836 lines
20 KiB
C++
836 lines
20 KiB
C++
#include <algorithm>
|
||
#include <extra2d/app/application.h>
|
||
#include <extra2d/graphics/render_backend.h>
|
||
#include <extra2d/graphics/render_command.h>
|
||
#include <extra2d/platform/iinput.h>
|
||
#include <extra2d/scene/scene_manager.h>
|
||
#include <extra2d/scene/transition_box_scene.h>
|
||
#include <extra2d/scene/transition_fade_scene.h>
|
||
#include <extra2d/scene/transition_flip_scene.h>
|
||
#include <extra2d/scene/transition_scale_scene.h>
|
||
#include <extra2d/scene/transition_scene.h>
|
||
#include <extra2d/scene/transition_slide_scene.h>
|
||
#include <extra2d/utils/logger.h>
|
||
|
||
namespace extra2d {
|
||
|
||
namespace {
|
||
|
||
/**
|
||
* @brief 命中测试 - 从节点树中找到最上层的可交互节点
|
||
* @param node 要测试的节点
|
||
* @param worldPos 世界坐标位置
|
||
* @return 命中的节点指针,未命中返回nullptr
|
||
*/
|
||
Node *hitTestTopmost(const Ptr<Node> &node, const Vec2 &worldPos) {
|
||
if (!node || !node->isVisible()) {
|
||
return nullptr;
|
||
}
|
||
|
||
std::vector<Ptr<Node>> children = node->getChildren();
|
||
std::stable_sort(children.begin(), children.end(),
|
||
[](const Ptr<Node> &a, const Ptr<Node> &b) {
|
||
return a->getZOrder() < b->getZOrder();
|
||
});
|
||
|
||
for (auto it = children.rbegin(); it != children.rend(); ++it) {
|
||
if (Node *hit = hitTestTopmost(*it, worldPos)) {
|
||
return hit;
|
||
}
|
||
}
|
||
|
||
if (node->getEventDispatcher().getTotalListenerCount() == 0) {
|
||
return nullptr;
|
||
}
|
||
|
||
Rect bounds = node->getBounds();
|
||
if (!bounds.empty() && bounds.containsPoint(worldPos)) {
|
||
return node.get();
|
||
}
|
||
|
||
return nullptr;
|
||
}
|
||
|
||
/**
|
||
* @brief 向节点分发事件
|
||
* @param node 目标节点
|
||
* @param event 要分发的事件
|
||
*/
|
||
void dispatchToNode(Node *node, Event &event) {
|
||
if (!node) {
|
||
return;
|
||
}
|
||
node->getEventDispatcher().dispatch(event);
|
||
}
|
||
|
||
} // namespace
|
||
|
||
/**
|
||
* @brief 获取场景管理器单例
|
||
* @return 场景管理器的全局唯一实例引用
|
||
*/
|
||
SceneManager &SceneManager::get() {
|
||
static SceneManager instance;
|
||
return instance;
|
||
}
|
||
|
||
/**
|
||
* @brief 运行指定场景
|
||
* @param scene 要运行的场景智能指针
|
||
*
|
||
* 此方法应在应用启动时调用一次,设置初始场景
|
||
*/
|
||
void SceneManager::runWithScene(Ptr<Scene> scene) {
|
||
if (!scene) {
|
||
return;
|
||
}
|
||
|
||
if (!sceneStack_.empty()) {
|
||
E2D_LOG_WARN("SceneManager: runWithScene should only be called once");
|
||
return;
|
||
}
|
||
|
||
scene->onEnter();
|
||
scene->onAttachToScene(scene.get());
|
||
sceneStack_.push(scene);
|
||
}
|
||
|
||
/**
|
||
* @brief 替换当前场景
|
||
* @param scene 新场景智能指针
|
||
*
|
||
* 移除当前场景并替换为新场景,场景栈大小保持不变
|
||
*/
|
||
void SceneManager::replaceScene(Ptr<Scene> scene) {
|
||
if (!scene || isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
if (sceneStack_.empty()) {
|
||
runWithScene(scene);
|
||
return;
|
||
}
|
||
|
||
auto oldScene = sceneStack_.top();
|
||
oldScene->onExit();
|
||
oldScene->onDetachFromScene();
|
||
sceneStack_.pop();
|
||
|
||
scene->onEnter();
|
||
scene->onAttachToScene(scene.get());
|
||
sceneStack_.push(scene);
|
||
}
|
||
|
||
/**
|
||
* @brief 替换当前场景(带过渡效果)
|
||
* @param scene 新场景
|
||
* @param transition 过渡类型
|
||
* @param duration 过渡持续时间
|
||
*/
|
||
