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								#include "..\e2dbase.h"
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								#include "..\e2dnode.h"
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								#include "..\e2dmanager.h"
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								e2d::Scene::Scene()
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									: _autoUpdate(true)
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									, _root(nullptr)
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								{
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									_root = new (e2d::autorelease) Node();
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									_root->retain();
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									_root->_setParentScene(this);
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								}
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								e2d::Scene::~Scene()
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								{
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									GC::getInstance()->safeRelease(_root);
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								}
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								void e2d::Scene::render()
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								{
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									_root->_render();
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									if (Game::getInstance()->getConfig().isOutlineVisible())
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									{
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										auto brush = Renderer::getInstance()->getSolidColorBrush();
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										brush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
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										brush->SetOpacity(1.f);
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										_root->_renderOutline();
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									}
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									if (Game::getInstance()->getConfig().isColliderVisible())
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									{
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										Renderer::getInstance()->getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
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										_root->_renderCollider();
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									}
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								}
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								void e2d::Scene::update()
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								{
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									if (_autoUpdate)
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									{
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										onUpdate();
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									}
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									_root->_update();
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								}
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								void e2d::Scene::dispatch(const MouseEvent & e)
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								{
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									if (onMouseEvent(e))
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										return;
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									_root->dispatch(e);
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								}
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								void e2d::Scene::dispatch(const KeyEvent & e)
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								{
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									if (onKeyEvent(e))
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										return;
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									_root->dispatch(e);
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								}
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								void e2d::Scene::setAutoUpdate(bool bAutoUpdate)
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								{
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									_autoUpdate = bAutoUpdate;
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								}
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								void e2d::Scene::add(Node * child, int order /* = 0 */)
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								{
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									_root->addChild(child, order);
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								}
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								void e2d::Scene::add(const std::vector<Node*>& nodes, int order)
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								{
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									for (const auto& node : nodes)
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									{
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										this->add(node, order);
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									}
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								}
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								bool e2d::Scene::remove(Node * child)
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								{
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									return _root->removeChild(child);
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								}
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								std::vector<e2d::Node*> e2d::Scene::getChildren(const String& name) const
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								{
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									return _root->getChildren(name);
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								}
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								e2d::Node * e2d::Scene::getChild(const String& name) const
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								{
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									return _root->getChild(name);
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								}
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								const std::vector<e2d::Node*>& e2d::Scene::getAllChildren() const
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								{
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									return _root->getAllChildren();
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								}
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								e2d::Node * e2d::Scene::getRoot() const
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								{
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									return _root;
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								}
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