595 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			595 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			C++
		
	
	
	
|  | // Copyright (c) 2016-2018 Easy2D - Nomango
 | ||
|  | // 
 | ||
|  | // Permission is hereby granted, free of charge, to any person obtaining a copy
 | ||
|  | // of this software and associated documentation files (the "Software"), to deal
 | ||
|  | // in the Software without restriction, including without limitation the rights
 | ||
|  | // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 | ||
|  | // copies of the Software, and to permit persons to whom the Software is
 | ||
|  | // furnished to do so, subject to the following conditions:
 | ||
|  | // 
 | ||
|  | // The above copyright notice and this permission notice shall be included in
 | ||
|  | // all copies or substantial portions of the Software.
 | ||
|  | // 
 | ||
|  | // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 | ||
|  | // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 | ||
|  | // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 | ||
|  | // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 | ||
|  | // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 | ||
|  | // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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|  | // THE SOFTWARE.
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|  | 
 | ||
|  | #include "Node.h"
 | ||
|  | #include "Action.h"
 | ||
|  | #include "Scene.h"
 | ||
|  | #include "../base/logs.h"
 | ||
|  | #include "../renderer/render.h"
 | ||
|  | 
 | ||
|  | namespace easy2d | ||
|  | { | ||
|  | 	namespace | ||
|  | 	{ | ||
|  | 		float default_anchor_x = 0.f; | ||
|  | 		float default_anchor_y = 0.f; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetDefaultAnchor(float anchor_x, float anchor_y) | ||
|  | 	{ | ||
|  | 		default_anchor_x = anchor_x; | ||
|  | 		default_anchor_y = anchor_y; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	Node::Node() | ||
|  | 		: visible_(true) | ||
|  | 		, update_pausing_(false) | ||
|  | 		, hover_(false) | ||
|  | 		, pressed_(false) | ||
|  | 		, responsible_(false) | ||
|  | 		, dirty_transform_(false) | ||
|  | 		, dirty_transform_inverse_(false) | ||
|  | 		, parent_(nullptr) | ||
|  | 		, scene_(nullptr) | ||
|  | 		, hash_name_(0) | ||
|  | 		, z_order_(0) | ||
|  | 		, opacity_(1.f) | ||
|  | 		, display_opacity_(1.f) | ||
|  | 		, anchor_(default_anchor_x, default_anchor_y) | ||
|  | 	{ | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::Update(Duration dt) | ||
|  | 	{ | ||
|  | 		if (update_pausing_) | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		UpdateActions(this, dt); | ||
|  | 		UpdateTimers(dt); | ||
|  | 
 | ||
|  | 		if (cb_update_) | ||
|  | 			cb_update_(dt); | ||
|  | 
 | ||
|  | 		OnUpdate(dt); | ||
|  | 
 | ||
|  | 		if (!children_.IsEmpty()) | ||
|  | 		{ | ||
|  | 			NodePtr next; | ||
|  | 			for (auto child = children_.First(); child; child = next) | ||
|  | 			{ | ||
|  | 				next = child->NextItem(); | ||
|  | 				child->Update(dt); | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::Render() | ||
|  | 	{ | ||
|  | 		if (!visible_) | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		UpdateTransform(); | ||
|  | 
 | ||
|  | 		if (children_.IsEmpty()) | ||
|  | 		{ | ||
|  | 			PrepareRender(); | ||
|  | 			OnRender(); | ||
|  | 		} | ||
|  | 		else | ||
|  | 		{ | ||
|  | 			// render children those are less than 0 in Z-Order
 | ||
|  | 			Node* child = children_.First().Get(); | ||
|  | 			while (child) | ||
|  | 			{ | ||
|  | 				if (child->GetZOrder() >= 0) | ||
