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