void SceneManager::replaceScene(Ptr<Scene> scene, TransitionType transition,
|
||
float duration) {
|
||
if (!scene || isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
if (sceneStack_.empty()) {
|
||
runWithScene(scene);
|
||
return;
|
||
}
|
||
|
||
auto oldScene = sceneStack_.top();
|
||
|
||
startTransition(oldScene, scene, transition, duration, [this]() {
|
||
if (!sceneStack_.empty() && activeTransitionScene_) {
|
||
if (sceneStack_.top().get() == activeTransitionScene_.get()) {
|
||
sceneStack_.pop();
|
||
}
|
||
|
||
auto outScene = activeTransitionScene_->getOutScene();
|
||
if (outScene) {
|
||
outScene->onExit();
|
||
outScene->onDetachFromScene();
|
||
}
|
||
}
|
||
|
||
if (activeTransitionScene_) {
|
||
auto inScene = activeTransitionScene_->getInScene();
|
||
if (inScene) {
|
||
inScene->onAttachToScene(inScene.get());
|
||
sceneStack_.push(inScene);
|
||
}
|
||
}
|
||
});
|
||
}
|
||
|
||
/**
|
||
* @brief 进入场景
|
||
* @param scene 要进入的场景智能指针
|
||
*
|
||
* 如果场景栈为空则运行场景,否则替换当前场景
|
||
*/
|
||
void SceneManager::enterScene(Ptr<Scene> scene) {
|
||
if (!scene || isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
if (sceneStack_.empty()) {
|
||
runWithScene(scene);
|
||
} else {
|
||
replaceScene(scene);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 使用自定义过渡场景进入场景
|
||
* @param scene 新场景
|
||
* @param transitionScene 过渡场景
|
||
*/
|
||
void SceneManager::enterScene(Ptr<Scene> scene,
|
||
Ptr<TransitionScene> transitionScene) {
|
||
if (!scene || isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
if (!transitionScene) {
|
||
enterScene(scene);
|
||
return;
|
||
}
|
||
|
||
auto current = getCurrentScene();
|
||
if (!current) {
|
||
enterScene(scene);
|
||
return;
|
||
}
|
||
|
||
if (hoverTarget_) {
|
||
Event evt;
|
||
evt.type = EventType::UIHoverExit;
|
||
evt.data = CustomEvent{0, hoverTarget_};
|
||
dispatchToNode(hoverTarget_, evt);
|
||
hoverTarget_ = nullptr;
|
||
}
|
||
captureTarget_ = nullptr;
|
||
hasLastPointerWorld_ = false;
|
||
|
||
transitionScene->setOutScene(current);
|
||
transitionScene->setFinishCallback([this]() { finishTransition(); });
|
||
|
||
current->pause();
|
||
|
||
transitionScene->onEnter();
|
||
transitionScene->onAttachToScene(transitionScene.get());
|
||
sceneStack_.push(transitionScene);
|
||
|
||
isTransitioning_ = true;
|
||
activeTransitionScene_ = transitionScene;
|
||
transitionStackAction_ = [this, transitionScene]() {
|
||
auto outScene = transitionScene->getOutScene();
|
||
if (!sceneStack_.empty() && outScene) {
|
||
if (sceneStack_.top().get() == transitionScene.get()) {
|
||
sceneStack_.pop();
|
||
}
|
||
outScene->onExit();
|
||
outScene->onDetachFromScene();
|
||
}
|
||
|
||
auto inScene = transitionScene->getInScene();
|
||
if (inScene) {
|
||
inScene->onAttachToScene(inScene.get());
|
||
sceneStack_.push(inScene);
|
||
}
|
||
};
|
||
}
|
||
|
||
/**
|
||
* @brief 压入场景到栈顶
|
||
* @param scene 要压入的场景智能指针
|
||
*
|
||
* 将新场景压入栈顶,暂停当前场景
|
||
*/
|
||
void SceneManager::pushScene(Ptr<Scene> scene) {
|
||
if (!scene || isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
if (!sceneStack_.empty()) {
|
||
sceneStack_.top()->pause();
|
||
}
|
||
|
||
scene->onEnter();
|
||
scene->onAttachToScene(scene.get());
|
||
