Magic_Game/core/Node/Node.cpp

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#include "..\e2dnode.h"
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#include "..\e2devent.h"
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#include "..\e2dmanager.h"
#include "..\e2daction.h"
const e2d::Node::Property e2d::Node::Property::Origin = { 0 };
e2d::Node::Property e2d::Node::Property::operator+(Property const & prop) const
{
Property result;
result.posX = this->posX + prop.posX;
result.posY = this->posY + prop.posY;
result.width = this->width + prop.width;
result.height = this->height + prop.height;
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result.anchorX = this->anchorX + prop.anchorX;
result.anchorY = this->anchorY + prop.anchorY;
result.scaleX = this->scaleX + prop.scaleX;
result.scaleY = this->scaleY + prop.scaleY;
result.rotation = this->rotation + prop.rotation;
result.skewAngleX = this->skewAngleX + prop.skewAngleX;
result.skewAngleY = this->skewAngleY + prop.skewAngleY;
return std::move(result);
}
e2d::Node::Property e2d::Node::Property::operator-(Property const & prop) const
{
Property result;
result.posX = this->posX - prop.posX;
result.posY = this->posY - prop.posY;
result.width = this->width - prop.width;
result.height = this->height - prop.height;
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result.anchorX = this->anchorX - prop.anchorX;
result.anchorY = this->anchorY - prop.anchorY;
result.scaleX = this->scaleX - prop.scaleX;
result.scaleY = this->scaleY - prop.scaleY;
result.rotation = this->rotation - prop.rotation;
result.skewAngleX = this->skewAngleX - prop.skewAngleX;
result.skewAngleY = this->skewAngleY - prop.skewAngleY;
return std::move(result);
}
e2d::Node::Node()
: _order(0)
, _posX(0)
, _posY(0)
, _width(0)
, _height(0)
, _scaleX(1.0f)
, _scaleY(1.0f)
, _rotation(0)
, _skewAngleX(0)
, _skewAngleY(0)
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, _displayOpacity(1.f)
, _realOpacity(1.f)
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, _anchorX(0.f)
, _anchorY(0.f)
, _initialMatri(D2D1::Matrix3x2F::Identity())
, _finalMatri(D2D1::Matrix3x2F::Identity())
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, _visible(true)
, _parent(nullptr)
, _parentScene(nullptr)
, _hashName(0)
, _clipEnabled(false)
, _needSort(false)
, _needTransform(false)
, _positionFixed(false)
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, _collider(this)
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, _border(nullptr)
, _borderColor(Color::Red, 0.6f)
, _extrapolate(Property::Origin)
{
}
e2d::Node::~Node()
{
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SafeRelease(_border);
ActionManager::getInstance()->clearAllBindedWith(this);
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for (const auto& child : _children)
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{
GC::getInstance()->safeRelease(child);
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}
}
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void e2d::Node::visit()
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{
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if (!_visible)
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return;
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if (!Game::getInstance()->isPaused())
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{
auto updatableNode = dynamic_cast<Updatable*>(this);
if (updatableNode)
{
updatableNode->update();
}
}
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_updateTransform();
_extrapolate = this->getProperty();
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auto renderTarget = Renderer::getInstance()->getRenderTarget();
if (_clipEnabled)
{
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renderTarget->SetTransform(_finalMatri);
renderTarget->PushAxisAlignedClip(
D2D1::RectF(0, 0, _width, _height),
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
);
}
if (_children.empty())
{
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auto drawableNode = dynamic_cast<Drawable*>(this);
if (drawableNode)
{
renderTarget->SetTransform(_finalMatri);
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drawableNode->draw();
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}
}
else
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{
// <20>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
_sortChildren();
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size_t i;
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for (i = 0; i < _children.size(); ++i)
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{
auto child = _children[i];
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// <20><><EFBFBD><EFBFBD> Order С<><D0A1><EFBFBD><EFBFBD><EFBFBD>Ľڵ<C4BD>
if (child->getOrder() < 0)
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{
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child->visit();
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}
else
{
break;
}
}
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auto drawableNode = dynamic_cast<Drawable*>(this);
if (drawableNode)
{
renderTarget->SetTransform(_finalMatri);
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drawableNode->draw();
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}
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// <20><><EFBFBD><EFBFBD>ʣ<EFBFBD><CAA3><EFBFBD>ڵ<EFBFBD>
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for (; i < _children.size(); ++i)
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_children[i]->visit();
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}
if (_clipEnabled)
{
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renderTarget->PopAxisAlignedClip();
}
}
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void e2d::Node::_drawBorder()
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{
if (_visible)
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{
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if (_border)
{
auto renderer = Renderer::getInstance();
auto brush = renderer->getSolidColorBrush();
brush->SetColor(D2D1_COLOR_F(_borderColor));
renderer->getRenderTarget()->DrawGeometry(
_border,
brush,
1.5f
);
}
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for (const auto& child : _children)
{
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child->_drawBorder();
}
