📄 gamebufferpage.h
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#pragma once
#include "gameobject.h"
class OBJECT_COM_CLASS CGameBufferPage :
public CGameObject
{
protected:
hgeSprite* m_hgeSprite; //精灵类指针
HTARGET m_hTarget; //渲染目标
HTARGET m_hPreTarget; //渲染目标
bool m_bManual; //是否手动更新
bool m_bChanged; //是否有变化
protected:
//对象列表
CListTemplate<IGameObject*, _CString> m_lstGameObjects;
public:
CGameBufferPage(void);
virtual ~CGameBufferPage(void);
public:
//添加元素
virtual bool __cdecl Add(IGameObject* pIGameObject, _CString szName, INT_PTR nPosition = LISTTEMPLATE_LAST_ITEM);
//移除元素
virtual bool __cdecl Remove(INT_PTR nIndex);
//移除元素
virtual bool __cdecl RemoveBy(_CString szKey);
//对象创建
virtual bool __cdecl Create(LPCTSTR lpName, _SIZE siSize, bool bManual=false);
//生成缓冲
virtual bool __cdecl GenerateBuffer(WPARAM wParam=NULL);
//预渲染对象
virtual void __cdecl PreRender(WPARAM wParam=NULL);
//渲染场景
virtual void __cdecl Render(WPARAM wParam=NULL);
//模板方法
public:
//是否有效
virtual bool __cdecl IsValid() { return AfxIsValidAddress(this,sizeof(CGameBufferPage))?true:false;};
//释放对象
virtual bool __cdecl Release() { if(IsValid()) delete this; return true; };
//接口查询
virtual void * __cdecl QueryInterface(const IID & Guid, DWORD dwQueryVer);
};
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