80 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			80 lines
		
	
	
		
			2.3 KiB
		
	
	
	
		
			C++
		
	
	
	
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								// Copyright (c) 2016-2018 Easy2D - Nomango
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								// 
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								// Permission is hereby granted, free of charge, to any person obtaining a copy
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								// of this software and associated documentation files (the "Software"), to deal
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								// in the Software without restriction, including without limitation the rights
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								// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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								// copies of the Software, and to permit persons to whom the Software is
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								// furnished to do so, subject to the following conditions:
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								// 
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								// The above copyright notice and this permission notice shall be included in
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								// all copies or substantial portions of the Software.
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								// 
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								// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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								// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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								// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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								// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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								// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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								// 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 "Scene.h"
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								#include "../base/logs.h"
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								#include "../renderer/render.h"
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								namespace easy2d
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								{
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									Scene::Scene()
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										: mouse_cursor_(MouseCursor::Arrow)
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										, last_mouse_cursor(MouseCursor(-1))
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									{
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										scene_ = this;
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										SetSize(Renderer::Instance().GetOutputSize());
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									}
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									Scene::~Scene()
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									{
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									}
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									void Scene::OnEnter()
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									{
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										E2D_LOG(L"Scene entered");
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									}
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									void Scene::OnExit()
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									{
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										E2D_LOG(L"Scene exited");
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									}
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									void Scene::Update(Duration dt)
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									{
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										Node::Update(dt);
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										if (last_mouse_cursor != mouse_cursor_)
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										{
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											last_mouse_cursor = mouse_cursor_;
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											LPTSTR win32_cursor = IDC_ARROW;
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											switch (mouse_cursor_)
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											{
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											case MouseCursor::Arrow:		win32_cursor = IDC_ARROW; break;
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											case MouseCursor::TextInput:	win32_cursor = IDC_IBEAM; break;
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											case MouseCursor::SizeAll:		win32_cursor = IDC_SIZEALL; break;
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											case MouseCursor::SizeWE:		win32_cursor = IDC_SIZEWE; break;
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											case MouseCursor::SizeNS:		win32_cursor = IDC_SIZENS; break;
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											case MouseCursor::SizeNESW:		win32_cursor = IDC_SIZENESW; break;
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											case MouseCursor::SizeNWSE:		win32_cursor = IDC_SIZENWSE; break;
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											case MouseCursor::Hand:			win32_cursor = IDC_HAND; break;
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											}
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											::SetCursor(::LoadCursorW(nullptr, win32_cursor));
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										}
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									}
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									void Scene::SetMouseCursor(MouseCursor cursor)
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									{
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										mouse_cursor_ = cursor;
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									}
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								}
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