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}
}
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void e2d::Node::_drawCollider()
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{
if (_visible)
{
_collider.render();
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for (const auto& child : _children)
{
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child->_drawCollider();
}
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}
}
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void e2d::Node::_updateTransform()
{
if (!_needTransform)
return;
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_needTransform = false;
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// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
D2D1_POINT_2F anchor = { _width * _anchorX, _height * _anchorY };
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// <20>任 Initial <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ㽫<DAB5><E3BDAB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б
_initialMatri = D2D1::Matrix3x2F::Scale(
_scaleX,
_scaleY,
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anchor
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) * D2D1::Matrix3x2F::Skew(
_skewAngleX,
_skewAngleY,
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anchor
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) * D2D1::Matrix3x2F::Rotation(
_rotation,
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anchor
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) * D2D1::Matrix3x2F::Translation(
_posX,
_posY
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD>任 Final <20><><EFBFBD><EFBFBD>
_finalMatri = _initialMatri * D2D1::Matrix3x2F::Translation(-anchor.x, -anchor.y);
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// <20>͸<EFBFBD><CDB8>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
if (!_positionFixed && _parent)
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{
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_initialMatri = _initialMatri * _parent->_initialMatri;
_finalMatri = _finalMatri * _parent->_initialMatri;
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}
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// <20><><EFBFBD>¹<EFBFBD><C2B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SafeRelease(_border);
ID2D1Factory * factory = Renderer::getFactory();
ID2D1RectangleGeometry * rectangle = nullptr;
ID2D1TransformedGeometry * transformed = nullptr;
ThrowIfFailed(
factory->CreateRectangleGeometry(
D2D1::RectF(0, 0, _width, _height),
&rectangle
)
);
ThrowIfFailed(
factory->CreateTransformedGeometry(
rectangle,
_finalMatri,
&transformed
)
);
_border = transformed;
SafeRelease(rectangle);
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// ֪ͨ<CDA8>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
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for (const auto& child : _children)
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{
child->_needTransform = true;
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
_collider.recreate();
if (_collider.isEnabled() &&
_collider.isCollisionNotify() &&
_collider.getShape() != Collider::Shape::None)
{
CollisionManager::getInstance()->__updateCollider(&_collider);
}
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}
bool e2d::Node::dispatch(const MouseEvent & e, bool handled)
{
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if (_visible)
{
for (auto riter = _children.crbegin(); riter != _children.crend(); ++riter)
handled = (*riter)->dispatch(e, handled);
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auto handler = dynamic_cast<MouseEventHandler*>(this);
if (handler)
handler->handle(e);
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}
return handled;
}
bool e2d::Node::dispatch(const KeyEvent & e, bool handled)
{
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if (_visible)
{
for (auto riter = _children.crbegin(); riter != _children.crend(); ++riter)
handled = (*riter)->dispatch(e, handled);
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auto handler = dynamic_cast<KeyEventHandler*>(this);
if (handler)
handler->handle(e);
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}
return handled;
}
void e2d::Node::_sortChildren()
{
if (_needSort)
{
std::sort(
std::begin(_children),
std::end(_children),
[](Node * n1, Node * n2) { return n1->getOrder() < n2->getOrder(); }
);
_needSort = false;
}
}
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void e2d::Node::_updateOpacity()
{
if (_parent)
{
_displayOpacity = _realOpacity * _parent->_displayOpacity;
}
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for (const auto& child : _children)
{
child->_updateOpacity();
}
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}
bool e2d::Node::isVisible() const
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{
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return _visible;
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}
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const e2d::String& e2d::Node::getName() const
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{
return _name;
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}
size_t e2d::Node::getHashName() const
{
return _hashName;
}
float e2d::Node::getPosX() const
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{
return _posX;
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}
float e2d::Node::getPosY() const
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{
return _posY;
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}
e2d::Point e2d::Node::getPos() const
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{
return Point(_posX, _posY);
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}
float e2d::Node::getWidth() const
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{
return _width * _scaleX;
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}
float e2d::Node::getHeight() const
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{
return _height * _scaleY;
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}
float e2d::Node::getRealWidth() const
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{
return _width;
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}
float e2d::Node::getRealHeight() const
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{
return _height;
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}