|  | 					break; | ||
|  | 
 | ||
|  | 				child->Render(); | ||
|  | 				child = child->NextItem().Get(); | ||
|  | 			} | ||
|  | 
 | ||
|  | 			PrepareRender(); | ||
|  | 			OnRender(); | ||
|  | 
 | ||
|  | 			while (child) | ||
|  | 			{ | ||
|  | 				child->Render(); | ||
|  | 				child = child->NextItem().Get(); | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::Dispatch(Event& evt) | ||
|  | 	{ | ||
|  | 		if (!visible_) | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		NodePtr prev; | ||
|  | 		for (auto child = children_.Last(); child; child = prev) | ||
|  | 		{ | ||
|  | 			prev = child->PrevItem(); | ||
|  | 			child->Dispatch(evt); | ||
|  | 		} | ||
|  | 
 | ||
|  | 		if (responsible_ && MouseEvent::Check(evt.type)) | ||
|  | 		{ | ||
|  | 			if (evt.type == Event::MouseMove) | ||
|  | 			{ | ||
|  | 				if (!evt.target && ContainsPoint(Point{ evt.mouse.x, evt.mouse.y })) | ||
|  | 				{ | ||
|  | 					evt.target = this; | ||
|  | 
 | ||
|  | 					if (!hover_) | ||
|  | 					{ | ||
|  | 						hover_ = true; | ||
|  | 
 | ||
|  | 						Event hover = evt; | ||
|  | 						hover.type = Event::MouseHover; | ||
|  | 						EventDispatcher::Dispatch(hover); | ||
|  | 					} | ||
|  | 				} | ||
|  | 				else if (hover_) | ||
|  | 				{ | ||
|  | 					hover_ = false; | ||
|  | 					pressed_ = false; | ||
|  | 
 | ||
|  | 					Event out = evt; | ||
|  | 					out.target = this; | ||
|  | 					out.type = Event::MouseOut; | ||
|  | 					EventDispatcher::Dispatch(out); | ||
|  | 				} | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if (evt.type == Event::MouseBtnDown && hover_) | ||
|  | 			{ | ||
|  | 				pressed_ = true; | ||
|  | 				evt.target = this; | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if (evt.type == Event::MouseBtnUp && pressed_) | ||
|  | 			{ | ||
|  | 				pressed_ = false; | ||
|  | 				evt.target = this; | ||
|  | 
 | ||
|  | 				Event click = evt; | ||
|  | 				click.type = Event::Click; | ||
|  | 				EventDispatcher::Dispatch(click); | ||
|  | 			} | ||
|  | 		} | ||
|  | 
 | ||
|  | 		EventDispatcher::Dispatch(evt); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	Matrix const & Node::GetTransformMatrix()  const | ||
|  | 	{ | ||
|  | 		UpdateTransform(); | ||
|  | 		return transform_matrix_; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	Matrix const & Node::GetTransformInverseMatrix()  const | ||
|  | 	{ | ||
|  | 		UpdateTransform(); | ||
|  | 		if (dirty_transform_inverse_) | ||
|  | 		{ | ||
|  | 			transform_matrix_inverse_ = Matrix::Invert(transform_matrix_); | ||
|  | 			dirty_transform_inverse_ = false; | ||
|  | 		} | ||
|  | 		return transform_matrix_inverse_; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::UpdateTransform() const | ||
|  | 	{ | ||
|  | 		if (!dirty_transform_) | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		dirty_transform_ = false; | ||
|  | 		dirty_transform_inverse_ = true; | ||
|  | 
 | ||
|  | 		transform_matrix_ = transform_.ToMatrix(); | ||
|  | 
 | ||
|  | 		Point offset{ -size_.x * anchor_.x, -size_.y * anchor_.y }; | ||
|  | 		transform_matrix_.Translate(offset); | ||
|  | 
 | ||
|  | 		if (parent_) | ||
|  | 			transform_matrix_ = transform_matrix_ * parent_->transform_matrix_; | ||
|  | 
 | ||
|  | 		// update children's transform
 | ||
|  | 		for (Node* child = children_.First().Get(); child; child = child->NextItem().Get()) | ||
|  | 			child->dirty_transform_ = true; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::UpdateOpacity() | ||
|  | 	{ | ||
|  | 		if (parent_) | ||
|  | 		{ | ||
|  | 			display_opacity_ = opacity_ * parent_->display_opacity_; | ||
