845 lines
14 KiB
C++
845 lines
14 KiB
C++
#pragma once
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#include "e2dmacros.h"
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namespace e2d
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{
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// 方向
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enum class Direction : int
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{
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Up, /* 上 */
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Down, /* 下 */
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Left, /* 左 */
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Right /* 右 */
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};
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// 线条相交样式
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enum class LineJoin : int
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{
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Miter = 0, /* 斜切 */
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Bevel = 1, /* 斜角 */
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Round = 2 /* 圆角 */
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};
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class Size;
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// 坐标
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class Point
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{
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public:
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double x; // X 坐标
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double y; // Y 坐标
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public:
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Point();
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Point(double x, double y);
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Point(const Point& other);
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Point operator + (Point const & point) const;
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Point operator - (Point const & point) const;
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Point operator * (double const & point) const;
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Point operator / (double const & point) const;
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Point operator - () const;
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bool operator== (const Point& point) const;
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operator e2d::Size() const;
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// 判断两点间距离
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static double distance(const Point&, const Point&);
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};
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// 二维向量
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typedef Point Vector2;
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// 大小
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class Size
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{
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public:
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double width; // 宽度
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double height; // 高度
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public:
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Size();
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Size(double width, double height);
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Size(const Size& other);
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Size operator + (Size const & size) const;
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Size operator - (Size const & size) const;
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Size operator * (double const & size) const;
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Size operator / (double const & size) const;
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Size operator - () const;
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bool operator== (const Size& size) const;
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operator e2d::Point() const;
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};
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// 矩形
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class Rect
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{
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public:
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Point origin; // 原点坐标
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Size size; // 宽度和高度
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public:
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Rect();
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Rect(double x, double y, double width, double height);
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Rect(const Point& pos, const Size& size);
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Rect(const Rect& other);
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Rect& operator= (const Rect& other);
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bool operator== (const Rect& rect) const;
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// 设置矩形
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void setRect(
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double x,
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double y,
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double width,
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double height
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);
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// 判断点是否在矩形内
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bool containsPoint(
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const Point& point
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) const;
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// 判断两矩形是否相交
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bool intersects(
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const Rect& rect
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) const;
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};
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// 字符串
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class String
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{
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public:
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String();
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String(const String &);
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String(const char *);
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String(const wchar_t *);
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String(String &&);
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~String();