sceneStack_.push(scene);
|
||
}
|
||
|
||
/**
|
||
* @brief 压入场景到栈顶(带过渡效果)
|
||
* @param scene 新场景
|
||
* @param transition 过渡类型
|
||
* @param duration 过渡持续时间
|
||
*/
|
||
void SceneManager::pushScene(Ptr<Scene> scene, TransitionType transition,
|
||
float duration) {
|
||
if (!scene || isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
if (sceneStack_.empty()) {
|
||
runWithScene(scene);
|
||
return;
|
||
}
|
||
|
||
sceneStack_.top()->pause();
|
||
|
||
auto currentScene = sceneStack_.top();
|
||
|
||
startTransition(currentScene, scene, transition, duration, [this]() {
|
||
if (!sceneStack_.empty() && activeTransitionScene_) {
|
||
if (sceneStack_.top().get() == activeTransitionScene_.get()) {
|
||
sceneStack_.pop();
|
||
}
|
||
}
|
||
|
||
if (activeTransitionScene_) {
|
||
auto inScene = activeTransitionScene_->getInScene();
|
||
if (inScene) {
|
||
inScene->onAttachToScene(inScene.get());
|
||
sceneStack_.push(inScene);
|
||
}
|
||
}
|
||
});
|
||
}
|
||
|
||
/**
|
||
* @brief 弹出当前场景
|
||
*
|
||
* 移除栈顶场景并恢复上一个场景
|
||
*/
|
||
void SceneManager::popScene() {
|
||
if (sceneStack_.size() <= 1 || isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
auto current = sceneStack_.top();
|
||
current->onExit();
|
||
current->onDetachFromScene();
|
||
sceneStack_.pop();
|
||
|
||
if (!sceneStack_.empty()) {
|
||
sceneStack_.top()->resume();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 弹出当前场景(带过渡效果)
|
||
* @param transition 过渡类型
|
||
* @param duration 过渡持续时间
|
||
*/
|
||
void SceneManager::popScene(TransitionType transition, float duration) {
|
||
if (sceneStack_.size() <= 1 || isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
auto current = sceneStack_.top();
|
||
auto previous = getPreviousScene();
|
||
|
||
startTransition(current, previous, transition, duration, [this]() {
|
||
if (!sceneStack_.empty() && activeTransitionScene_) {
|
||
if (sceneStack_.top().get() == activeTransitionScene_.get()) {
|
||
sceneStack_.pop();
|
||
}
|
||
|
||
auto outScene = activeTransitionScene_->getOutScene();
|
||
if (outScene) {
|
||
outScene->onExit();
|
||
outScene->onDetachFromScene();
|
||
}
|
||
}
|
||
|
||
if (activeTransitionScene_) {
|
||
auto inScene = activeTransitionScene_->getInScene();
|
||
if (inScene && !sceneStack_.empty() && sceneStack_.top() == inScene) {
|
||
inScene->resume();
|
||
}
|
||
}
|
||
});
|
||
}
|
||
|
||
/**
|
||
* @brief 弹出到根场景
|
||
*
|
||
* 移除所有场景直到只剩根场景
|
||
*/
|
||
void SceneManager::popToRootScene() {
|
||
if (sceneStack_.size() <= 1 || isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
while (sceneStack_.size() > 1) {
|
||
auto scene = sceneStack_.top();
|
||
scene->onExit();
|
||
scene->onDetachFromScene();
|
||
sceneStack_.pop();
|
||
}
|
||
|
||
sceneStack_.top()->resume();
|
||
}
|
||
|
||
/**
|
||
* @brief 弹出到根场景(带过渡效果)
|
||
* @param transition 过渡类型
|
||
* @param duration 过渡持续时间
|
||
*/
|
||
void SceneManager::popToRootScene(TransitionType transition, float duration) {
|
||
if (sceneStack_.size() <= 1 || isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
auto root = getRootScene();
|
||
auto current = sceneStack_.top();
|
||
|
||
startTransition(current, root, transition, duration, [this, root]() {
|
||
while (!sceneStack_.empty() && sceneStack_.top().get() != root.get()) {
