & p)
{
return EPoint(x + p.x, y + p.y);
}
EPoint operator - (EPoint const & p)
{
return EPoint(x - p.x, y - p.y);
}
EPoint operator * (float const & value)
{
return EPoint(x * value, y * value);
}
EPoint operator / (float const & value)
{
return EPoint(x / value, y / value);
}
};
// 表示大小的结构体
struct ESize
{
float width;
float height;
ESize()
{
width = 0;
height = 0;
}
ESize(float width, float height)
{
this->width = width;
this->height = height;
}
ESize operator + (ESize const & size)
{
return ESize(width + size.width, height + size.height);
}
ESize operator - (ESize const & size)
{
return ESize(width - size.width, height - size.height);
}
ESize operator * (float const & value)
{
return ESize(width * value, height * value);
}
ESize operator / (float const & value)
{
return ESize(width / value, height / value);
}
};
// 字符串
class EString
{
public:
EString();
EString(const wchar_t);
EString(const wchar_t *);
EString(const EString &);
EString(const std::wstring &);
EString(EString &&);
~EString();
EString& operator=(const wchar_t *);
EString& operator=(const EString &);
EString& operator=(const std::wstring &);
bool operator==(const wchar_t *);
bool operator==(const EString &);
bool operator==(const std::wstring &);
bool operator!=(const wchar_t *);
bool operator!=(const EString &);
bool operator!=(const std::wstring &);
wchar_t &operator[](int);
EString operator+(const wchar_t);
EString operator+(const wchar_t *);
EString operator+(const EString &);
EString operator+(const std::wstring &);
template<typename T>
EString operator+(const T value)
{
EString str_temp(*this);
str_temp += value;
return std::move(str_temp);
}
EString &operator +=(const wchar_t);
EString &operator +=(const wchar_t *);
EString &operator +=(const EString &);
EString &operator +=(const std::wstring &);
template<typename T>
EString &operator +=(const T value)
{
std::wostringstream ss;
ss << value;
return (*this) += ss.str();
}
bool operator < (EString const&) const;
bool operator <= (EString const&) const;
bool operator > (EString const&) const;
bool operator >= (EString const&) const;
operator wchar_t*() const { return _string; }
operator bool() const { return _size != 0; }
friend EString operator+(const wchar_t, const EString &);
friend EString operator+(const wchar_t*, const EString &);
friend EString operator+(const EString &, const EString &);
friend EString operator+(const std::wstring &, const EString &);
template<typename T>
friend EString operator+(const T &value, const EString &str)
{
return std::move((EString::parse(value) + str2));
}
friend std::wistream &operator>>(std::wistream &, EString &);
// 判断字符串是否为空
bool isEmpty() const { return _size == 0; }
// 获取字符串长度
int length() const { return _size; }
// 获取大写字符串
EString upper() const;
