715 lines
18 KiB
C++
715 lines
18 KiB
C++
#include <algorithm>
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#include <app/application.h>
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#include <graphics/render_backend.h>
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#include <graphics/render_command.h>
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#include <platform/input.h>
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#include <scene/scene_manager.h>
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#include <scene/transition_box_scene.h>
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#include <scene/transition_fade_scene.h>
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#include <scene/transition_flip_scene.h>
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#include <scene/transition_scale_scene.h>
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#include <scene/transition_scene.h>
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#include <scene/transition_slide_scene.h>
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#include <utils/logger.h>
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namespace extra2d {
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namespace {
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Node *hitTestTopmost(const Ptr<Node> &node, const Vec2 &worldPos) {
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if (!node || !node->visible()) {
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return nullptr;
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}
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std::vector<Ptr<Node>> children = node->children();
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std::stable_sort(children.begin(), children.end(),
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[](const Ptr<Node> &a, const Ptr<Node> &b) {
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return a->zOrder() < b->zOrder();
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});
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for (auto it = children.rbegin(); it != children.rend(); ++it) {
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if (Node *hit = hitTestTopmost(*it, worldPos)) {
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return hit;
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}
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}
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if (node->getEventDispatcher().getTotalListenerCount() == 0) {
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return nullptr;
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}
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Rect bounds = node->getBoundingBox();
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if (!bounds.empty() && bounds.containsPoint(worldPos)) {
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return node.get();
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}
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return nullptr;
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}
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void dispatchToNode(Node *node, Event &event) {
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if (!node) {
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return;
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}
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node->getEventDispatcher().dispatch(event);
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}
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} // namespace
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SceneManager &SceneManager::getInstance() {
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static SceneManager instance;
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return instance;
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}
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void SceneManager::runWithScene(Ptr<Scene> scene) {
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if (!scene) {
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return;
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}
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if (!sceneStack_.empty()) {
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E2D_LOG_WARN("SceneManager: runWithScene should only be called once");
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return;
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}
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scene->onEnter();
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scene->onAttachToScene(scene.get());
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sceneStack_.push(scene);
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}
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void SceneManager::replaceScene(Ptr<Scene> scene) {
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if (!scene || isTransitioning_) {
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return;
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}
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if (sceneStack_.empty()) {
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runWithScene(scene);
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return;
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}
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// Pop current scene
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auto oldScene = sceneStack_.top();
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oldScene->onExit();
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oldScene->onDetachFromScene();
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sceneStack_.pop();
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// Push new scene
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scene->onEnter();
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scene->onAttachToScene(scene.get());
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sceneStack_.push(scene);
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}
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void SceneManager::enterScene(Ptr<Scene> scene) {
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if (!scene || isTransitioning_) {
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return;
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}
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if (sceneStack_.empty()) {
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runWithScene(scene);
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} else {
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replaceScene(scene);
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}
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}
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void SceneManager::enterScene(Ptr<Scene> scene,
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Ptr<TransitionScene> transitionScene) {
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if (!scene || isTransitioning_) {
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return;
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}
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// 如果没有过渡场景,使用无过渡切换
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if (!transitionScene) {
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enterScene(scene);
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return;
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}
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auto current = getCurrentScene();
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if (!current) {
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enterScene(scene);
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return;
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}
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// 在过渡开始前,发送 UIHoverExit 给当前悬停的节点,重置按钮状态
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if (hoverTarget_) {
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Event evt;
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evt.type = EventType::UIHoverExit;
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evt.data = CustomEvent{0, hoverTarget_};