|  | 		} | ||
|  | 		for (Node* child = children_.First().Get(); child; child = child->NextItem().Get()) | ||
|  | 		{ | ||
|  | 			child->UpdateOpacity(); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetScene(Scene* scene) | ||
|  | 	{ | ||
|  | 		if (scene && scene_ != scene) | ||
|  | 		{ | ||
|  | 			scene_ = scene; | ||
|  | 			for (Node* child = children_.First().Get(); child; child = child->NextItem().Get()) | ||
|  | 			{ | ||
|  | 				child->scene_ = scene; | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetZOrder(int zorder) | ||
|  | 	{ | ||
|  | 		z_order_ = zorder; | ||
|  | 
 | ||
|  | 		if (parent_) | ||
|  | 		{ | ||
|  | 			NodePtr me = this; | ||
|  | 
 | ||
|  | 			parent_->children_.Remove(me); | ||
|  | 
 | ||
|  | 			Node* sibling = parent_->children_.Last().Get(); | ||
|  | 
 | ||
|  | 			if (sibling && sibling->GetZOrder() > zorder) | ||
|  | 			{ | ||
|  | 				sibling = sibling->PrevItem().Get(); | ||
|  | 				while (sibling) | ||
|  | 				{ | ||
|  | 					if (sibling->GetZOrder() <= zorder) | ||
|  | 						break; | ||
|  | 					sibling = sibling->PrevItem().Get(); | ||
|  | 				} | ||
|  | 			} | ||
|  | 
 | ||
|  | 			if (sibling) | ||
|  | 			{ | ||
|  | 				parent_->children_.InsertAfter(me, sibling); | ||
|  | 			} | ||
|  | 			else | ||
|  | 			{ | ||
|  | 				parent_->children_.PushFront(me); | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetOpacity(float opacity) | ||
|  | 	{ | ||
|  | 		if (opacity_ == opacity) | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		display_opacity_ = opacity_ = std::min(std::max(opacity, 0.f), 1.f); | ||
|  | 		UpdateOpacity(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetAnchorX(float anchor_x) | ||
|  | 	{ | ||
|  | 		this->SetAnchor(anchor_x, anchor_.y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetAnchorY(float anchor_y) | ||
|  | 	{ | ||
|  | 		this->SetAnchor(anchor_.x, anchor_y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetAnchor(float anchor_x, float anchor_y) | ||
|  | 	{ | ||
|  | 		if (anchor_.x == anchor_x && anchor_.y == anchor_y) | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		anchor_.x = anchor_x; | ||
|  | 		anchor_.y = anchor_y; | ||
|  | 		dirty_transform_ = true; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetWidth(float width) | ||
|  | 	{ | ||
|  | 		this->SetSize(width, size_.y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetHeight(float height) | ||
|  | 	{ | ||
|  | 		this->SetSize(size_.x, height); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetSize(const Size& size) | ||
|  | 	{ | ||
|  | 		this->SetSize(size.x, size.y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetSize(float width, float height) | ||
|  | 	{ | ||
|  | 		if (size_.x == width && size_.y == height) | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		size_.x = width; | ||
|  | 		size_.y = height; | ||
|  | 		dirty_transform_ = true; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetTransform(Transform const& transform) | ||
|  | 	{ | ||
|  | 		transform_ = transform; | ||
|  | 		dirty_transform_ = true; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetVisible(bool val) | ||
|  | 	{ | ||
|  | 		visible_ = val; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetName(String const& name) | ||
|  | 	{ | ||
|  | 		if (!IsName(name)) | ||
|  | 		{ | ||
|  | 			Object::SetName(name); | ||
|  | 			hash_name_ = std::hash<String>{}(name); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetPositionX(float x) | ||
|  | 	{ | ||
|  | 		this->SetPosition(x, transform_.position.y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetPositionY(float y) | ||
