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📄 gamelayer.h

📁 游戏框架
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// ***************************************************************
//  GameLayer   version:  1.0
//  -------------------------------------------------------------
//	File Name:	GameLayer.h
//	Created:	2007/07/18
//	Modified:	2007/07/18   16:27
//	Author:		William.Liang
//  Msn:		lwq49@msn.com
//  Email:		lwq49@21cn.com, lwq49@msn.com
//	Description:
//
//	Purpose:	
//  -------------------------------------------------------------
//  license:
//
//  The contents of this file are subject to the Mozilla Public
//  License Version 1.1 (the "License"); you may not use this file
//  except in compliance with the License. You may obtain a copy
//  of the License at http://www.mozilla.org/MPL/ Software dis-
//  tributed under the License is distributed on an "AS IS" 
//  basis, WITHOUT WARRANTY OF ANY KIND, either express or im-
//  plied. See the License for the specific language governing
//  rights and limitations under the License.
//
//  The Initial Developer of the Original Code is William.Liang .
//  Copyright (C) 2007 - All Rights Reserved.
// ***************************************************************
#ifndef GAME_LAYER_HEAD_FILE
#define GAME_LAYER_HEAD_FILE

#pragma once

#include "FrameObject.h"

class CGameScene;
//***************************************************************
//	
//***************************************************************
class FRAME_COM_CLASS CGameLayer :
	public CFrameObject
{
protected:
	CListTemplate<IGameObject*, _CString>			m_lstGameObjects;			// 对象列表

	//缓冲变量
protected:
	CGameBufferPage*		m_pBufferPage;

public:
	//构造函数
	CGameLayer();
	//析构函数
	virtual ~CGameLayer(void);

	//计算容器坐标
	virtual void __cdecl CalcContainerPosition();
	//交换深度
	virtual void __cdecl SwitchDepth(IUnknownEx* pIObject1, IUnknownEx* pIObject2);
	//交换深度
	virtual void __cdecl SwitchDepth(IUnknownEx* pIObject, DWORD dwNewDepth);

	//管理模板方法
public:
	//对象个数
	virtual INT_PTR __cdecl GetLength();
	//返回对象
	virtual IGameObject* __cdecl Get(INT_PTR nIndex);
	//返回对象
	virtual IGameObject* __cdecl GetBy(LPCTSTR szKey);
	//返回对象
	virtual IGameObject* __cdecl operator[](INT_PTR nIndex);
	//返回对象
	virtual IGameObject* __cdecl operator[](LPCTSTR szKey);
	//添加对象
	virtual bool __cdecl Add(IGameObject* pIGameObject, _CString szName, INT_PTR nPosition = LISTTEMPLATE_LAST_ITEM);
	//移除对象
	virtual bool __cdecl Remove(INT_PTR nIndex);
	//移除对象
	virtual bool __cdecl Remove(_CString szKey);
	//移除所有对象
	virtual bool __cdecl ClearAll();
	//预渲染
	virtual void __cdecl PreRender(WPARAM wParam=NULL);
	//渲染场景
	virtual void __cdecl Render(WPARAM wParam=NULL);
	//设置缓冲类型
	virtual void __cdecl SetCacheType(WORD wType);

	//查找指定坐标下的对象
	bool FindObject(float x, float y, CGameScene** pGameScene, CGameLayer** pGameLayer, IGameObject** pIGameObject);

	//模板方法
public:
	//是否有效
	virtual bool __cdecl IsValid() { return AfxIsValidAddress(this,sizeof(CGameLayer))?true:false;};
	//释放对象
	virtual bool __cdecl Release();
	//接口查询
	virtual void * __cdecl QueryInterface(const IID & Guid, DWORD dwQueryVer);
};

#endif

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