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dispatchToNode(hoverTarget_, evt);
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hoverTarget_ = nullptr;
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}
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captureTarget_ = nullptr;
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hasLastPointerWorld_ = false;
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// 设置过渡场景
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transitionScene->setOutScene(current);
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transitionScene->setFinishCallback([this]() { finishTransition(); });
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// 暂停当前场景
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current->pause();
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// 推入过渡场景(作为中介场景)
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transitionScene->onEnter();
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transitionScene->onAttachToScene(transitionScene.get());
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sceneStack_.push(transitionScene);
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isTransitioning_ = true;
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activeTransitionScene_ = transitionScene;
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transitionStackAction_ = [this, transitionScene]() {
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// 退出旧场景
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auto outScene = transitionScene->getOutScene();
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if (!sceneStack_.empty() && outScene) {
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// 过渡场景已经在栈顶,弹出它
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if (sceneStack_.top().get() == transitionScene.get()) {
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sceneStack_.pop();
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}
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outScene->onExit();
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outScene->onDetachFromScene();
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}
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// 推入新场景
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auto inScene = transitionScene->getInScene();
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if (inScene) {
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inScene->onAttachToScene(inScene.get());
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sceneStack_.push(inScene);
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}
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};
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}
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void SceneManager::replaceScene(Ptr<Scene> scene, TransitionType transition,
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float duration) {
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if (!scene || isTransitioning_) {
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return;
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}
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if (sceneStack_.empty()) {
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runWithScene(scene);
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return;
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}
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auto oldScene = sceneStack_.top();
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startTransition(oldScene, scene, transition, duration, [this]() {
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// 过渡完成后,退出旧场景并从堆栈中移除
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if (!sceneStack_.empty() && activeTransitionScene_) {
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// 弹出过渡场景
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if (sceneStack_.top().get() == activeTransitionScene_.get()) {
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sceneStack_.pop();
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}
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// 退出旧场景
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auto outScene = activeTransitionScene_->getOutScene();
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if (outScene) {
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outScene->onExit();
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outScene->onDetachFromScene();
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}
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}
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// 将新场景推入堆栈
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if (activeTransitionScene_) {
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auto inScene = activeTransitionScene_->getInScene();
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if (inScene) {
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inScene->onAttachToScene(inScene.get());
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sceneStack_.push(inScene);
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}
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}
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});
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}
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void SceneManager::pushScene(Ptr<Scene> scene) {
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if (!scene || isTransitioning_) {
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return;
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}
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// Pause current scene
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if (!sceneStack_.empty()) {
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sceneStack_.top()->pause();
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}
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// Push new scene
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scene->onEnter();
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scene->onAttachToScene(scene.get());
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sceneStack_.push(scene);
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}
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void SceneManager::pushScene(Ptr<Scene> scene, TransitionType transition,
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float duration) {
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if (!scene || isTransitioning_) {
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return;
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}
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if (sceneStack_.empty()) {
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runWithScene(scene);
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return;
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}
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// 暂停当前场景
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sceneStack_.top()->pause();
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auto currentScene = sceneStack_.top();
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startTransition(currentScene, scene, transition, duration, [this]() {
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// 过渡完成后,将新场景推入堆栈
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if (!sceneStack_.empty() && activeTransitionScene_) {
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// 弹出过渡场景
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if (sceneStack_.top().get() == activeTransitionScene_.get()) {
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sceneStack_.pop();
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}
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}
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if (activeTransitionScene_) {
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auto inScene = activeTransitionScene_->getInScene();
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if (inScene) {
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inScene->onAttachToScene(inScene.get());
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sceneStack_.push(inScene);
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}
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}
