Magic_Game/core/base/Scene.cpp

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "Scene.h"
#include "Node.h"
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namespace easy2d
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{
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Scene::Scene()
: root_(nullptr)
, transform_(D2D1::Matrix3x2F::Identity())
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{
}
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Scene::Scene(Node * root)
: root_(nullptr)
, transform_(D2D1::Matrix3x2F::Identity())
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{
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this->SetRoot(root);
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}
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Scene::~Scene()
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{
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if (root_)
{
root_->SetParentScene(nullptr);
root_->Release();
}
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}
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void Scene::SetRoot(Node * root)
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{
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if (root_ == root)
return;
if (root_)
{
root_->SetParentScene(nullptr);
root_->Release();
}
if (root)
{
root->Retain();
root->SetParentScene(this);
}
root_ = root;
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}
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Node * Scene::GetRoot() const
{
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return root_;
}
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void Scene::Draw()
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{
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if (root_)
{
root_->Visit();
}
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}
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void Scene::Dispatch(const MouseEvent & e)
{
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auto handler = dynamic_cast<MouseEventHandler*>(this);
if (handler)
{
handler->Handle(e);
}
if (root_)
{
root_->Dispatch(e, false);
}
}
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void Scene::Dispatch(const KeyEvent & e)
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{
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auto handler = dynamic_cast<KeyEventHandler*>(this);
if (handler)
{
handler->Handle(e);
}
if (root_)
{
root_->Dispatch(e, false);
}
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}
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void Scene::SetTransform(const D2D1::Matrix3x2F& matrix)
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{
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transform_ = matrix;
if (root_)
{
root_->dirty_transform_ = true;
}
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}
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const D2D1::Matrix3x2F & Scene::GetTransform() const
{
return transform_;
}
}