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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: _root(nullptr)
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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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{
_root->_render();
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if (Game::getInstance()->getConfig().isOutlineVisible())
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{
auto brush = Renderer::getInstance()->getSolidColorBrush();
brush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.6f));
brush->SetOpacity(1.f);
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_root->_renderOutline();
}
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if (Game::getInstance()->getConfig().isColliderVisible())
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{
Renderer::getInstance()->getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
_root->_renderCollider();
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}
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}
void e2d::Scene::dispatch(const MouseEvent & e)
{
auto dispatcher = dynamic_cast<EventHandler*>(this);
if (dispatcher)
dispatcher->handle(e);
_root->dispatch(e, false);
}
void e2d::Scene::dispatch(const KeyEvent & e)
{
auto dispatcher = dynamic_cast<EventHandler*>(this);
if (dispatcher)
dispatcher->handle(e);
_root->dispatch(e, false);
}
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void e2d::Scene::add(Node * child, int order /* = 0 */)
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{
_root->addChild(child, order);
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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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{
this->add(node, order);
}
}
bool e2d::Scene::remove(Node * child)
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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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{
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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{
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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{
return _root->getAllChildren();
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}
e2d::Node * e2d::Scene::getRoot() const
{
return _root;
}