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});
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}
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void SceneManager::popScene() {
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if (sceneStack_.size() <= 1 || isTransitioning_) {
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return;
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}
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auto current = sceneStack_.top();
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current->onExit();
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current->onDetachFromScene();
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sceneStack_.pop();
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// Resume previous scene
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if (!sceneStack_.empty()) {
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sceneStack_.top()->resume();
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}
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}
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void SceneManager::popScene(TransitionType transition, float duration) {
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if (sceneStack_.size() <= 1 || isTransitioning_) {
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return;
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}
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auto current = sceneStack_.top();
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auto previous = getPreviousScene();
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startTransition(current, previous, transition, duration, [this]() {
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// 过渡完成后,退出当前场景并从堆栈中移除
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if (!sceneStack_.empty() && activeTransitionScene_) {
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// 弹出过渡场景
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if (sceneStack_.top().get() == activeTransitionScene_.get()) {
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sceneStack_.pop();
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}
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// 退出当前场景
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auto outScene = activeTransitionScene_->getOutScene();
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if (outScene) {
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outScene->onExit();
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outScene->onDetachFromScene();
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}
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}
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// 恢复前一个场景
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if (activeTransitionScene_) {
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auto inScene = activeTransitionScene_->getInScene();
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if (inScene && !sceneStack_.empty() && sceneStack_.top() == inScene) {
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inScene->resume();
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}
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}
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});
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}
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void SceneManager::popToRootScene() {
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if (sceneStack_.size() <= 1 || isTransitioning_) {
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return;
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}
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// Exit all scenes except root
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while (sceneStack_.size() > 1) {
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auto scene = sceneStack_.top();
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scene->onExit();
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scene->onDetachFromScene();
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sceneStack_.pop();
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}
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// Resume root
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sceneStack_.top()->resume();
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}
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void SceneManager::popToRootScene(TransitionType transition, float duration) {
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if (sceneStack_.size() <= 1 || isTransitioning_) {
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return;
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}
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auto root = getRootScene();
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auto current = sceneStack_.top();
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startTransition(current, root, transition, duration, [this, root]() {
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// 退出所有场景直到根场景
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while (!sceneStack_.empty() && sceneStack_.top().get() != root.get()) {
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auto scene = sceneStack_.top();
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scene->onExit();
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scene->onDetachFromScene();
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sceneStack_.pop();
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}
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// 恢复根场景
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if (!sceneStack_.empty() && sceneStack_.top().get() == root.get()) {
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root->resume();
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}
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});
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}
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void SceneManager::popToScene(const std::string &name) {
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if (isTransitioning_) {
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return;
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}
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// Find target scene in stack
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std::stack<Ptr<Scene>> tempStack;
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Ptr<Scene> target = nullptr;
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while (!sceneStack_.empty()) {
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auto scene = sceneStack_.top();
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if (scene->name() == name) {
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target = scene;
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break;
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}
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scene->onExit();
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scene->onDetachFromScene();
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sceneStack_.pop();
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}
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if (target) {
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target->resume();
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}
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}
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void SceneManager::popToScene(const std::string &name,
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TransitionType transition, float duration) {
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if (isTransitioning_) {
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return;
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}
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auto target = getSceneByName(name);
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if (target && target != sceneStack_.top()) {
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auto current = sceneStack_.top();
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startTransition(current, target, transition, duration, [this, target]() {
