2017-09-27 17:56:28 +08:00
										 
									 
								 
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								#include "..\easy2d.h"
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								#include <assert.h>
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								Scene::Scene()
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								{
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								}
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								Scene::~Scene()
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								{
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									clearAllChildren();
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								}
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								void Scene::_exec()
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								{
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									// active <20><>־<EFBFBD><D6BE><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>ȡ<EFBFBD>ý<EFBFBD><C3BD><EFBFBD>
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									bool active = true;
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									// <20><><EFBFBD><EFBFBD>ִ<EFBFBD>У<EFBFBD><D0A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ƵĽڵ㣨<DAB5><E3A3A8>λ<EFBFBD>ڻ<EFBFBD><DABB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱ<EFBFBD><C8B1><EFBFBD><EFBFBD><EFBFBD>
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									for (int i = int(m_vChildren.size()) - 1; i >= 0; i--)
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									{
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										assert(m_vChildren[i]);
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										if (m_vChildren[i]->_exec(active))	// ִ<>нڵ<D0BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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										{
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											active = false;					// <20><><EFBFBD>ӽڵ<D3BD>ȡ<EFBFBD>ý<EFBFBD><C3BD>㣬<EFBFBD><E3A3AC><EFBFBD><EFBFBD>־<EFBFBD><D6BE> false
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										}
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									}
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								}
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								void Scene::_onDraw()
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								{
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									// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>нڵ<D0BD>
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									for (auto child : m_vChildren)
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									{
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										assert(child);
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										child->_onDraw();
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									}
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								}
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								void Scene::onEnter()
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								{
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								}
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								void Scene::onExit()
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								{
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								}
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								void Scene::add(Node * child, int zOrder)
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								{
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									// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵĽڵ<C4BD><DAB5>ǿ<EFBFBD>
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									assert(child);
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									// <20><><EFBFBD>ýڵ<C3BD><DAB5>ĸ<EFBFBD><C4B8><EFBFBD><EFBFBD><EFBFBD>
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									child->setParentScene(this);
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									// <20><><EFBFBD><EFBFBD> z <20><>˳<EFBFBD><CBB3>
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									child->setZOrder(zOrder);
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									// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
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									child->retain();
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									// <20><> z <20><>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
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									size_t size = m_vChildren.size();
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									for (unsigned i = 0; i <= size; i++)
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									{
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										if (i == size)
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										{
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											m_vChildren.push_back(child);
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											break;
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										}
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										else
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										{
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											auto temp = m_vChildren.at(i);
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											if (temp->getZOrder() > zOrder)
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											{
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												m_vChildren.insert(m_vChildren.begin() + i, child);
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												break;
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											}
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										}
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									}
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								}
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								bool Scene::del(Node * child)
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								{
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									if (child == nullptr) return false;
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									// Ѱ<><D1B0><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD>ڵ<EFBFBD>
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									std::vector<Node*>::iterator iter;
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									for (iter = m_vChildren.begin(); iter != m_vChildren.end(); iter++)
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									{
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										// <20>ҵ<EFBFBD><D2B5><EFBFBD>ͬ<EFBFBD>ڵ<EFBFBD>
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										if (*iter == child)
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										{
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											// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
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											(*iter)->release();
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											// ȥ<><C8A5><EFBFBD>ýڵ<C3BD>
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											m_vChildren.erase(iter);
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											return true;
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										}
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									}
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									// δ<>ҵ<EFBFBD><D2B5>ýڵ㷵<DAB5><E3B7B5> false
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									return false;
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								}
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								void Scene::clearAllChildren()
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								{
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									// <20><><EFBFBD>нڵ<D0BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
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									for (auto child : m_vChildren)
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									{
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										child->release();
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									}
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									// <20><><EFBFBD>մ<EFBFBD><D5B4><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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									m_vChildren.clear();
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								}
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