|  | 	{ | ||
|  | 		this->SetPosition(transform_.position.x, y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetPosition(const Point & p) | ||
|  | 	{ | ||
|  | 		this->SetPosition(p.x, p.y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetPosition(float x, float y) | ||
|  | 	{ | ||
|  | 		if (transform_.position.x == x && transform_.position.y == y) | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		transform_.position.x = x; | ||
|  | 		transform_.position.y = y; | ||
|  | 		dirty_transform_ = true; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::Move(float x, float y) | ||
|  | 	{ | ||
|  | 		this->SetPosition(transform_.position.x + x, transform_.position.y + y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::Move(const Point & v) | ||
|  | 	{ | ||
|  | 		this->Move(v.x, v.y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetScaleX(float scale_x) | ||
|  | 	{ | ||
|  | 		this->SetScale(scale_x, transform_.scale.y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetScaleY(float scale_y) | ||
|  | 	{ | ||
|  | 		this->SetScale(transform_.scale.x, scale_y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetScale(float scale) | ||
|  | 	{ | ||
|  | 		this->SetScale(scale, scale); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetScale(float scale_x, float scale_y) | ||
|  | 	{ | ||
|  | 		if (transform_.scale.x == scale_x && transform_.scale.y == scale_y) | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		transform_.scale.x = scale_x; | ||
|  | 		transform_.scale.y = scale_y; | ||
|  | 		dirty_transform_ = true; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetSkewX(float skew_x) | ||
|  | 	{ | ||
|  | 		this->SetSkew(skew_x, transform_.skew.y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetSkewY(float skew_y) | ||
|  | 	{ | ||
|  | 		this->SetSkew(transform_.skew.x, skew_y); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetSkew(float skew_x, float skew_y) | ||
|  | 	{ | ||
|  | 		if (transform_.skew.x == skew_x && transform_.skew.y == skew_y) | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		transform_.skew.x = skew_x; | ||
|  | 		transform_.skew.y = skew_y; | ||
|  | 		dirty_transform_ = true; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetRotation(float angle) | ||
|  | 	{ | ||
|  | 		if (transform_.rotation == angle) | ||
|  | 			return; | ||
|  | 
 | ||
|  | 		transform_.rotation = angle; | ||
|  | 		dirty_transform_ = true; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::AddChild(NodePtr const& child) | ||
|  | 	{ | ||
|  | 		E2D_ASSERT(child && "Node::AddChild failed, NULL pointer exception"); | ||
|  | 
 | ||
|  | 		if (child) | ||
|  | 		{ | ||
|  | #ifdef E2D_DEBUG
 | ||
|  | 
 | ||
|  | 			if (child->parent_) | ||
|  | 				E2D_ERROR_LOG(L"The node to be added already has a parent"); | ||
|  | 
 | ||
|  | 			for (Node* parent = parent_; parent; parent = parent->parent_) | ||
|  | 				if (parent == child) | ||
|  | 					E2D_ERROR_LOG(L"A node cannot be its own parent"); | ||
|  | 
 | ||
|  | #endif // E2D_DEBUG
 | ||
|  | 
 | ||
|  | 			children_.PushBack(child); | ||
|  | 			child->parent_ = this; | ||
|  | 			child->SetScene(this->scene_); | ||
|  | 			child->dirty_transform_ = true; | ||
|  | 			child->UpdateOpacity(); | ||
|  | 			child->SetZOrder(child->GetZOrder()); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::AddChildren(Array<NodePtr> const& children) | ||
|  | 	{ | ||
|  | 		for (const auto& node : children) | ||
|  | 		{ | ||
|  | 			this->AddChild(node); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	Rect Node::GetBounds() const | ||