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// 退出所有场景直到目标场景
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while (!sceneStack_.empty() && sceneStack_.top() != target) {
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auto scene = sceneStack_.top();
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scene->onExit();
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scene->onDetachFromScene();
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sceneStack_.pop();
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}
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// 恢复目标场景
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if (!sceneStack_.empty() && sceneStack_.top() == target) {
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target->resume();
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}
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});
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}
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}
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Ptr<Scene> SceneManager::getCurrentScene() const {
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if (sceneStack_.empty()) {
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return nullptr;
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}
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return sceneStack_.top();
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}
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Ptr<Scene> SceneManager::getPreviousScene() const {
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if (sceneStack_.size() < 2) {
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return nullptr;
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}
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// Copy stack to access second top
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auto tempStack = sceneStack_;
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tempStack.pop();
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return tempStack.top();
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}
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Ptr<Scene> SceneManager::getRootScene() const {
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if (sceneStack_.empty()) {
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return nullptr;
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}
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// Copy stack to access bottom
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auto tempStack = sceneStack_;
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Ptr<Scene> root;
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while (!tempStack.empty()) {
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root = tempStack.top();
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tempStack.pop();
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}
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return root;
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}
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Ptr<Scene> SceneManager::getSceneByName(const std::string &name) const {
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auto it = namedScenes_.find(name);
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if (it != namedScenes_.end()) {
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return it->second;
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}
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// Search in stack
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auto tempStack = sceneStack_;
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while (!tempStack.empty()) {
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auto scene = tempStack.top();
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if (scene->name() == name) {
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return scene;
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}
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tempStack.pop();
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}
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return nullptr;
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}
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bool SceneManager::hasScene(const std::string &name) const {
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return getSceneByName(name) != nullptr;
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}
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void SceneManager::update(float dt) {
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if (isTransitioning_) {
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// 过渡场景在栈顶,正常更新即可
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hoverTarget_ = nullptr;
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captureTarget_ = nullptr;
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hasLastPointerWorld_ = false;
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}
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if (!sceneStack_.empty()) {
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auto &scene = *sceneStack_.top();
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scene.updateScene(dt);
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if (!isTransitioning_) {
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dispatchPointerEvents(scene);
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}
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}
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}
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void SceneManager::render(RenderBackend &renderer) {
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Color clearColor = Colors::Black;
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if (!sceneStack_.empty()) {
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clearColor = sceneStack_.top()->getBackgroundColor();
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}
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E2D_LOG_TRACE("SceneManager::render - beginFrame with color({}, {}, {})",
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clearColor.r, clearColor.g, clearColor.b);
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renderer.beginFrame(clearColor);
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if (!sceneStack_.empty()) {
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E2D_LOG_TRACE("SceneManager::render - rendering scene content");
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sceneStack_.top()->renderContent(renderer);
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} else {
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E2D_LOG_WARN("SceneManager::render - no scene to render");
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}
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renderer.endFrame();
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E2D_LOG_TRACE("SceneManager::render - endFrame");
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}
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void SceneManager::collectRenderCommands(std::vector<RenderCommand> &commands) {
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if (!sceneStack_.empty()) {
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sceneStack_.top()->collectRenderCommands(commands, 0);
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}
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}
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void SceneManager::end() {
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while (!sceneStack_.empty()) {
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auto scene = sceneStack_.top();
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scene->onExit();
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scene->onDetachFromScene();
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sceneStack_.pop();
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}
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namedScenes_.clear();
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}
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void SceneManager::purgeCachedScenes() { namedScenes_.clear(); }