|
||
auto scene = sceneStack_.top();
|
||
scene->onExit();
|
||
scene->onDetachFromScene();
|
||
sceneStack_.pop();
|
||
}
|
||
|
||
if (!sceneStack_.empty() && sceneStack_.top().get() == root.get()) {
|
||
root->resume();
|
||
}
|
||
});
|
||
}
|
||
|
||
/**
|
||
* @brief 弹出到指定名称的场景
|
||
* @param name 目标场景的名称
|
||
*
|
||
* 移除栈顶场景直到找到指定名称的场景
|
||
*/
|
||
void SceneManager::popToScene(const std::string &name) {
|
||
if (isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
std::stack<Ptr<Scene>> tempStack;
|
||
Ptr<Scene> target = nullptr;
|
||
|
||
while (!sceneStack_.empty()) {
|
||
auto scene = sceneStack_.top();
|
||
if (scene->getName() == name) {
|
||
target = scene;
|
||
break;
|
||
}
|
||
scene->onExit();
|
||
scene->onDetachFromScene();
|
||
sceneStack_.pop();
|
||
}
|
||
|
||
if (target) {
|
||
target->resume();
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 弹出到指定名称的场景(带过渡效果)
|
||
* @param name 目标场景名称
|
||
* @param transition 过渡类型
|
||
* @param duration 过渡持续时间
|
||
*/
|
||
void SceneManager::popToScene(const std::string &name,
|
||
TransitionType transition, float duration) {
|
||
if (isTransitioning_) {
|
||
return;
|
||
}
|
||
|
||
auto target = getSceneByName(name);
|
||
if (target && target != sceneStack_.top()) {
|
||
auto current = sceneStack_.top();
|
||
|
||
startTransition(current, target, transition, duration, [this, target]() {
|
||
while (!sceneStack_.empty() && sceneStack_.top() != target) {
|
||
auto scene = sceneStack_.top();
|
||
scene->onExit();
|
||
scene->onDetachFromScene();
|
||
sceneStack_.pop();
|
||
}
|
||
|
||
if (!sceneStack_.empty() && sceneStack_.top() == target) {
|
||
target->resume();
|
||
}
|
||
});
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 获取当前场景
|
||
* @return 当前栈顶场景的智能指针,栈为空时返回nullptr
|
||
*/
|
||
Ptr<Scene> SceneManager::getCurrentScene() const {
|
||
if (sceneStack_.empty()) {
|
||
return nullptr;
|
||
}
|
||
return sceneStack_.top();
|
||
}
|
||
|
||
/**
|
||
* @brief 获取前一个场景
|
||
* @return 栈顶下一个场景的智能指针,不存在时返回nullptr
|
||
*/
|
||
Ptr<Scene> SceneManager::getPreviousScene() const {
|
||
if (sceneStack_.size() < 2) {
|
||
return nullptr;
|
||
}
|
||
|
||
auto tempStack = sceneStack_;
|
||
tempStack.pop();
|
||
return tempStack.top();
|
||
}
|
||
|
||
/**
|
||
* @brief 获取根场景
|
||
* @return 栈底场景的智能指针,栈为空时返回nullptr
|
||
*/
|
||
Ptr<Scene> SceneManager::getRootScene() const {
|
||
if (sceneStack_.empty()) {
|
||
return nullptr;
|
||
}
|
||
|
||
auto tempStack = sceneStack_;
|
||
Ptr<Scene> root;
|
||
while (!tempStack.empty()) {
|
||
root = tempStack.top();
|
||
tempStack.pop();
|
||
}
|
||
return root;
|
||
}
|
||
|
||
/**
|
||
* @brief 通过名称获取场景
|
||
* @param name 场景名称
|
||
* @return 找到的场景智能指针,未找到返回nullptr
|
||
*/
|
||
Ptr<Scene> SceneManager::getSceneByName(const std::string &name) const {
|
||
auto it = namedScenes_.find(name);
|
||
if (it != namedScenes_.end()) {
|
||
return it->second;
|
||
}
|
||
|
||
auto tempStack = sceneStack_;
|
||
while (!tempStack.empty()) {
|
||
auto scene = tempStack.top();
|
||
if (scene->getName() == name) {
|
||
return scene;
|
||
}
|
||
tempStack.pop();
|
||
}
|
||
|
||
return nullptr;
|
||
}
|
||
|
||
/**
|
||
* @brief 检查是否存在指定名称的场景
|
||
* @param name 场景名称
