Magic_Game/core/Manager/SceneManager.cpp

192 lines
2.9 KiB
C++

#include "..\e2dmanager.h"
#include "..\e2dbase.h"
#include "..\e2dtransition.h"
e2d::SceneManager * e2d::SceneManager::_instance = nullptr;
e2d::SceneManager * e2d::SceneManager::getInstance()
{
if (!_instance)
_instance = new (std::nothrow) SceneManager;
return _instance;
}
void e2d::SceneManager::destroyInstance()
{
if (_instance)
{
delete _instance;
_instance = nullptr;
}
}
e2d::SceneManager::SceneManager()
: _currScene(nullptr)
, _nextScene(nullptr)
, _transition(nullptr)
, _scenes()
{
}
e2d::SceneManager::~SceneManager()
{
}
void e2d::SceneManager::push(Scene * scene, bool saveCurrentScene)
{
if (!scene)
return;
// 保存下一场景的指针
if (_nextScene) _nextScene->release();
_nextScene = scene;
_nextScene->retain();
// 初始化场景切换动画
if (_transition && !_transition->init(_currScene, _nextScene))
{
WARN("Transition initialize failed!");
_transition->release();
_transition = nullptr;
}
if (saveCurrentScene && _currScene)
{
_scenes.push(_currScene);
}
}
e2d::Scene* e2d::SceneManager::pop()
{
// 栈为空时,调用返回场景函数失败
if (_scenes.size() == 0)
{
WARN("Scene stack is empty!");
return nullptr;
}
_nextScene = _scenes.top();
_scenes.pop();
// 初始化场景切换动画
if (_transition && !_transition->init(_currScene, _nextScene))
{
WARN("Transition initialize failed!");
_transition->release();
_transition = nullptr;
}
return _nextScene;
}
void e2d::SceneManager::setTransition(Transition * transition)
{
if (transition)
{
if (_transition)
{
_transition->stop();
_transition->release();
}
_transition = transition;
_transition->retain();
}
}
void e2d::SceneManager::clear()
{
while (!_scenes.empty())
{
_scenes.top()->release();
_scenes.pop();
}
}
e2d::Scene * e2d::SceneManager::getCurrentScene()
{
return _currScene;
}
const std::stack<e2d::Scene*>& e2d::SceneManager::getSceneStack()
{
return _scenes;
}
bool e2d::SceneManager::isTransitioning()
{
return _transition != nullptr;
}
void e2d::SceneManager::update()
{
if (_currScene) _currScene->update();
if (_nextScene) _nextScene->update();
if (_transition)
{
_transition->update();
if (_transition->isDone())
{
_transition->release();
_transition = nullptr;
}
else
{
return;
}
}
if (_nextScene)
{
if (_currScene)
{
_currScene->onExit();
if (_scenes.empty() || _scenes.top() != _currScene)
{
_currScene->release();
}
}
_nextScene->onEnter();
_currScene = _nextScene;
_nextScene = nullptr;
}
}
void e2d::SceneManager::render()
{
if (_transition)
{
_transition->render();
}
else if (_currScene)
{
_currScene->render();
}
}
void e2d::SceneManager::dispatch(const MouseEvent & e)
{
if (_transition != nullptr)
return;
if (_currScene)
{
_currScene->dispatch(e);
}
}
void e2d::SceneManager::dispatch(const KeyEvent & e)
{
if (_transition != nullptr)
return;
if (_currScene)
{
_currScene->dispatch(e);
}
}