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// 判断字符串是否为空
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bool isEmpty() const;
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// 获取字符串长度
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int getLength() const;
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// 获取该字符串的散列值
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unsigned int getHashCode() const;
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// 获取 Unicode 字符串
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std::wstring getWString() const;
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// 获取 ANSI 字符串
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std::string getCString() const;
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// 获取指定位置字符
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wchar_t at(
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int index
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) const;
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// 比较字符串
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int compare(
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const String & str
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) const;
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// 截取字符串
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e2d::String subtract(
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int offset, /* 偏移量 */
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int count = -1 /* 截取字符数量 */
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) const;
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// 插入字符串
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void insert(
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const String & str,
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int pos
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);
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// 替换字符串中的指定内容
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void replace(
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const String & from, /* 需替换内容 */
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const String & to /* 替换成内容 */
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);
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// 删除字符串中的指定内容
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void erase(
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int offset, /* 偏移量 */
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int count /* 删除字符数量 */
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);
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// 搜索字符串
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int find(
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const String & str, /* 查找内容 */
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int offset = 0 /* 偏移量 */
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) const;
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// 清空字符串
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void clear();
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// 获取大写字符串
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String toUpper() const;
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// 获取小写字符串
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String toLower() const;
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// 将字符串转化为 int 型
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int toInt() const;
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// 将字符串转化为 double 型
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double toDouble() const;
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// 将字符串转化为 bool 型
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bool toBool() const;
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// 数字类型转字符串
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static String parse(int value);
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static String parse(unsigned int value);
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static String parse(float value);
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static String parse(double value);
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// 格式化字符串
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static String format(const char * format, ...);
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static String format(const wchar_t * format, ...);
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// 交换两字符串
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static void swap(String &str1, String &str2);
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// 赋值运算符
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String& operator= (const String &);
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String& operator= (const char *);
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String& operator= (const wchar_t *);
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// 运算符
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String& operator+= (const String &);
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String& operator+= (const char *);
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String& operator+= (const wchar_t *);
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String operator+ (const String &);
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String operator+ (const char *);
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String operator+ (const wchar_t *);
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// 友元运算符
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friend String operator+ (const char *, const String &);
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friend String operator+ (const wchar_t*, const String &);
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// 类型转换操作符
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E2D_OP_EXPLICIT operator const wchar_t* () const;
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E2D_OP_EXPLICIT operator wchar_t* () const;
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E2D_OP_EXPLICIT operator const char* () const;
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E2D_OP_EXPLICIT operator char* () const;
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// 比较运算符
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bool operator== (const String &) const;
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bool operator== (const char *) const;
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bool operator== (const wchar_t *) const;
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bool operator!= (const String &) const;
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bool operator!= (const char *) const;
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bool operator!= (const wchar_t *) const;
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bool operator> (const String &) const;
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bool operator>= (const String &) const;