|
||
* @return 存在返回true,否则返回false
|
||
*/
|
||
bool SceneManager::hasScene(const std::string &name) const {
|
||
return getSceneByName(name) != nullptr;
|
||
}
|
||
|
||
/**
|
||
* @brief 更新场景管理器
|
||
* @param dt 帧间隔时间(秒)
|
||
*
|
||
* 更新当前场景并分发指针事件
|
||
*/
|
||
void SceneManager::update(float dt) {
|
||
if (isTransitioning_) {
|
||
hoverTarget_ = nullptr;
|
||
captureTarget_ = nullptr;
|
||
hasLastPointerWorld_ = false;
|
||
}
|
||
|
||
if (!sceneStack_.empty()) {
|
||
auto &scene = *sceneStack_.top();
|
||
scene.updateScene(dt);
|
||
if (!isTransitioning_) {
|
||
dispatchPointerEvents(scene);
|
||
}
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 渲染当前场景
|
||
* @param renderer 渲染后端引用
|
||
*
|
||
* 使用当前场景的背景色清除帧缓冲并渲染场景内容
|
||
*/
|
||
void SceneManager::render(RenderBackend &renderer) {
|
||
Color clearColor = Colors::Black;
|
||
if (!sceneStack_.empty()) {
|
||
clearColor = sceneStack_.top()->getBackgroundColor();
|
||
}
|
||
|
||
E2D_LOG_TRACE("SceneManager::render - beginFrame with color({}, {}, {})",
|
||
clearColor.r, clearColor.g, clearColor.b);
|
||
renderer.beginFrame(clearColor);
|
||
|
||
if (!sceneStack_.empty()) {
|
||
E2D_LOG_TRACE("SceneManager::render - rendering scene content");
|
||
sceneStack_.top()->renderContent(renderer);
|
||
} else {
|
||
E2D_LOG_WARN("SceneManager::render - no scene to render");
|
||
}
|
||
|
||
renderer.endFrame();
|
||
E2D_LOG_TRACE("SceneManager::render - endFrame");
|
||
}
|
||
|
||
/**
|
||
* @brief 收集渲染命令
|
||
* @param commands 渲染命令输出向量
|
||
*
|
||
* 从当前场景收集所有渲染命令
|
||
*/
|
||
void SceneManager::collectRenderCommands(std::vector<RenderCommand> &commands) {
|
||
if (!sceneStack_.empty()) {
|
||
sceneStack_.top()->collectRenderCommands(commands, 0);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 结束场景管理器
|
||
*
|
||
* 清空场景栈并触发所有场景的退出回调
|
||
*/
|
||
void SceneManager::end() {
|
||
while (!sceneStack_.empty()) {
|
||
auto scene = sceneStack_.top();
|
||
scene->onExit();
|
||
scene->onDetachFromScene();
|
||
sceneStack_.pop();
|
||
}
|
||
namedScenes_.clear();
|
||
}
|
||
|
||
/**
|
||
* @brief 清除缓存的场景
|
||
*
|
||
* 清除命名场景缓存
|
||
*/
|
||
void SceneManager::purgeCachedScenes() { namedScenes_.clear(); }
|
||
|
||
/**
|
||
* @brief 启动过渡
|
||
* @param from 源场景
|
||
* @param to 目标场景
|
||
* @param type 过渡类型
|
||
* @param duration 过渡持续时间
|
||
* @param stackAction 过渡完成后的栈操作
|
||
*/
|
||
void SceneManager::startTransition(Ptr<Scene> from, Ptr<Scene> to,
|
||
TransitionType type, float duration,
|
||
std::function<void()> stackAction) {
|
||
if (!from || !to) {
|
||
return;
|
||
}
|
||
|
||
auto transitionScene = createTransitionScene(type, duration, to);
|
||
if (!transitionScene) {
|
||
replaceScene(to);
|
||
return;
|
||
}
|
||
|
||
if (hoverTarget_) {
|
||
Event evt;
|
||
evt.type = EventType::UIHoverExit;
|
||
evt.data = CustomEvent{0, hoverTarget_};
|
||
dispatchToNode(hoverTarget_, evt);
|
||
hoverTarget_ = nullptr;
|
||
}
|
||
captureTarget_ = nullptr;
|
||
hasLastPointerWorld_ = false;
|
||
|
||
transitionScene->setOutScene(from);
|
||
transitionScene->setFinishCallback([this]() { finishTransition(); });
|
||
|
||
from->pause();
|
||
|
||
transitionScene->onEnter();
|
||
transitionScene->onAttachToScene(transitionScene.get());
|
||
