121 lines
2.0 KiB
C++
121 lines
2.0 KiB
C++
#include "..\ebase.h"
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#include "..\enodes.h"
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e2d::EScene::EScene()
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{
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EApp::get()->setLoadingScene(this);
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}
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e2d::EScene::~EScene()
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{
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clearAllChildren();
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}
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void e2d::EScene::_exec()
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{
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// active 标志画面是否取得焦点
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bool active = true;
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// 逆序执行,最后绘制的节点(即位于画面最上方)最先被访问
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for (int i = int(m_vChildren.size()) - 1; i >= 0; i--)
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{
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if (m_vChildren[i]->_exec(active)) // 执行节点程序
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{
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active = false; // 若子节点取得焦点,将标志置 false
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}
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}
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}
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void e2d::EScene::_onRender()
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{
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// 绘制所有节点
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for (auto child : m_vChildren)
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{
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child->_onRender();
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}
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}
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void e2d::EScene::init()
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{
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}
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void e2d::EScene::onEnter()
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{
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}
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void e2d::EScene::onExit()
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{
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}
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void e2d::EScene::add(ENode * child, int zOrder /* = 0 */)
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{
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// 断言添加的节点非空
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ASSERT(child != nullptr);
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// 忽略空指针
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if (child == nullptr) return;
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// 设置节点的父场景
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child->setParentScene(this);
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// 设置 z 轴顺序
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child->setZOrder(zOrder);
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// 对象的引用计数加一
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child->retain();
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// 按 z 轴顺序插入节点
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size_t size = m_vChildren.size();
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for (unsigned i = 0; i <= size; i++)
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{
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if (i == size)
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{
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m_vChildren.push_back(child);
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break;
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}
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else
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{
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auto temp = m_vChildren.at(i);
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if (temp->getZOrder() > zOrder)
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{
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m_vChildren.insert(m_vChildren.begin() + i, child);
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break;
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}
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}
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}
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}
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bool e2d::EScene::del(ENode * child, bool autoRelease /* = true */)
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{
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if (child == nullptr) return false;
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// 寻找是否有相同节点
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std::vector<ENode*>::iterator iter;
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for (iter = m_vChildren.begin(); iter != m_vChildren.end(); iter++)
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{
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// 找到相同节点
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if (*iter == child)
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{
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if (autoRelease) (*iter)->autoRelease();
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// 对象的引用计数减一
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(*iter)->release();
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// 去掉该节点
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m_vChildren.erase(iter);
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return true;
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}
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}
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// 未找到该节点返回 false
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return false;
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}
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std::vector<e2d::ENode*>& e2d::EScene::getChildren()
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{
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return m_vChildren;
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}
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void e2d::EScene::clearAllChildren()
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{
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// 所有节点的引用计数减一
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for (auto child : m_vChildren)
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{
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child->autoRelease();
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child->release();
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}
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// 清空储存节点的容器
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m_vChildren.clear();
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} |