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bool operator< (const String &) const;
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bool operator<= (const String &) const;
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// << 运算符(后接字符串)
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String& operator<< (const String &);
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String& operator<< (const char *);
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String& operator<< (char *);
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String& operator<< (const wchar_t *);
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String& operator<< (wchar_t *);
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String& operator<< (int value);
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String& operator<< (unsigned int value);
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String& operator<< (float value);
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String& operator<< (double value);
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// 其他运算符
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wchar_t& operator[] (int);
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friend std::ostream& operator<< (std::ostream &, const String &);
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friend std::wostream& operator<< (std::wostream &, const String &);
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friend std::istream& operator>> (std::istream &, String &);
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friend std::wistream& operator>> (std::wistream &, String &);
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private:
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std::wstring _str;
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};
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// 颜色
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class Color
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{
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public:
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Color();
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Color(
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double r,
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double g,
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double b
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);
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Color(
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double r,
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double g,
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double b,
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double alpha
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);
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Color(
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UINT rgb
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);
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Color(
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UINT rgb,
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double alpha
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);
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D2D1_COLOR_F toD2DColorF() const;
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public:
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enum Value : UINT
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{
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Black = 0x000000,
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Blue = 0x0000FF,
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BlueViolet = 0x8A2BE2,
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Brown = 0xA52A2A,
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Chocolate = 0xD2691E,
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DarkBlue = 0x00008B,
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DarkGray = 0xA9A9A9,
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DarkGreen = 0x006400,
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DarkOrange = 0xFF8C00,
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DarkRed = 0x8B0000,
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DarkViolet = 0x9400D3,
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ForestGreen = 0x228B22,
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Gold = 0xFFD700,
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Gray = 0x808080,
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Green = 0x008000,
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GreenYellow = 0xADFF2F,
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LightBlue = 0xADD8E6,
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LightCyan = 0xE0FFFF,
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LightGreen = 0x90EE90,
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LightGray = 0xD3D3D3,
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LightPink = 0xFFB6C1,
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LightSeaGreen = 0x20B2AA,
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LightSkyBlue = 0x87CEFA,
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LightYellow = 0xFFFFE0,
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Orange = 0xFFA500,
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OrangeRed = 0xFF4500,
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Pink = 0xFFC0CB,
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Purple = 0x800080,
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Red = 0xFF0000,
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Silver = 0xC0C0C0,
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SkyBlue = 0x87CEEB,
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Snow = 0xFFFAFA,
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Violet = 0xEE82EE,
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Wheat = 0xF5DEB3,
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White = 0xFFFFFF,
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WhiteSmoke = 0xF5F5F5,
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Wood = 0xDEB887,
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Yellow = 0xFFFF00,
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Yellow_Green = 0x9ACD32
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};
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private:
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void _init(
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UINT rgb,
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double alpha
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);
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private:
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float r;
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float g;
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float b;
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float a;