e2d::Size e2d::Node::getRealSize() const
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{
return Size(_width, _height);
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}
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float e2d::Node::getAnchorX() const
{
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return _anchorX;
}
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float e2d::Node::getAnchorY() const
{
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return _anchorY;
}
e2d::Size e2d::Node::getSize() const
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{
return Size(getWidth(), getHeight());
}
float e2d::Node::getScaleX() const
{
return _scaleX;
}
float e2d::Node::getScaleY() const
{
return _scaleY;
}
float e2d::Node::getSkewX() const
{
return _skewAngleX;
}
float e2d::Node::getSkewY() const
{
return _skewAngleY;
}
float e2d::Node::getRotation() const
{
return _rotation;
}
float e2d::Node::getOpacity() const
{
return _realOpacity;
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}
e2d::Node::Property e2d::Node::getProperty() const
{
Property prop;
prop.posX = _posX;
prop.posY = _posY;
prop.width = _width;
prop.height = _height;
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prop.anchorX = _anchorX;
prop.anchorY = _anchorY;
prop.scaleX = _scaleX;
prop.scaleY = _scaleY;
prop.rotation = _rotation;
prop.skewAngleX = _skewAngleX;
prop.skewAngleY = _skewAngleY;
return std::move(prop);
}
e2d::Node::Property e2d::Node::getExtrapolate() const
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{
return this->getProperty() - _extrapolate;
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}
e2d::Collider* e2d::Node::getCollider()
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{
return &_collider;
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}
int e2d::Node::getOrder() const
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{
return _order;
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}
void e2d::Node::setOrder(int order)
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{
if (_order == order)
return;
_order = order;
if (_parent)
{
_parent->_needSort = true;
}
}
void e2d::Node::setPosX(float x)
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{
this->setPos(x, _posY);
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}
void e2d::Node::setPosY(float y)
{
this->setPos(_posX, y);
}
void e2d::Node::setPos(const Point & p)
{
this->setPos(p.x, p.y);
}
void e2d::Node::setPos(float x, float y)
{
if (_posX == x && _posY == y)
return;
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_posX = x;
_posY = y;
_needTransform = true;
}
void e2d::Node::setPosFixed(bool fixed)
{
if (_positionFixed == fixed)
return;
_positionFixed = fixed;
_needTransform = true;
}
void e2d::Node::movePosX(float x)
{
this->movePos(x, 0);
}
void e2d::Node::movePosY(float y)
{
this->movePos(0, y);
}
void e2d::Node::movePos(float x, float y)
{
this->setPos(_posX + x, _posY + y);
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}
void e2d::Node::movePos(const Vector2 & v)
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{
this->movePos(v.x, v.y);
}
void e2d::Node::setScaleX(float scaleX)
{
this->setScale(scaleX, _scaleY);
}
void e2d::Node::setScaleY(float scaleY)
{
this->setScale(_scaleX, scaleY);
}
void e2d::Node::setScale(float scale)
{
this->setScale(scale, scale);
}
void e2d::Node::setScale(float scaleX, float scaleY)
{
if (_scaleX == scaleX && _scaleY == scaleY)
return;
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_scaleX = scaleX;
_scaleY = scaleY;
_needTransform = true;
}
void e2d::Node::setSkewX(float angleX)
{
this->setSkew(angleX, _skewAngleY);
}
void e2d::Node::setSkewY(float angleY)
{
this->setSkew(_skewAngleX, angleY);
}
void e2d::Node::setSkew(float angleX, float angleY)
{
if (_skewAngleX == angleX && _skewAngleY == angleY)
return;
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_skewAngleX = angleX;
_skewAngleY = angleY;
_needTransform = true;
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}
void e2d::Node::setRotation(float angle)
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{
if (_rotation == angle)
return;
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_rotation = angle;
_needTransform = true;
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}
void e2d::Node::setOpacity(float opacity)
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{
if (_realOpacity == opacity)
return;
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_displayOpacity = _realOpacity = std::min(std::max(opacity, 0.f), 1.f);
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// <20><><EFBFBD>½ڵ<C2BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
_updateOpacity();
}
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void e2d::Node::setAnchorX(float anchorX)
{
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this->setAnchor(anchorX, _anchorY);
}
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void e2d::Node::setAnchorY(float anchorY)
{
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this->setAnchor(_anchorX, anchorY);
}
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void e2d::Node::setAnchor(float anchorX, float anchorY)
{
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if (_anchorX == anchorX && _anchorY == anchorY)
return;
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_anchorX = std::min(std::max(anchorX, 0.f), 1.f);
_anchorY = std::min(std::max(anchorY, 0.f), 1.f);
_needTransform = true;
}
void e2d::Node::setWidth(float width)
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{
this->setSize(width, _height);
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}
void e2d::Node::setHeight(float height)
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{
this->setSize(_width, height);
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}
void e2d::Node::setSize(float width, float height)
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{
if (_width == width && _height == height)
return;
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_width = width;
_height = height;
_needTransform = true;
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}
void e2d::Node::setSize(Size size)
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{
this->setSize(size.width, size.height);
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}
