2018-04-21 21:24:46 +08:00
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#include "..\e2dbase.h"
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#include "..\e2dnode.h"
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#include "..\e2dmanager.h"
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2017-09-10 23:56:52 +08:00
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2018-02-07 16:37:12 +08:00
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e2d::Scene::Scene()
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2018-05-09 00:34:15 +08:00
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: _autoUpdate(true)
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2018-05-15 23:59:58 +08:00
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, _root(nullptr)
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2017-10-14 18:43:32 +08:00
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{
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2018-07-06 12:59:32 +08:00
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_root = new (e2d::autorelease) Node();
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2018-07-07 01:43:41 +08:00
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GC::retain(_root);
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2018-07-06 00:47:50 +08:00
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_root->_setParentScene(this);
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2017-10-14 18:43:32 +08:00
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}
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2017-09-10 23:56:52 +08:00
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2018-02-07 16:37:12 +08:00
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e2d::Scene::~Scene()
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2017-09-10 23:56:52 +08:00
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{
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2018-07-07 01:43:41 +08:00
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GC::safeRelease(_root);
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2017-09-10 23:56:52 +08:00
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}
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2018-02-07 16:37:12 +08:00
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void e2d::Scene::_render()
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2017-09-10 23:56:52 +08:00
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{
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2018-05-09 00:34:15 +08:00
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_root->_render();
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2017-10-29 23:48:32 +08:00
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2018-07-07 11:00:41 +08:00
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if (Game::getInstance()->getConfig()->isColliderVisible())
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2017-10-29 23:48:32 +08:00
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{
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2017-12-16 15:49:48 +08:00
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// <20>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
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2018-07-03 18:16:26 +08:00
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Renderer::getInstance()->getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
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2017-12-16 15:49:48 +08:00
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD>ͼ<EFBFBD><CDBC>
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2018-05-09 00:34:15 +08:00
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_root->_drawCollider();
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2017-10-29 23:48:32 +08:00
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}
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2017-09-10 23:56:52 +08:00
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}
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2018-02-07 16:37:12 +08:00
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void e2d::Scene::_update()
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2018-01-30 16:45:38 +08:00
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{
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2018-02-06 21:11:54 +08:00
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// ִ<><D6B4> onUpdate <20><><EFBFBD><EFBFBD>
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2018-05-09 00:34:15 +08:00
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if (_autoUpdate)
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2018-02-03 22:04:43 +08:00
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{
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2018-02-06 21:11:54 +08:00
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this->onUpdate();
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2018-02-03 22:04:43 +08:00
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}
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2018-02-06 21:11:54 +08:00
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// <20><><EFBFBD>¸<EFBFBD><C2B8>ڵ<EFBFBD>
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2018-05-09 00:34:15 +08:00
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_root->_update();
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2018-01-30 16:45:38 +08:00
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}
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2018-02-07 16:37:12 +08:00
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void e2d::Scene::setAutoUpdate(bool bAutoUpdate)
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2018-02-03 22:04:43 +08:00
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{
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2018-05-09 00:34:15 +08:00
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_autoUpdate = bAutoUpdate;
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2018-02-03 22:04:43 +08:00
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}
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2018-03-03 11:46:57 +08:00
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void e2d::Scene::add(Node * child, int order /* = 0 */)
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2017-09-10 23:56:52 +08:00
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{
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2018-05-09 00:34:15 +08:00
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_root->addChild(child, order);
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2017-09-10 23:56:52 +08:00
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}
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2018-05-10 17:02:18 +08:00
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void e2d::Scene::add(const std::vector<Node*>& nodes, int order)
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2018-04-01 00:04:33 +08:00
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{
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2018-05-10 17:02:18 +08:00
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for (auto node : nodes)
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2018-04-01 00:04:33 +08:00
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{
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this->add(node, order);
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}
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}
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2018-02-07 16:37:12 +08:00
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bool e2d::Scene::remove(Node * child)
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2017-09-10 23:56:52 +08:00
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{
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2018-05-09 00:34:15 +08:00
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return _root->removeChild(child);
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2017-10-17 21:22:25 +08:00
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}
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2017-09-10 23:56:52 +08:00
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2018-05-07 15:48:06 +08:00
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std::vector<e2d::Node*> e2d::Scene::get(const String& name) const
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2018-04-24 13:28:21 +08:00
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{
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2018-05-09 00:34:15 +08:00
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return _root->getChildren(name);
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2018-04-24 13:28:21 +08:00
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}
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2018-05-07 15:48:06 +08:00
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e2d::Node * e2d::Scene::getOne(const String& name) const
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2018-04-24 13:28:21 +08:00
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{
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2018-05-09 00:34:15 +08:00
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return _root->getChild(name);
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2018-04-24 13:28:21 +08:00
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}
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2018-05-10 14:16:36 +08:00
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const std::vector<e2d::Node*>& e2d::Scene::getAll() const
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2018-04-24 13:28:21 +08:00
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{
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2018-05-09 00:34:15 +08:00
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return _root->getAllChildren();
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2018-04-24 13:28:21 +08:00
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}
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2018-02-07 16:37:12 +08:00
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e2d::Node * e2d::Scene::getRoot() const
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2017-10-20 00:59:26 +08:00
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{
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2018-05-09 00:34:15 +08:00
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return _root;
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2017-10-20 00:59:26 +08:00
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}
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