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										 |  |  | #include "..\e2dmodule.h"
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							|  |  |  | #include "..\e2dobject.h"
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							|  |  |  | e2d::Scene::Scene() | 
					
						
							|  |  |  | 	: root_(nullptr) | 
					
						
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										 |  |  | 	, transform_(D2D1::Matrix3x2F::Identity()) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | e2d::Scene::Scene(Node * root) | 
					
						
							|  |  |  | 	: root_(nullptr) | 
					
						
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										 |  |  | 	, transform_(D2D1::Matrix3x2F::Identity()) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	this->SetRoot(root); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | e2d::Scene::~Scene() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		root_->SetParentScene(nullptr); | 
					
						
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										 |  |  | 		root_->Release(); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void e2d::Scene::SetRoot(Node * root) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (root_ == root) | 
					
						
							|  |  |  | 		return; | 
					
						
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							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		root_->SetParentScene(nullptr); | 
					
						
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										 |  |  | 		root_->Release(); | 
					
						
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										 |  |  | 	} | 
					
						
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							|  |  |  | 	if (root) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		root->Retain(); | 
					
						
							|  |  |  | 		root->SetParentScene(this); | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	root_ = root; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | e2d::Node * e2d::Scene::GetRoot() const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return root_; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void e2d::Scene::Draw() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		root_->Visit(); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Scene::Dispatch(const MouseEvent & e) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		root_->Dispatch(e, false); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Scene::Dispatch(const KeyEvent & e) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		root_->Dispatch(e, false); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void e2d::Scene::SetTransform(const D2D1::Matrix3x2F& matrix) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	transform_ = matrix; | 
					
						
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							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		root_->dirty_transform_ = true; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | const D2D1::Matrix3x2F & e2d::Scene::GetTransform() const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return transform_; | 
					
						
							|  |  |  | } |