Magic_Game/core/e2dcommon.h

803 lines
13 KiB
C++

#pragma once
#include "e2dmacros.h"
namespace e2d
{
// 方向
enum class Direction : int
{
Up, /* 上 */
Down, /* 下 */
Left, /* 左 */
Right /* 右 */
};
// 线条相交样式
enum class LineJoin : int
{
Miter = 0, /* 斜切 */
Bevel = 1, /* 斜角 */
Round = 2 /* 圆角 */
};
class Size;
// 坐标
class Point
{
public:
double x; // X 坐标
double y; // Y 坐标
public:
Point();
Point(double x, double y);
Point(const Point& other);
Point operator + (Point const & point) const;
Point operator - (Point const & point) const;
Point operator * (double const & point) const;
Point operator / (double const & point) const;
Point operator - () const;
bool operator== (const Point& point) const;
operator e2d::Size() const;
};
// 二维向量
typedef Point Vector;
// 大小
class Size
{
public:
double width; // 宽度
double height; // 高度
public:
Size();
Size(double width, double height);
Size(const Size& other);
Size operator + (Size const & size) const;
Size operator - (Size const & size) const;
Size operator * (double const & size) const;
Size operator / (double const & size) const;
Size operator - () const;
bool operator== (const Size& size) const;
operator e2d::Point() const;
};
// 矩形
class Rect
{
public:
Point origin; // 原点坐标
Size size; // 宽度和高度
public:
Rect();
Rect(double x, double y, double width, double height);
Rect(const Point& pos, const Size& size);
Rect(const Rect& other);
Rect& operator= (const Rect& other);
bool operator== (const Rect& rect) const;
// 设置矩形
void setRect(
double x,
double y,
double width,
double height
);
// 判断点是否在矩形内
bool containsPoint(
const Point& point
) const;
// 判断两矩形是否相交
bool intersects(
const Rect& rect
) const;
};
// 字符串
class String
{
public:
String();
String(const String &);
String(const char *);
String(const wchar_t *);
String(String &&);
~String();
// 判断字符串是否为空
bool isEmpty() const;
// 获取字符串长度
int getLength() const;
// 获取该字符串的散列值
unsigned int getHashCode() const;
// 获取 Unicode 字符串
std::wstring getWString() const;
// 获取 ANSI 字符串
std::string getCString() const;
// 获取指定位置字符
wchar_t at(
int index
) const;
// 比较字符串
int compare(
const String & str
) const;
// 截取字符串
e2d::String subtract(
int offset, /* 偏移量 */
int count = -1 /* 截取字符数量 */
) const;
// 插入字符串
void insert(
const String & str,
int pos
);
// 替换字符串中的指定内容
void replace(
const String & from, /* 需替换内容 */
const String & to /* 替换成内容 */
);
// 删除字符串中的指定内容
void erase(
int offset, /* 偏移量 */
int count /* 删除字符数量 */
);
// 搜索字符串
int find(
const String & str, /* 查找内容 */
int offset = 0 /* 偏移量 */
) const;
// 清空字符串
void clear();
// 获取大写字符串
String toUpper() const;
// 获取小写字符串
String toLower() const;
// 将字符串转化为 int 型
int toInt() const;
// 将字符串转化为 double 型
double toDouble() const;
// 将字符串转化为 bool 型
bool toBool() const;
// 数字类型转字符串
static String parse(int value);
static String parse(unsigned int value);
static String parse(float value);
static String parse(double value);
// 格式化字符串
static String format(const char * format, ...);
static String format(const wchar_t * format, ...);
// 交换两字符串
static void swap(String &str1, String &str2);
// 赋值运算符
String& operator= (const String &);
String& operator= (const char *);
String& operator= (const wchar_t *);
// 运算符
String& operator+= (const String &);
String& operator+= (const char *);
String& operator+= (const wchar_t *);
String operator+ (const String &);
String operator+ (const char *);
String operator+ (const wchar_t *);
// 友元运算符
friend String operator+ (const char *, const String &);
friend String operator+ (const wchar_t*, const String &);
// 类型转换操作符