|  | 	{ | ||
|  | 		return Rect(Point{}, size_); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	Rect Node::GetBoundingBox() const | ||
|  | 	{ | ||
|  | 		return GetTransformMatrix().Transform(GetBounds()); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	Array<NodePtr> Node::GetChildren(String const& name) const | ||
|  | 	{ | ||
|  | 		Array<NodePtr> children; | ||
|  | 		size_t hash_code = std::hash<String>{}(name); | ||
|  | 
 | ||
|  | 		for (Node* child = children_.First().Get(); child; child = child->NextItem().Get()) | ||
|  | 		{ | ||
|  | 			if (child->hash_name_ == hash_code && child->IsName(name)) | ||
|  | 			{ | ||
|  | 				children.push_back(child); | ||
|  | 			} | ||
|  | 		} | ||
|  | 		return children; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	NodePtr Node::GetChild(String const& name) const | ||
|  | 	{ | ||
|  | 		size_t hash_code = std::hash<String>{}(name); | ||
|  | 
 | ||
|  | 		for (Node* child = children_.First().Get(); child; child = child->NextItem().Get()) | ||
|  | 		{ | ||
|  | 			if (child->hash_name_ == hash_code && child->IsName(name)) | ||
|  | 			{ | ||
|  | 				return child; | ||
|  | 			} | ||
|  | 		} | ||
|  | 		return nullptr; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	Node::Children const & Node::GetChildren() const | ||
|  | 	{ | ||
|  | 		return children_; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::RemoveFromParent() | ||
|  | 	{ | ||
|  | 		if (parent_) | ||
|  | 		{ | ||
|  | 			parent_->RemoveChild(this); | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	bool Node::RemoveChild(NodePtr const& child) | ||
|  | 	{ | ||
|  | 		return RemoveChild(child.Get()); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	bool Node::RemoveChild(Node * child) | ||
|  | 	{ | ||
|  | 		E2D_ASSERT(child && "Node::RemoveChild failed, NULL pointer exception"); | ||
|  | 
 | ||
|  | 		if (children_.IsEmpty()) | ||
|  | 			return false; | ||
|  | 
 | ||
|  | 		if (child) | ||
|  | 		{ | ||
|  | 			child->parent_ = nullptr; | ||
|  | 			if (child->scene_) child->SetScene(nullptr); | ||
|  | 			children_.Remove(NodePtr(child)); | ||
|  | 			return true; | ||
|  | 		} | ||
|  | 		return false; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::RemoveChildren(String const& child_name) | ||
|  | 	{ | ||
|  | 		if (children_.IsEmpty()) | ||
|  | 		{ | ||
|  | 			return; | ||
|  | 		} | ||
|  | 
 | ||
|  | 		size_t hash_code = std::hash<String>{}(child_name); | ||
|  | 
 | ||
|  | 		Node* next; | ||
|  | 		for (Node* child = children_.First().Get(); child; child = next) | ||
|  | 		{ | ||
|  | 			next = child->NextItem().Get(); | ||
|  | 
 | ||
|  | 			if (child->hash_name_ == hash_code && child->IsName(child_name)) | ||
|  | 			{ | ||
|  | 				RemoveChild(child); | ||
|  | 			} | ||
|  | 		} | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::RemoveAllChildren() | ||
|  | 	{ | ||
|  | 		children_.Clear(); | ||
|  | 	} | ||
|  | 
 | ||
|  | 	void Node::SetResponsible(bool enable) | ||
|  | 	{ | ||
|  | 		responsible_ = enable; | ||
|  | 	} | ||
|  | 
 | ||
|  | 	bool Node::ContainsPoint(const Point& point) const | ||
|  | 	{ | ||
|  | 		if (size_.x == 0.f || size_.y == 0.f) | ||
|  | 			return false; | ||
|  | 
 | ||
|  | 		Point local = GetTransformInverseMatrix().Transform(point); | ||
|  | 		return GetBounds().ContainsPoint(local); | ||
|  | 	} | ||
|  | 
 | ||
|  | 
 | ||
|  | 	void VisualNode::PrepareRender() | ||
|  | 	{ | ||
|  | 		Renderer::Instance().SetTransform(transform_matrix_); | ||
|  | 		Renderer::Instance().SetOpacity(display_opacity_); | ||
|  | 	} | ||
|  | 
 | ||
|  | } |