// 获取小写字符串
EString lower() const;
// 获取裁剪字符串
EString sub(int offset, int count = -1) const;
// 获取字符串中第一个特定字符的下标
int findFirstOf(const wchar_t ch) const;
// 获取字符串中最后一个特定字符的下标
int findLastOf(const wchar_t ch) const;
// 后接字符
EString &append(const wchar_t ch);
// 后接字符串
EString &append(const wchar_t *str);
// 后接字符串
EString &append(const EString &str);
// 后接字符串
template<typename T>
EString &append(const T &value)
{
return (*this) += value;
}
// 获取该字符串的散列值
unsigned int hash() const;
// 将模板类型转化为字符串
template<typename T>
static EString parse(const T value)
{
EString str;
std::wostringstream ss;
ss << value;
str += ss.str();
return std::move(str);
}
private:
wchar_t *_string;
int _size;
};
// 二维向量
typedef EPoint EVector2;
// 定时器回调函数(参数为该定时器被调用的次数,从 0 开始)
typedef std::function<void(int)> TimerCallback;
// 按钮点击回调函数
typedef std::function<void()> BtnClkCallback;
// 物理世界消息监听器回调函数
typedef std::function<void()> PhysLsnrCallback;
// 碰撞消息监听器回调函数
typedef PhysLsnrCallback ClsLsnrCallback;
template<typename T>
inline void SafeDelete(T** p) { if (*p) { delete *p; *p = nullptr; } }
template<typename Obj>
inline void SafeRelease(Obj** p) { if (*p) { (*p)->release(); *p = nullptr; } }
template<class Interface>
inline void SafeReleaseInterface(Interface **pp) { if (*pp != nullptr) { (*pp)->Release(); (*pp) = nullptr; } }
// 颜色
class EColor
{
public:
enum COMMON_VALUE
{
ALICE_BLUE = 0xF0F8FF,
AQUA = 0x00FFFF,
AZURE = 0xF0FFFF,
BEIGE = 0xF5F5DC,
BLACK = 0x000000,
BLUE = 0x0000FF,
BLUE_VIOLET = 0x8A2BE2,
BROWN = 0xA52A2A,
CHOCOLATE = 0xD2691E,
CYAN = 0x00FFFF,
DARK_BLUE = 0x00008B,
DARK_CYAN = 0x008B8B,
DARK_GOLDENROD = 0xB8860B,
DARK_GRAY = 0xA9A9A9,
DARK_GREEN = 0x006400,
DARK_ORANGE = 0xFF8C00,
DARK_RED = 0x8B0000,
DARK_SEA_GREEN = 0x8FBC8F,
DARK_VIOLET = 0x9400D3,
DEEP_PINK = 0xFF1493,
DEEP_SKY_BLUE = 0x00BFFF,
FOREST_GREEN = 0x228B22,
GOLD = 0xFFD700,
GOLDENROD = 0xDAA520,
GRAY = 0x808080,
GREEN = 0x008000,
GREEN_YELLOW = 0xADFF2F,
LIGHT_BLUE = 0xADD8E6,
LIGHT_CYAN = 0xE0FFFF,
LIGHT_GOLDENROD_YELLOW = 0xFAFAD2,
LIGHT_GREEN = 0x90EE90,
LIGHT_GRAY = 0xD3D3D3,
LIGHT_PINK = 0xFFB6C1,
LIGHT_SEA_GREEN = 0x20B2AA,
LIGHT_SKY_BLUE = 0x87CEFA,
LIGHT_SLATE_GRAY = 0x778899,
LIGHT_YELLOW = 0xFFFFE0,
MEDIUM_BLUE = 0x0000CD,
MEDIUM_PURPLE = 0x9370DB,
MEDIUM_SEA_GREEN = 0x3CB371,
MEDIUM_SPRING_GREEN = 0x00FA9A,
MEDUIM_VIOLET_RED = 0xC71585,
MIDNIGHT_BLUE = 0x191970,
ORANGE = 0xFFA500,
ORANGE_RED = 0xFF4500,
PINK = 0xFFC0CB,
PURPLE = 0x800080,
RED = 0xFF0000,
SEA_GREEN = 0x2E8B57,
SEA_SHELL = 0xFFF5EE,
SILVER = 0xC0C0C0,
SKY_BLUE = 0x87CEEB,
SNOW = 0xFFFAFA,
SPRING_GREEN = 0x00FF7F,
TOMATO = 0xFF6347,
VIOLET = 0xEE82EE,
WHEAT = 0xF5DEB3,
WHITE = 0xFFFFFF,
WHITE_SMOKE = 0xF5F5F5,
WOOD = 0xDEB887,
YELLOW = 0xFFFF00,
YELLOW_GREEN = 0x9ACD32
};
};
// 字体粗细值
