Magic_Game/src/easy2d/core/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"
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#include "logs.h"
#include "render.h"
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namespace easy2d
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{
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Scene::Scene()
: mouse_cursor_(MouseCursor::Arrow)
, last_mouse_cursor(MouseCursor(-1))
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{
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scene_ = this;
SetSize(Renderer::Instance().GetOutputSize());
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}
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Scene::~Scene()
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{
}
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void Scene::OnEnter()
{
E2D_LOG(L"Scene entered");
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}
void Scene::OnExit()
{
E2D_LOG(L"Scene exited");
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}
void Scene::Update(Duration dt)
{
Node::Update(dt);
if (last_mouse_cursor != mouse_cursor_)
{
last_mouse_cursor = mouse_cursor_;
LPTSTR win32_cursor = IDC_ARROW;
switch (mouse_cursor_)
{
case MouseCursor::Arrow: win32_cursor = IDC_ARROW; break;
case MouseCursor::TextInput: win32_cursor = IDC_IBEAM; break;
case MouseCursor::SizeAll: win32_cursor = IDC_SIZEALL; break;
case MouseCursor::SizeWE: win32_cursor = IDC_SIZEWE; break;
case MouseCursor::SizeNS: win32_cursor = IDC_SIZENS; break;
case MouseCursor::SizeNESW: win32_cursor = IDC_SIZENESW; break;
case MouseCursor::SizeNWSE: win32_cursor = IDC_SIZENWSE; break;
case MouseCursor::Hand: win32_cursor = IDC_HAND; break;
}
::SetCursor(::LoadCursorW(nullptr, win32_cursor));
}
}
void Scene::SetMouseCursor(MouseCursor cursor)
{
mouse_cursor_ = cursor;
}
}