sceneStack_.push(transitionScene);
|
||
|
||
isTransitioning_ = true;
|
||
activeTransitionScene_ = transitionScene;
|
||
transitionStackAction_ = std::move(stackAction);
|
||
}
|
||
|
||
/**
|
||
* @brief 创建过渡场景
|
||
* @param type 过渡类型
|
||
* @param duration 过渡持续时间
|
||
* @param inScene 目标场景
|
||
* @return 过渡场景智能指针
|
||
*/
|
||
Ptr<TransitionScene> SceneManager::createTransitionScene(TransitionType type,
|
||
float duration,
|
||
Ptr<Scene> inScene) {
|
||
if (!inScene) {
|
||
return nullptr;
|
||
}
|
||
|
||
switch (type) {
|
||
case TransitionType::Fade:
|
||
return TransitionFadeScene::create(duration, inScene);
|
||
case TransitionType::SlideLeft:
|
||
return TransitionSlideScene::create(duration, inScene,
|
||
TransitionDirection::Left);
|
||
case TransitionType::SlideRight:
|
||
return TransitionSlideScene::create(duration, inScene,
|
||
TransitionDirection::Right);
|
||
case TransitionType::SlideUp:
|
||
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:
|
||
return TransitionFadeScene::create(duration, inScene);
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 完成过渡
|
||
*
|
||
* 执行栈操作并清理过渡状态
|
||
*/
|
||
void SceneManager::finishTransition() {
|
||
Node *lastHoverTarget = hoverTarget_;
|
||
|
||
isTransitioning_ = false;
|
||
hoverTarget_ = nullptr;
|
||
captureTarget_ = nullptr;
|
||
hasLastPointerWorld_ = false;
|
||
|
||
if (transitionStackAction_) {
|
||
transitionStackAction_();
|
||
}
|
||
|
||
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;
|
||
}
|
||
}
|
||
|
||
/**
|
||
* @brief 分发指针事件
|
||
* @param scene 目标场景
|
||
*
|
||
* 处理鼠标悬停、移动、点击和滚轮事件
|
||
*/
|
||
void SceneManager::dispatchPointerEvents(Scene &scene) {
|
||
auto &input = Application::get().input();
|
||
Vec2 screenPos = input.mouse();
|
||
|
||
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.scrollDelta();
|
||
if (hoverTarget_ && scrollDelta != 0.0f) {
|
||
Event evt = Event::createMouseScroll(Vec2(0.0f, scrollDelta), worldPos);
|
||
dispatchToNode(hoverTarget_, evt);
|
||
}
|
||
|
||
if (input.pressed(Mouse::Left)) {
|
||
captureTarget_ = hoverTarget_;
|
||
if (captureTarget_) {
|
||
Event evt =
|
||
Event::createMousePress(static_cast<int>(Mouse::Left), 0, worldPos);
|
||
dispatchToNode(captureTarget_, evt);
|
||
|
||
Event pressed;
|
||
pressed.type = EventType::UIPress;
|
||
pressed.data = CustomEvent{0, captureTarget_};
|
||
dispatchToNode(captureTarget_, pressed);
|
||
}
|
||
}
|
||
|
||
if (input.released(Mouse::Left)) {
|
||
Node *target = captureTarget_ ? captureTarget_ : hoverTarget_;
|
||
if (target) {
|
||
Event evt =
|
||
Event::createMouseRelease(static_cast<int>(Mouse::Left), 0, worldPos);
|
||
dispatchToNode(target, evt);
|
||
|
||
Event released;
|
||
released.type = EventType::UIRelease;
|
||
released.data = CustomEvent{0, target};
|
||
dispatchToNode(target, released);
|
||
}
|
||
|
||
if (captureTarget_ && captureTarget_ == hoverTarget_) {
|
||
Event clicked;
|
||
clicked.type = EventType::UIClick;
|
||
clicked.data = CustomEvent{0, captureTarget_};
|
||
dispatchToNode(captureTarget_, clicked);
|
||
}
|
||
|
||
captureTarget_ = nullptr;
|
||
}
|
||
|
||
lastPointerWorld_ = worldPos;
|
||
}
|
||
|
||
void SceneManager::doSceneSwitch() {}
|
||
|
||
} // namespace extra2d
|