E2D_OP_EXPLICIT operator const wchar_t* () const;
E2D_OP_EXPLICIT operator wchar_t* () const;
E2D_OP_EXPLICIT operator const char* () const;
E2D_OP_EXPLICIT operator char* () const;
// 比较运算符
bool operator== (const String &) const;
bool operator== (const char *) const;
bool operator== (const wchar_t *) const;
bool operator!= (const String &) const;
bool operator!= (const char *) const;
bool operator!= (const wchar_t *) const;
bool operator> (const String &) const;
bool operator>= (const String &) const;
bool operator< (const String &) const;
bool operator<= (const String &) const;
// << 运算符(后接字符串)
String& operator<< (const String &);
String& operator<< (const char *);
String& operator<< (char *);
String& operator<< (const wchar_t *);
String& operator<< (wchar_t *);
String& operator<< (int value);
String& operator<< (unsigned int value);
String& operator<< (float value);
String& operator<< (double value);
// 其他运算符
wchar_t& operator[] (int);
friend std::ostream& operator<< (std::ostream &, const String &);
friend std::wostream& operator<< (std::wostream &, const String &);
friend std::istream& operator>> (std::istream &, String &);
friend std::wistream& operator>> (std::wistream &, String &);
private:
std::wstring _str;
};
// 颜色
class Color
{
public:
Color();
Color(
double r,
double g,
double b
);
Color(
double r,
double g,
double b,
double alpha
);
Color(
UINT rgb
);
Color(
UINT rgb,
double alpha
);
D2D1_COLOR_F toD2DColorF() const;
public:
enum Value : UINT
{
Black = 0x000000,
Blue = 0x0000FF,
BlueViolet = 0x8A2BE2,
Brown = 0xA52A2A,
Chocolate = 0xD2691E,
DarkBlue = 0x00008B,
DarkGray = 0xA9A9A9,
DarkGreen = 0x006400,
DarkOrange = 0xFF8C00,
DarkRed = 0x8B0000,
DarkViolet = 0x9400D3,
ForestGreen = 0x228B22,
Gold = 0xFFD700,
Gray = 0x808080,
Green = 0x008000,
GreenYellow = 0xADFF2F,
LightBlue = 0xADD8E6,
LightCyan = 0xE0FFFF,
LightGreen = 0x90EE90,
LightGray = 0xD3D3D3,
LightPink = 0xFFB6C1,
LightSeaGreen = 0x20B2AA,
LightSkyBlue = 0x87CEFA,
LightYellow = 0xFFFFE0,
Orange = 0xFFA500,
OrangeRed = 0xFF4500,
Pink = 0xFFC0CB,
Purple = 0x800080,
Red = 0xFF0000,
Silver = 0xC0C0C0,
SkyBlue = 0x87CEEB,
Snow = 0xFFFAFA,
Violet = 0xEE82EE,
Wheat = 0xF5DEB3,
White = 0xFFFFFF,
WhiteSmoke = 0xF5F5F5,
Wood = 0xDEB887,
Yellow = 0xFFFF00,
Yellow_Green = 0x9ACD32
};
private:
void _init(
UINT rgb,
double alpha
);
private:
float r;
float g;
float b;
float a;
};
// 函数对象
class Function
{
public:
Function();
Function(
std::nullptr_t
);
Function(
std::function<void()> func
);
template<typename Func>
Function(Func func) : _func(func) {}
template<typename Func, typename Object>
Function(
Func&& func, /* 对象的成员函数 */
Object&& obj /* 对象指针 */
)
{
_func = std::bind(func, obj);
}
void operator() (void) const;
E2D_OP_EXPLICIT operator bool() const;
protected:
std::function<void()> _func;
};
// 字体
class Font
{
public:
String family; // 字体族
double size; // 字号
UINT weight; // 粗细值
bool italic; // 斜体
public:
// 字体粗细值
enum Weight : UINT
{
Thin = 100,
ExtraLight = 200,
Light = 300,
Normal = 400,
Medium = 500,
Bold = 700,
ExtraBold = 800,
Black = 900,
ExtraBlack = 950
};
public:
Font();
explicit Font(
const String& family,
double size = 22,
UINT weight = Font::Weight::Normal,
bool italic = false
);
};
// 基础对象
class Object
{
public:
Object();
virtual ~Object();
// 自动释放
void autorelease();
// 引用计数加一
void retain();
// 引用计数减一
void release();
// 获取引用计数
int getRefCount() const;
// 销毁对象
virtual void onDestroy() {}
private:
int _refCount;
};
// 图片
class Image :
public Object
{
public:
Image();
explicit Image(
const String& filePath /* 图片文件路径 */
