Magic_Game/core/Common/Scene.cpp

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#include "..\e2dbase.h"
#include "..\e2dnode.h"
#include "..\e2dmanager.h"
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e2d::Scene::Scene()
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: m_bWillSave(true)
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, m_bAutoUpdate(true)
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, m_bSortNeeded(false)
, m_bColliderVisiable(false)
, m_pRoot(new Node())
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{
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m_pRoot->retain();
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m_pRoot->_onEnter();
m_pRoot->_setParentScene(this);
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}
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e2d::Scene::~Scene()
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{
}
void e2d::Scene::_render()
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{
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m_pRoot->_render();
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if (m_bColliderVisiable)
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{
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// <20>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
Renderer::getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD>ͼ<EFBFBD><CDBC>
m_pRoot->_drawCollider();
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}
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}
void e2d::Scene::_update()
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{
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// ִ<><D6B4> onUpdate <20><><EFBFBD><EFBFBD>
if (m_bAutoUpdate)
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{
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this->onUpdate();
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}
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// <20><><EFBFBD>¸<EFBFBD><C2B8>ڵ<EFBFBD>
m_pRoot->_update();
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}
void e2d::Scene::setAutoUpdate(bool bAutoUpdate)
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{
m_bAutoUpdate = bAutoUpdate;
}
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void e2d::Scene::add(Node * 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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#if HIGHER_THAN_VS2012
void e2d::Scene::add(const InitList<Node*>& vNodes, int order)
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{
for (const auto &node : vNodes)
{
this->add(node, order);
}
}
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#endif
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bool e2d::Scene::remove(Node * child)
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{
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return m_pRoot->removeChild(child);
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}
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std::vector<e2d::Node*> e2d::Scene::get(String name) const
{
return m_pRoot->getChildren(name);
}
e2d::Node * e2d::Scene::getOne(String name) const
{
return m_pRoot->getChild(name);
}
std::vector<e2d::Node*> e2d::Scene::getAll() const
{
return m_pRoot->getAllChildren();
}
e2d::Node * e2d::Scene::getRoot() const
{
return m_pRoot;
}
void e2d::Scene::showCollider(bool visiable)
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{
m_bColliderVisiable = visiable;
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}
void e2d::Scene::destroy()
{
SafeRelease(&m_pRoot);
}