void e2d::Node::setProperty(Property prop)
{
this->setPos(prop.posX, prop.posY);
this->setSize(prop.width, prop.height);
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this->setAnchor(prop.anchorX, prop.anchorY);
this->setScale(prop.scaleX, prop.scaleY);
this->setRotation(prop.rotation);
this->setSkew(prop.skewAngleX, prop.skewAngleY);
}
void e2d::Node::setClipEnabled(bool enabled)
{
_clipEnabled = enabled;
}
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void e2d::Node::setBorderColor(const Color & color)
{
_borderColor = color;
}
void e2d::Node::addChild(Node * child, int order /* = 0 */)
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{
WARN_IF(child == nullptr, "Node::addChild NULL pointer exception.");
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if (child)
{
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if (child->_parent != nullptr)
{
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throw Exception("<EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>и<EFBFBD><EFBFBD>ڵ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>");
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}
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for (Node * parent = this; parent != nullptr; parent = parent->getParent())
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{
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if (child == parent)
{
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throw Exception("һ<EFBFBD><EFBFBD><EFBFBD>ڵ㲻<EFBFBD><EFBFBD>ͬʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD>ĸ<EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<EFBFBD>");
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}
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}
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child->retain();
_children.push_back(child);
child->setOrder(order);
child->_parent = this;
if (this->_parentScene)
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{
child->_setParentScene(this->_parentScene);
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}
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
child->_updateOpacity();
// <20><><EFBFBD>½ڵ<C2BD>ת<EFBFBD><D7AA>
child->_needTransform = true;
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
_needSort = true;
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}
}
void e2d::Node::addChild(const std::vector<Node*>& nodes, int order)
{
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for (const auto& node : nodes)
{
this->addChild(node, order);
}
}
e2d::Node * e2d::Node::getParent() const
{
return _parent;
}
e2d::Scene * e2d::Node::getParentScene() const
{
return _parentScene;
}
std::vector<e2d::Node*> e2d::Node::getChildren(const String& name) const
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{
std::vector<Node*> vChildren;
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size_t hash = name.hash();
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for (const auto& child : _children)
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{
// <20><>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ƿ<EFBFBD><C6BF>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC> Hash ֵ<><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱȽ<C8B1> Hash <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶ<EFBFBD>
if (child->_hashName == hash && child->_name == name)
{
vChildren.push_back(child);
}
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}
return std::move(vChildren);
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}
e2d::Node * e2d::Node::getChild(const String& name) const
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{
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size_t hash = name.hash();
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for (const auto& child : _children)
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{
// <20><>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ƿ<EFBFBD><C6BF>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC> Hash ֵ<><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱȽ<C8B1> Hash <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶ<EFBFBD>
if (child->_hashName == hash && child->_name == name)
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{
return child;
}
}
return nullptr;
}
const std::vector<e2d::Node*>& e2d::Node::getAllChildren() const
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{
return _children;
}
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int e2d::Node::getChildrenCount() const
{
return static_cast<int>(_children.size());
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}
void e2d::Node::removeFromParent()
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{
if (_parent)
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{
_parent->removeChild(this);
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}
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}
bool e2d::Node::removeChild(Node * child)
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{
WARN_IF(child == nullptr, "Node::removeChildren NULL pointer exception.");
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if (_children.empty())
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{
return false;
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}
if (child)
{
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auto iter = std::find(_children.begin(), _children.end(), child);
if (iter != _children.end())
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{
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_children.erase(iter);
child->_parent = nullptr;
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if (child->_parentScene)
{
child->_setParentScene(nullptr);
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}
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child->release();
return true;
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}
}
return false;
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}
void e2d::Node::removeChildren(const String& childName)
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{
WARN_IF(childName.isEmpty(), "Invalid Node name.");
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if (_children.empty())
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{
return;
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Hash ֵ