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};
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// 函数对象
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class Function
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{
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public:
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Function();
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Function(
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std::nullptr_t
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);
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Function(
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std::function<void()> func
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);
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template<typename Func>
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Function(Func func) : _func(func) {}
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template<typename Func, typename Object>
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Function(
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Func&& func, /* 对象的成员函数 */
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Object&& obj /* 对象指针 */
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)
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{
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_func = std::bind(func, obj);
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}
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void operator() (void) const;
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E2D_OP_EXPLICIT operator bool() const;
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protected:
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std::function<void()> _func;
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};
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// 字体
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class Font
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{
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public:
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String family; // 字体族
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double size; // 字号
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UINT weight; // 粗细值
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bool italic; // 斜体
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public:
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// 字体粗细值
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enum Weight : UINT
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{
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Thin = 100,
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ExtraLight = 200,
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Light = 300,
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Normal = 400,
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Medium = 500,
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Bold = 700,
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ExtraBold = 800,
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Black = 900,
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ExtraBlack = 950
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};
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public:
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Font();
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explicit Font(
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const String& family,
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double size = 22,
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UINT weight = Font::Weight::Normal,
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bool italic = false
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);
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};
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// 基础对象
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class Object
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{
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public:
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Object();
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virtual ~Object();
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// 自动释放
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void autorelease();
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// 引用计数加一
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void retain();
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// 引用计数减一
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void release();
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// 获取引用计数
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int getRefCount() const;
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// 销毁对象
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virtual void onDestroy() {}
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private:
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int _refCount;
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};
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// 图片
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class Image :
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public Object
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{
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public:
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Image();
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explicit Image(
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const String& filePath /* 图片文件路径 */
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);
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explicit Image(
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int resNameId, /* 图片资源名称 */
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const String& resType /* 图片资源类型 */
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);
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explicit Image(
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const String& filePath, /* 图片文件路径 */
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const Rect& cropRect /* 裁剪矩形 */
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);
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explicit Image(
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int resNameId, /* 图片资源名称 */
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const String& resType, /* 图片资源类型 */
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const Rect& cropRect /* 裁剪矩形 */
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);
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virtual ~Image();
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// 加载图片文件
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bool open(
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const String& filePath /* 图片文件路径 */
|
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);
