Magic_Game/core/base/Scene.h

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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.
#pragma once
#include "base.h"
#include "KeyEvent.h"
#include "MouseEvent.h"
#include "../math/Matrix.hpp"
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namespace easy2d
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{
class Node;
// <20><><EFBFBD><EFBFBD>
class Scene
: public RefCounter
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{
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E2D_DISABLE_COPY(Scene);
public:
Scene();
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explicit Scene(
spNode const& root
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);
virtual ~Scene();
// <20><><EFBFBD><EFBFBD><EBB3A1>
virtual void OnEnter() {}
// <20>˳<EFBFBD><CBB3><EFBFBD><EFBFBD><EFBFBD>
virtual void OnExit() {}
// <20><><EFBFBD>³<EFBFBD><C2B3><EFBFBD>
virtual void OnUpdate(float dt) {}
// <20><><EFBFBD>ø<EFBFBD><C3B8>ڵ<EFBFBD>
void SetRoot(
spNode const& root
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);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
spNode const& GetRoot() const;
// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD>
void Draw();
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual void Dispatch(
const MouseEvent& e
);
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// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual void Dispatch(
const KeyEvent& e
);
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// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetTransform(
const math::Matrix& matrix
);
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// <20><>ȡת<C8A1><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const math::Matrix& GetTransform() const;
private:
spNode root_;
math::Matrix transform_;
};
}