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size_t hash = childName.hash();
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auto iter = std::find_if(
_children.begin(),
_children.end(),
[childName, hash](Node* child) ->bool { return child->_hashName == hash && child->_name == childName; }
);
if (iter != _children.end())
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{
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(*iter)->_parent = nullptr;
if ((*iter)->_parentScene)
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{
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(*iter)->_setParentScene(nullptr);
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}
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(*iter)->release();
_children.erase(iter);
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}
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}
void e2d::Node::removeAllChildren()
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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 (const auto& child : _children)
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{
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child->release();
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}
// <20><><EFBFBD>մ<EFBFBD><D5B4><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
_children.clear();
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}
void e2d::Node::runAction(Action * action)
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{
ActionManager::getInstance()->start(action, this, false);
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}
void e2d::Node::resumeAction(const String& name)
{
auto& actions = ActionManager::getInstance()->get(name);
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for (const auto& action : actions)
{
if (action->getTarget() == this)
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{
action->resume();
}
}
}
void e2d::Node::pauseAction(const String& name)
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{
auto& actions = ActionManager::getInstance()->get(name);
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for (const auto& action : actions)
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{
if (action->getTarget() == this)
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{
action->pause();
}
}
}
void e2d::Node::stopAction(const String& name)
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{
auto& actions = ActionManager::getInstance()->get(name);
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for (const auto& action : actions)
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{
if (action->getTarget() == this)
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{
action->stop();
}
}
}
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bool e2d::Node::containsPoint(const Point& point)
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{
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if (_width == 0.f || _height == 0.f)
return false;
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_updateTransform();
BOOL ret = 0;
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ThrowIfFailed(
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_border->FillContainsPoint(
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D2D1::Point2F(point.x, point.y),
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D2D1::Matrix3x2F::Identity(),
&ret
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)
);
return ret != 0;
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}
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bool e2d::Node::intersects(Node * node)
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{
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if (_width == 0.f || _height == 0.f || node->_width == 0.f || node->_height == 0.f)
return false;
// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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_updateTransform();
node->_updateTransform();
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// <20><>ȡ<EFBFBD>ཻ״̬
D2D1_GEOMETRY_RELATION relation = D2D1_GEOMETRY_RELATION_UNKNOWN;
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ThrowIfFailed(
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_border->CompareWithGeometry(
node->_border,
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D2D1::Matrix3x2F::Identity(),
&relation
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)
);
return relation != D2D1_GEOMETRY_RELATION_UNKNOWN &&
relation != D2D1_GEOMETRY_RELATION_DISJOINT;
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}
void e2d::Node::resumeAllActions()
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{
ActionManager::getInstance()->resumeAllBindedWith(this);
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}
void e2d::Node::pauseAllActions()
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{
ActionManager::getInstance()->pauseAllBindedWith(this);
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}
void e2d::Node::stopAllActions()
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{
ActionManager::getInstance()->stopAllBindedWith(this);
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}
void e2d::Node::setVisible(bool value)
{
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_visible = value;
}
void e2d::Node::setName(const String& name)
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{
WARN_IF(name.isEmpty(), "Invalid Node name.");
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if (!name.isEmpty() && _name != name)
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{
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>
_name = name;
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// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD> Hash <20><>
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_hashName = name.hash();
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}
}
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void e2d::Node::_setParentScene(Scene * scene)
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{
_parentScene = scene;
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for (const auto& child : _children)
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{
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child->_setParentScene(scene);
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}
}