class EFontWeight
{
public:
enum COMMON_VALUE
{
THIN = 100,
EXTRA_LIGHT = 200,
ULTRA_LIGHT = 200,
LIGHT = 300,
SEMI_LIGHT = 350,
NORMAL = 400,
REGULAR = 400,
MEDIUM = 500,
DEMI_BOLD = 600,
SEMI_BOLD = 600,
BOLD = 700,
EXTRA_BOLD = 800,
ULTRA_BOLD = 800,
BLACK = 900,
HEAVY = 900,
EXTRA_BLACK = 950,
ULTRA_BLACK = 950
};
};
// 键值集合
class EKeyCode
{
public:
enum VALUE
{
UP = 0xC8,
LEFT = 0xCB,
RIGHT = 0xCD,
DOWN = 0xD0,
ENTER = 0x1C,
SPACE = 0x39,
ESC = 0x01,
BACK = 0x0E,
TAB = 0x0F,
PAUSE = 0xC5,
Q = 0x10,
W = 0x11,
E = 0x12,
R = 0x13,
T = 0x14,
Y = 0x15,
U = 0x16,
I = 0x17,
O = 0x18,
P = 0x19,
A = 0x1E,
S = 0x1F,
D = 0x20,
F = 0x21,
G = 0x22,
H = 0x23,
J = 0x24,
K = 0x25,
L = 0x26,
Z = 0x2C,
X = 0x2D,
C = 0x2E,
V = 0x2F,
B = 0x30,
N = 0x31,
M = 0x32,
NUM1 = 0x02,
NUM2 = 0x03,
NUM3 = 0x04,
NUM4 = 0x05,
NUM5 = 0x06,
NUM6 = 0x07,
NUM7 = 0x08,
NUM8 = 0x09,
NUM9 = 0x0A,
NUM0 = 0x0B,
NUMPAD7 = 0x47,
NUMPAD8 = 0x48,
NUMPAD9 = 0x49,
NUMPAD4 = 0x4B,
NUMPAD5 = 0x4C,
NUMPAD6 = 0x4D,
NUMPAD1 = 0x4F,
NUMPAD2 = 0x50,
NUMPAD3 = 0x51,
NUMPAD0 = 0x52,
F1 = 0x3B,
F2 = 0x3C,
F3 = 0x3D,
F4 = 0x3E,
F5 = 0x3F,
F6 = 0x40,
F7 = 0x41,
F8 = 0x42,
F9 = 0x43,
F10 = 0x44
};
};
class EGeometry;
// 物理消息
class EPhysicsEvent
{
public:
enum INTERSECT_RELATION
{
UNKNOWN = 0, /* 关系不确定 */
DISJOINT = 1, /* 没有交集 */
IS_CONTAINED = 2, /* 完全被包含 */
CONTAINS = 3, /* 完全包含 */
OVERLAP = 4 /* 部分重叠 */
};
// 获取当前物理碰撞消息类型
static INTERSECT_RELATION getMsg();
// 获取主动方
static EGeometry * getActiveGeometry();
// 获取被动方
static EGeometry * getPassiveGeometry();
public:
static INTERSECT_RELATION s_nRelation;
static EGeometry * s_pActiveGeometry;
static EGeometry * s_pPassiveGeometry;
};
class EObjectManager;
class EObject
{
friend EObjectManager;
public:
EObject();
virtual ~EObject();
// 引用计数加一
void retain();
// 引用计数减一
void release();
private:
int m_nRefCount;
bool m_bManaged;
};
class EText;
class EFont :
public EObject
{
friend EText;
public:
EFont();
EFont(
EString fontFamily,
float fontSize = 22,
UINT32 color = EColor::WHITE,
UINT32 fontWeight = EFontWeight::REGULAR,
bool italic = false
);
virtual ~EFont();
// 获取当前字号
float getFontSize() const;
// 获取当前字体粗细值
UINT32 getFontWeight() const;
// 获取文字颜色
UINT32 getColor() const;
// 是否是斜体
bool isItalic() const;
// 设置字体
void setFamily(
const EString & fontFamily
);
// 设置字号
void setSize(
float fontSize
);
// 设置字体粗细值
void setWeight(
UINT32 fontWeight
);
// 设置文字颜色
void setColor(
UINT32 color
);
// 设置文字斜体
void setItalic(
bool value
);
protected:
// 创建文字格式
void _initTextFormat();
// 获取文字格式
IDWriteTextFormat * _getTextFormat();
protected:
EString m_sFontFamily;
float m_fFontSize;
UINT32 m_FontWeight;
UINT32 m_Color;
bool m_bItalic;
bool m_bRecreateNeeded;
IDWriteTextFormat * m_pTextFormat;
};
class ESprite;
class EImage :
public EObject
{
