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								#include "..\ebase.h"
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								#include "..\enodes.h"
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								#include "..\emanagers.h"
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								#include "..\etools.h"
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								#include "..\eactions.h"
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								#include <algorithm>
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								e2d::EScene::EScene()
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									: m_bWillSave(true)
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									, m_bSortNeeded(false)
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									, m_bGeometryVisiable(false)
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									, m_pRoot(new ENode())
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								{
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									m_pRoot->retain();
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									m_pRoot->_onEnter();
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									m_pRoot->_setParentScene(this);
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									m_pRoot->setPivot(0, 0);
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									m_pRoot->_setSize(EWindow::getWidth(), EWindow::getHeight());
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								}
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								e2d::EScene::~EScene()
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								{
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									SafeRelease(&m_pRoot);
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								}
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								void e2d::EScene::_render()
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								{
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									m_pRoot->_render();
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									if (m_bGeometryVisiable)
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									{
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										// <20>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
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										ERenderer::getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
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										// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD>ͼ<EFBFBD><CDBC>
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										m_pRoot->_drawGeometry();
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									}
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								}
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								void e2d::EScene::_update()
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									// ִ<><D6B4> onUpdate <20><><EFBFBD><EFBFBD>
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									this->onUpdate();
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									// <20><><EFBFBD>¸<EFBFBD><C2B8>ڵ<EFBFBD>
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									m_pRoot->_update();
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								}
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								void e2d::EScene::add(ENode * child, int order /* = 0 */)
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								{
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									m_pRoot->addChild(child, order);
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								}
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								bool e2d::EScene::remove(ENode * child)
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								{
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									return m_pRoot->removeChild(child);
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								}
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								void e2d::EScene::remove(const EString &childName)
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								{
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									return m_pRoot->removeChild(childName);
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								}
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								std::vector<e2d::ENode*> e2d::EScene::getChildren()
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								{
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									return m_pRoot->m_vChildren;
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								}
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								size_t e2d::EScene::getChildrenCount() const
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								{
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									return m_pRoot->getChildrenCount();
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								}
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								e2d::ENode * e2d::EScene::getChild(const EString &childName)
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								{
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									return m_pRoot->getChild(childName);
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								}
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								e2d::ENode * e2d::EScene::getRoot() const
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								{
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									return m_pRoot;
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								}
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								void e2d::EScene::clearAllChildren()
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								{
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									m_pRoot->clearAllChildren();
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								}
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								void e2d::EScene::runAction(EAction * action)
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								{
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									this->m_pRoot->runAction(action);
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								}
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								void e2d::EScene::setGeometryVisiable(bool visiable)
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								{
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									m_bGeometryVisiable = visiable;
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								}
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