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// 加载图片资源
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bool open(
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int resNameId, /* 图片资源名称 */
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const String& resType /* 图片资源类型 */
|
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);
|
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|
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// 将图片裁剪为矩形
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||
void crop(
|
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const Rect& cropRect /* 裁剪矩形 */
|
||
);
|
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// 获取宽度
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virtual double getWidth() const;
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|
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// 获取高度
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virtual double getHeight() const;
|
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|
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// 获取大小
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virtual Size getSize() const;
|
||
|
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// 获取源图片宽度
|
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virtual double getSourceWidth() const;
|
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|
||
// 获取源图片高度
|
||
virtual double getSourceHeight() const;
|
||
|
||
// 获取源图片大小
|
||
virtual Size getSourceSize() const;
|
||
|
||
// 获取裁剪位置 X 坐标
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||
virtual double getCropX() const;
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||
|
||
// 获取裁剪位置 Y 坐标
|
||
virtual double getCropY() const;
|
||
|
||
// 获取裁剪位置
|
||
virtual Point getCropPos() const;
|
||
|
||
// 获取 ID2D1Bitmap 对象
|
||
ID2D1Bitmap * getBitmap();
|
||
|
||
// 预加载图片文件
|
||
static bool preload(
|
||
const String& filePath /* 图片文件路径 */
|
||
);
|
||
|
||
// 预加载图片资源
|
||
static bool preload(
|
||
int resNameId, /* 图片资源名称 */
|
||
const String& resType /* 图片资源类型 */
|
||
);
|
||
|
||
// 清空缓存
|
||
static void clearCache();
|
||
|
||
protected:
|
||
// 设置 Bitmap
|
||
void _setBitmap(
|
||
ID2D1Bitmap * bitmap
|
||
);
|
||
|
||
protected:
|
||
Rect _cropRect;
|
||
ID2D1Bitmap * _bitmap;
|
||
};
|
||
|
||
|
||
class Node;
|
||
class SceneManager;
|
||
class Transition;
|
||
|
||
// 场景
|
||
class Scene :
|
||
public Object
|
||
{
|
||
friend class SceneManager;
|
||
friend class Transition;
|
||
|
||
public:
|
||
Scene();
|
||
|
||
virtual ~Scene();
|
||
|
||
// 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,它将在关闭窗口时执行(返回 false 将阻止窗口关闭)
|
||
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() {}
|
||
|
||
// 开启或禁用 onUpdate 函数
|
||
void setAutoUpdate(
|
||
bool bAutoUpdate
|
||
);
|
||
|
||
// 添加节点到场景
|
||
void add(
|
||
Node * child, /* 要添加的节点 */
|
||
int zOrder = 0 /* 渲染顺序 */
|
||
);
|
||
|
||
// 添加多个节点到场景
|
||
virtual void add(
|
||
const std::vector<Node*>& nodes, /* 节点数组 */
|
||
int order = 0 /* 渲染顺序 */
|
||
);
|
||
|
||
// 删除子节点
|
||
bool remove(
|
||
Node * child
|
||
);
|
||
|
||
// 获取所有名称相同的子节点
|
||
std::vector<Node*> get(
|
||
const String& name
|
||
) const;
|
||
|
||
// 获取名称相同的子节点
|
||
Node* getOne(
|
||
const String& name
|
||
) const;
|
||
|
||
// 获取所有子节点
|
||
const std::vector<Node*>& getAll() const;
|
||
|
||
// 获取根节点
|
||
Node * getRoot() const;
|
||
|
||
// 销毁对象
|
||
virtual void onDestroy() override;
|
||
|
||
protected:
|
||
// 渲染场景画面
|
||
void _render();
|
||
|
||
// 更新场景内容
|
||
void _update();
|
||
|
||
protected:
|
||
bool _autoUpdate;
|
||
Node * _root;
|
||
};
|
||
|
||
|
||
class ColliderManager;
|
||
|
||
// 碰撞体
|
||
class Collider :
|
||
public Object
|
||
{
|
||
friend class Node;
|
||
friend class ColliderManager;
|
||
|
||
public:
|
||
// 碰撞体类别
|
||
enum class Type
|
||
{
|
||
None, /* 无 */
|
||
Rect, /* 矩形 */
|
||
Circle, /* 圆形 */
|
||
Ellipse /* 椭圆形 */
|
||
};
|
||
|
||
// 碰撞体交集关系
|
||
enum class Relation : int
|
||
{
|
||
Unknown = 0, /* 关系不确定 */
|
||
Disjoin = 1, /* 没有交集 */
|
||
IsContained = 2, /* 完全被包含 */
|
||
Contains = 3, /* 完全包含 */
|
||
Overlap = 4 /* 部分重叠 */
|
||
};
|
||
|
||
public:
|
||
Collider();
|
||
|
||
virtual ~Collider();
|
||
|
||
// 启用或关闭该碰撞体
|
||
virtual void setEnabled(
|
||
bool enabled
|
||
);
|
||
|
||
// 设置碰撞体的可见性
|
||
void setVisiable(
|
||
bool bVisiable
|
||
);
|
||
|
||
// 设置绘制颜色
|
||
void setColor(
|
||
Color color
|
||
);
|
||
|
||
// 判断两碰撞体的交集关系
|
||
virtual Relation getRelationWith(
|
||
Collider * pCollider
|
||
) const;
|
||
|
||
// 获取父节点
|
||
Node * getParentNode() const;
|
||
|
||
// 获取绘制颜色
|
||
Color getColor() const;
|
||
|
||
// 获取 ID2D1Geometry* 对象
|
||
ID2D1Geometry* getGeometry() const;
|
||
|
||
// 获取 ID2D1TransformedGeometry* 对象
|
||
ID2D1TransformedGeometry* getTransformedGeometry() const;
|
||
|
||
protected:
|
||
// 重新生成
|
||
void _recreate(
|
||
Collider::Type type
|
||
);
|
||
|
||
// 二维变换
|
||
void _transform();
|
||
|
||
// 渲染碰撞体
|
||
void _render();
|
||
|
||
protected:
|
||
bool _enabled;
|
||
bool _visiable;
|
||
Color _color;
|
||
Node * _parentNode;
|
||
Type _type;
|
||
ID2D1Geometry* _geometry;
|
||
ID2D1TransformedGeometry* _transformed;
|
||
};
|
||
|
||
|
||
class Game;
|
||
|
||
// 游戏配置
|
||
class Config
|
||
{
|
||
friend class Game;
|
||
|
||
public:
|
||
Config();
|
||
|
||
virtual ~Config();
|
||
|
||
// 修改游戏名称
|
||
// 默认:空
|
||
void setGameName(
|
||
const String& name
|
||
);
|
||
|
||
// 打开或关闭声音
|
||
// 默认:打开
|
||
void setSoundEnabled(
|
||
bool enabled
|
||
);
|
||
|
||
// 打开或关闭碰撞监听
|
||
// 默认:关闭
|
||
void setCollisionEnabled(
|
||
bool enabled
|
||
);
|
||
|
||
// 设置节点的默认中心点位置
|
||
// 默认:(0,0)
|
||
void setNodeDefaultPivot(
|
||
Point pivot
|
||
);
|
||
|
||
// 设置节点的默认碰撞体类型
|
||
// 默认:Collider::Type::None
|
||
void setDefaultColliderType(
|
||
Collider::Type type
|
||
);
|
||
|
||
// 打开或关闭碰撞体可视化
|
||
// 默认:关闭
|
||
void setColliderVisiable(
|
||
bool visiable
|
||
);
|
||
|
||
// 获取游戏名称
|
||
String getGameName() const;
|
||
|
||
// 获取声音打开状态
|
||
bool isSoundEnabled() const;
|
||
|
||
// 获取碰撞监听状态
|
||
bool isCollisionEnabled() const;
|
||
|
||
// 获取节点的默认中心点位置
|
||
Point getNodeDefaultPivot() const;
|
||
|
||
// 获取节点的默认碰撞体类型
|
||
Collider::Type getDefaultColliderType() const;
|
||
|
||
// 获取碰撞体可视化状态
|
||
bool isColliderVisiable() const;
|
||
|
||
protected:
|
||
virtual void _update();
|
||
|
||
protected:
|
||
bool _unconfigured;
|
||
bool _soundEnabled;
|
||
bool _collisionEnabled;
|
||
bool _colliderVisiable;
|
||
String _gameName;
|
||
Point _nodeDefPivot;
|
||
Collider::Type _nodeDefColliderType;
|
||
};
|
||
|
||
|
||
}
|
||
|
||
|
||
#ifndef __AUTORELEASE_T_DEFINED
|
||
#define __AUTORELEASE_T_DEFINED
|
||
namespace e2d
|
||
{
|
||
struct autorelease_t { };
|
||
|
||
extern autorelease_t const autorelease;
|
||
}
|
||
|
||
void* operator new(
|
||
size_t _Size,
|
||
e2d::autorelease_t const&
|
||
) E2D_NOEXCEPT;
|
||
|
||
void operator delete(
|
||
void* _Block,
|
||
e2d::autorelease_t const&
|
||
) E2D_NOEXCEPT;
|
||
#endif
|