friend ESprite;
public:
// 创建一个空的图片
EImage();
// 从本地文件中读取资源
EImage(
LPCTSTR fileName
);
// 读取程序资源
EImage(
LPCTSTR resourceName,
LPCTSTR resourceType
);
virtual ~EImage();
// 从本地文件中读取资源
void loadFromFile(
const EString & fileName
);
// 读取程序资源
void loadFromResource(
LPCTSTR resourceName,
LPCTSTR resourceType
);
// 获取源图片宽度
virtual float getSourceWidth() const;
// 获取源图片高度
virtual float getSourceHeight() const;
// 获取源图片大小
virtual ESize getSourceSize() const;
// 预加载资源
static bool preload(
const EString & fileName
);
// 预加载资源
static bool preload(
LPCTSTR resourceName,
LPCTSTR resourceType
);
// 清空缓存
static void clearCache();
protected:
ID2D1Bitmap * _getBitmap();
protected:
ID2D1Bitmap * m_pBitmap;
};
class EKeyframe :
public EObject
{
friend ESprite;
public:
// 创建空的关键帧
EKeyframe();
// 创建空的关键帧
EKeyframe(
EImage * texture
);
// 创建空的关键帧
EKeyframe(
const EString & imageFileName
);
// 创建空的关键帧
EKeyframe(
LPCTSTR resourceName,
LPCTSTR resourceType
);
// 创建空的关键帧
EKeyframe(
EImage * texture,
float x,
float y,
float width,
float height
);
// 创建空的关键帧
EKeyframe(
const EString & imageFileName,
float x,
float y,
float width,
float height
);
// 创建空的关键帧
EKeyframe(
LPCTSTR resourceName,
LPCTSTR resourceType,
float x,
float y,
float width,
float height
);
virtual ~EKeyframe();
// 获取宽度
float getWidth() const;
// 获取高度
float getHeight() const;
// 获取图片
EImage * getImage() const;
protected:
// 修改图片
void _setImage(
EImage * texture
);
// 裁剪图片
void _clipTexture(
float x,
float y,
float width,
float height
);
protected:
float m_fSourceClipX;
float m_fSourceClipY;
float m_fSourceClipWidth;
float m_fSourceClipHeight;
EImage * m_pImage;
};
class ESceneManager;
class ENode;
class EAction;
// 场景
class EScene :
public EObject
{
friend ESceneManager;
public:
EScene();
virtual ~EScene();
// 重写这个函数,它将在进入这个场景时自动执行
virtual void onEnter() {}
// 重写这个函数,它将在离开这个场景时自动执行
virtual void onExit() {}
// 重写这个函数,它将在窗口激活时执行
virtual bool onActivate() { return false; }
// 重写这个函数,它将在窗口非激活时执行
virtual bool onInactive() { return false; }
// 重写这个函数,它将在关闭窗口时执行
virtual bool onCloseWindow() { return true; }
// 重写这个函数,它将在每一帧画面刷新时执行
virtual void onUpdate() {}
// 添加子节点到场景
void add(
ENode * child,
int zOrder = 0
);
// 删除子节点
bool remove(
ENode * child
);
// 删除相同名称的子节点
void remove(
const EString &childName
);
// 获取所有子节点
std::vector<e2d::ENode*> getChildren();
// 获取子节点数量
size_t getChildrenCount() const;
// 根据名称获取子节点
ENode * getChild(
const EString &childName
);
// 获取根节点
ENode * getRoot() const;
// 清空所有子成员
void clearAllChildren();
// 执行动画
void runAction(
EAction * action
);
// 开启几何图形的渲染
void setGeometryVisiable(
bool visiable
);
protected:
// 渲染场景画面
void _render();
// 更新场景内容
void _update();
protected:
bool m_bSortNeeded;
bool m_bWillSave;
bool m_bGeometryVisiable;
ENode * m_pRoot;
};
}