);
explicit Image(
int resNameId, /* 图片资源名称 */
const String& resType /* 图片资源类型 */
);
explicit Image(
const String& filePath, /* 图片文件路径 */
const Rect& cropRect /* 裁剪矩形 */
);
explicit Image(
int resNameId, /* 图片资源名称 */
const String& resType, /* 图片资源类型 */
const Rect& cropRect /* 裁剪矩形 */
);
virtual ~Image();
// 加载图片文件
bool open(
const String& filePath /* 图片文件路径 */
);
// 加载图片资源
bool open(
int resNameId, /* 图片资源名称 */
const String& resType /* 图片资源类型 */
);
// 将图片裁剪为矩形
void crop(
const Rect& cropRect /* 裁剪矩形 */
);
// 获取宽度
virtual double getWidth() const;
// 获取高度
virtual double getHeight() const;
// 获取大小
virtual Size getSize() const;
// 获取源图片宽度
virtual double getSourceWidth() const;
// 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
virtual double getCropX() const;
// 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;
// 开启或关闭节点轮廓渲染
void showCollider(
bool visiable = true
);
// 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;
bool _colliderVisiable;
Node * _root;
};
#if _MSC_VER > 1700
// 创建可自动回收内存的对象
template <typename Type, typename... Args>
inline Type * Create(Args&&... args)
{
auto newObj = new (std::nothrow) Type(std::forward<Args>(args)...);
if (newObj)
{
newObj->autorelease();
return newObj;
}
return nullptr;
}
#else
template <typename Type>
inline Type * Create()
{
auto newObj = new (std::nothrow) Type();
if (newObj) { newObj->autorelease(); return newObj; }
return nullptr;
}
template <typename Type, typename Arg1>
inline Type * Create(Arg1&& arg1)
{
auto newObj = new (std::nothrow) Type(std::forward<Arg1>(arg1));
if (newObj) { newObj->autorelease(); return newObj; }
return nullptr;
}
template <typename Type,
typename Arg1,
typename Arg2>
inline Type * Create(
Arg1&& arg1,
Arg2&& arg2
)
{
auto newObj = new (std::nothrow) Type(
std::forward<Arg1>(arg1),
std::forward<Arg2>(arg2)
);
if (newObj) { newObj->autorelease(); return newObj; }
return nullptr;
}
template <typename Type,
typename Arg1,
typename Arg2,
typename Arg3>
inline Type * Create(
Arg1&& arg1,
Arg2&& arg2,
Arg3&& arg3
)
{
auto newObj = new (std::nothrow) Type(
std::forward<Arg1>(arg1),
std::forward<Arg2>(arg2),
std::forward<Arg3>(arg3)
);
if (newObj) { newObj->autorelease(); return newObj; }
return nullptr;
}
template <typename Type,
typename Arg1,
typename Arg2,
typename Arg3,
typename Arg4>
inline Type * Create(
Arg1&& arg1,
Arg2&& arg2,
Arg3&& arg3,
Arg4&& arg4
)
{
auto newObj = new (std::nothrow) Type(
std::forward<Arg1>(arg1),
std::forward<Arg2>(arg2),
std::forward<Arg3>(arg3),
std::forward<Arg4>(arg4)
);
if (newObj) { newObj->autorelease(); return newObj; }
return nullptr;
}
template <typename Type,
typename Arg1,
typename Arg2,
typename Arg3,
typename Arg4,
typename Arg5>
inline Type * Create(
Arg1&& arg1,
Arg2&& arg2,
Arg3&& arg3,
Arg4&& arg4,
Arg5&& arg5
)
{
auto newObj = new (std::nothrow) Type(
std::forward<Arg1>(arg1),
std::forward<Arg2>(arg2),
std::forward<Arg3>(arg3),
std::forward<Arg4>(arg4),
std::forward<Arg5>(arg5)
);
if (newObj) { newObj->autorelease(); return newObj; }
return nullptr;
}
template <typename Type,
typename Arg1,
typename Arg2,
typename Arg3,
typename Arg4,
typename Arg5,
typename Arg6>
inline Type * Create(
Arg1&& arg1,
Arg2&& arg2,
Arg3&& arg3,
Arg4&& arg4,
Arg5&& arg5,
Arg6&& arg6
)
{
auto newObj = new (std::nothrow) Type(
std::forward<Arg1>(arg1),
std::forward<Arg2>(arg2),
std::forward<Arg3>(arg3),
std::forward<Arg4>(arg4),
std::forward<Arg5>(arg5),
std::forward<Arg6>(arg6)
);
if (newObj) { newObj->autorelease(); return newObj; }
return nullptr;
}
#endif
}