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void SceneManager::startTransition(Ptr<Scene> from, Ptr<Scene> to,
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TransitionType type, float duration,
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Function<void()> stackAction) {
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if (!from || !to) {
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return;
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}
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// 创建过渡场景
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auto transitionScene = createTransitionScene(type, duration, to);
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if (!transitionScene) {
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// 回退到无过渡切换
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replaceScene(to);
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return;
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}
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// 在过渡开始前,发送 UIHoverExit 给当前悬停的节点,重置按钮状态
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if (hoverTarget_) {
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Event evt;
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evt.type = EventType::UIHoverExit;
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evt.data = CustomEvent{0, hoverTarget_};
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dispatchToNode(hoverTarget_, evt);
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hoverTarget_ = nullptr;
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}
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captureTarget_ = nullptr;
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hasLastPointerWorld_ = false;
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// 设置过渡场景
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transitionScene->setOutScene(from);
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transitionScene->setFinishCallback([this]() { finishTransition(); });
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// 暂停当前场景
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from->pause();
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// 推入过渡场景(作为中介场景)
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transitionScene->onEnter();
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transitionScene->onAttachToScene(transitionScene.get());
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sceneStack_.push(transitionScene);
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isTransitioning_ = true;
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currentTransition_ = type;
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activeTransitionScene_ = transitionScene;
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transitionStackAction_ = std::move(stackAction);
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}
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Ptr<TransitionScene> SceneManager::createTransitionScene(TransitionType type,
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float duration,
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Ptr<Scene> inScene) {
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if (!inScene) {
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return nullptr;
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}
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switch (type) {
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case TransitionType::Fade:
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return TransitionFadeScene::create(duration, inScene);
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case TransitionType::SlideLeft:
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return TransitionSlideScene::create(duration, inScene,
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TransitionDirection::Left);
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case TransitionType::SlideRight:
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return TransitionSlideScene::create(duration, inScene,
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TransitionDirection::Right);
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case TransitionType::SlideUp:
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return TransitionSlideScene::create(duration, inScene,
|
||
TransitionDirection::Up);
|
||
case TransitionType::SlideDown:
|
||
return TransitionSlideScene::create(duration, inScene,
|
||
TransitionDirection::Down);
|
||
case TransitionType::Scale:
|
||
return TransitionScaleScene::create(duration, inScene);
|
||
case TransitionType::Flip:
|
||
return TransitionFlipScene::create(duration, inScene);
|
||
case TransitionType::Box:
|
||
return TransitionBoxScene::create(duration, inScene);
|
||
default:
|
||
// 默认使用淡入淡出
|
||
return TransitionFadeScene::create(duration, inScene);
|
||
}
|
||
}
|
||
|
||
void SceneManager::finishTransition() {
|
||
// 先保存当前悬停的节点,然后在 transitionStackAction_ 之后发送 UIHoverExit
|
||
Node *lastHoverTarget = hoverTarget_;
|
||
|
||
isTransitioning_ = false;
|
||
hoverTarget_ = nullptr;
|
||
captureTarget_ = nullptr;
|
||
hasLastPointerWorld_ = false;
|
||
|
||
if (transitionStackAction_) {
|
||
transitionStackAction_();
|
||
}
|
||
|
||
// 在 transitionStackAction_ 之后发送 UIHoverExit,确保旧场景仍然有效
|
||
if (lastHoverTarget) {
|
||
Event evt;
|
||
evt.type = EventType::UIHoverExit;
|
||
evt.data = CustomEvent{0, lastHoverTarget};
|
||
dispatchToNode(lastHoverTarget, evt);
|
||
}
|
||
|
||
activeTransitionScene_.reset();
|
||
transitionStackAction_ = nullptr;
|
||
|
||
if (transitionCallback_) {
|
||
transitionCallback_();
|
||
transitionCallback_ = nullptr;
|
||
}
|
||
}
|
||
|
||
void SceneManager::dispatchPointerEvents(Scene &scene) {
|
||
auto &input = Application::instance().input();
|
||
Vec2 screenPos = input.getMousePosition();
|
||
|
||
Vec2 worldPos = screenPos;
|
||
if (auto *camera = scene.getActiveCamera()) {
|
||
worldPos = camera->screenToWorld(screenPos);
|
||
}
|
||
|
||
Ptr<Node> root = scene.shared_from_this();
|
||
Node *newHover = hitTestTopmost(root, worldPos);
|
||
|
||
if (newHover != hoverTarget_) {
|
||
if (hoverTarget_) {
|
||
Event evt;
|
||
evt.type = EventType::UIHoverExit;
|
||
evt.data = CustomEvent{0, hoverTarget_};
|
||
dispatchToNode(hoverTarget_, evt);
|
||
}
|
||
hoverTarget_ = newHover;
|
||
if (hoverTarget_) {
|
||
Event evt;
|
||
evt.type = EventType::UIHoverEnter;
|
||
evt.data = CustomEvent{0, hoverTarget_};
|
||
dispatchToNode(hoverTarget_, evt);
|
||
}
|
||
}
|
||
|
||
if (!hasLastPointerWorld_) {
|
||
lastPointerWorld_ = worldPos;
|
||
hasLastPointerWorld_ = true;
|
||
}
|
||
|
||
Vec2 delta = worldPos - lastPointerWorld_;
|
||
if (hoverTarget_ && (delta.x != 0.0f || delta.y != 0.0f)) {
|
||
Event evt = Event::createMouseMove(worldPos, delta);
|
||
dispatchToNode(hoverTarget_, evt);
|
||
}
|
||
|
||
float scrollDelta = input.getMouseScrollDelta();
|
||
if (hoverTarget_ && scrollDelta != 0.0f) {
|
||
Event evt = Event::createMouseScroll(Vec2(0.0f, scrollDelta), worldPos);
|
||
dispatchToNode(hoverTarget_, evt);
|
||
}
|
||
|
||
if (input.isMousePressed(MouseButton::Left)) {
|
||
captureTarget_ = hoverTarget_;
|
||
if (captureTarget_) {
|
||
Event evt = Event::createMouseButtonPress(
|
||
static_cast<int>(MouseButton::Left), 0, worldPos);
|
||
dispatchToNode(captureTarget_, evt);
|
||
|
||
Event pressed;
|
||
pressed.type = EventType::UIPressed;
|
||
pressed.data = CustomEvent{0, captureTarget_};
|
||
dispatchToNode(captureTarget_, pressed);
|
||
}
|
||
}
|
||
|
||
if (input.isMouseReleased(MouseButton::Left)) {
|
||
Node *target = captureTarget_ ? captureTarget_ : hoverTarget_;
|
||
if (target) {
|
||
Event evt = Event::createMouseButtonRelease(
|
||
static_cast<int>(MouseButton::Left), 0, worldPos);
|
||
dispatchToNode(target, evt);
|
||
|
||
Event released;
|
||
released.type = EventType::UIReleased;
|
||
released.data = CustomEvent{0, target};
|
||
dispatchToNode(target, released);
|
||
}
|
||
|
||
if (captureTarget_ && captureTarget_ == hoverTarget_) {
|
||
Event clicked;
|
||
clicked.type = EventType::UIClicked;
|
||
clicked.data = CustomEvent{0, captureTarget_};
|
||
dispatchToNode(captureTarget_, clicked);
|
||
}
|
||
|
||
captureTarget_ = nullptr;
|
||
}
|
||
|
||
lastPointerWorld_ = worldPos;
|
||
}
|
||
|
||
} // namespace extra2d
|