2018-11-08 21:39:26 +08:00
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// Copyright (c) 2016-2018 Easy2D - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include "base.h"
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#include "RefCounter.h"
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#include "../math/Transform.h"
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#include "KeyEvent.h"
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#include "MouseEvent.h"
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namespace easy2d
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{
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class Game;
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class Scene;
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class Action;
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class Task;
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// <20>ڵ<EFBFBD>
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class Node
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: public RefCounter
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{
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friend class Game;
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friend class Scene;
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public:
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typedef std::vector<Node*> Nodes;
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typedef std::vector<Action*> Actions;
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typedef std::vector<Task*> Tasks;
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Node();
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virtual ~Node();
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// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD>
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virtual void OnDraw() const {}
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// <20><><EFBFBD>½ڵ<C2BD>
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virtual void OnUpdate(float dt) {}
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ʾ״̬
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bool IsVisible() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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const String& GetName() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>Ƶ<EFBFBD> Hash ֵ
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size_t GetHashName() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
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int GetOrder() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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const Point& GetPosition() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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float GetWidth() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶<EFBFBD>
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float GetHeight() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ȣ<EFBFBD><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
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float GetRealWidth() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶ȣ<DFB6><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
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float GetRealHeight() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
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const Size& GetRealSize() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>֧<EFBFBD><D6A7>
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float GetPivotX() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>֧<EFBFBD><D6A7>
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float GetPivotY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С
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Size GetSize() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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float GetScaleX() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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float GetScaleY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
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float GetSkewX() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
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float GetSkewY() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
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float GetRotation() const;
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// <20><>ȡ<EFBFBD><C8A1>άת<CEAC><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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const math::Transform& GetTransform() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><EFBFBD><CDB8><EFBFBD><EFBFBD>
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float GetOpacity() const;
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// <20><>ȡ<EFBFBD><C8A1>ʾ<CABE><CDB8><EFBFBD><EFBFBD>
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float GetDisplayOpacity() const;
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
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Node * GetParent() const;
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// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
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Scene * GetParentScene() const;
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// <20><><EFBFBD>ýڵ<C3BD><DAB5>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ
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void SetVisible(
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2018-11-11 16:32:12 +08:00
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bool val
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2018-11-08 21:39:26 +08:00
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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void SetName(
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const String& name
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void SetPositionX(
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float x
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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virtual void SetPositionY(
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float y
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual void SetPosition(
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const Point & point
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual void SetPosition(
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float x,
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float y
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);
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// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
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virtual void MoveBy(
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float x,
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float y
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);
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// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
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virtual void MoveBy(
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const Point & vector
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
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// Ĭ<><C4AC>Ϊ 0
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virtual void SetOrder(
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int order
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);
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// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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// Ĭ<><C4AC>Ϊ 1.0
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virtual void SetScaleX(
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float scale_x
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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// Ĭ<><C4AC>Ϊ 1.0
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virtual void SetScaleY(
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float scale_y
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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// Ĭ<><C4AC>Ϊ (1.0, 1.0)
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virtual void SetScale(
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float scale_x,
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float scale_y
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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// Ĭ<><C4AC>Ϊ 1.0
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virtual void SetScale(
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float scale
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);
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// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
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// Ĭ<><C4AC>Ϊ 0
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virtual void SetSkewX(
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float skew_x
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
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// Ĭ<><C4AC>Ϊ 0
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virtual void SetSkewY(
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float skew_y
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
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// Ĭ<><C4AC>Ϊ (0, 0)
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virtual void SetSkew(
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float skew_x,
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float skew_y
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
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// Ĭ<><C4AC>Ϊ 0
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virtual void SetRotation(
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float rotation
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><CDB8><EFBFBD><EFBFBD>
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// Ĭ<><C4AC>Ϊ 1.0, <20><>Χ [0, 1]
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virtual void SetOpacity(
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float opacity
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);
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// <20><><EFBFBD><EFBFBD>֧<EFBFBD><D6A7><EFBFBD>ĺ<EFBFBD><C4BA><EFBFBD>λ<EFBFBD><CEBB>
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// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
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virtual void SetPivotX(
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float pivot_x
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);
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// <20><><EFBFBD><EFBFBD>֧<EFBFBD><D6A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
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// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
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virtual void SetPivotY(
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float pivot_y
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);
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// <20><><EFBFBD><EFBFBD>֧<EFBFBD><D6A7>λ<EFBFBD><CEBB>
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// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
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virtual void SetPivot(
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float pivot_x,
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float pivot_y
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);
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// <20>Ľڵ<C4BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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virtual void SetWidth(
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float width
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);
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// <20>Ľڵ<C4BD><DAB5>߶<EFBFBD>
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virtual void SetHeight(
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float height
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);
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// <20>Ľڵ<C4BD><DAB5><EFBFBD>С
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virtual void SetSize(
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float width,
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float height
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);
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// <20>Ľڵ<C4BD><DAB5><EFBFBD>С
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virtual void SetSize(
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const Size & size
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);
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// <20><><EFBFBD>ö<EFBFBD>άת<CEAC><D7AA>
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virtual void SetTransform(
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const math::Transform& transform
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);
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// <20><><EFBFBD>û<EFBFBD><C3BB>ر<EFBFBD><D8B1><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>
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virtual void SetClipEnabled(
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bool enabled
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);
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// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>Ե<EFBFBD><D4B5>ɫ
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virtual void SetBorderColor(
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const Color& color
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);
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// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ڽڵ<DABD><DAB5><EFBFBD>
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bool ContainsPoint(
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const Point& point
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);
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// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ཻ
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bool Intersects(
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Node * node
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
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void AddChild(
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Node * child,
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int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
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);
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// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ӽڵ<D3BD>
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void AddChild(
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const Nodes& nodes, /* <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD> */
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|
int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
|
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|
);
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
|
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|
Nodes GetChildren(
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|
const String& name
|
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|
|
|
|
) const;
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|
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
|
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|
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|
|
Node* GetChild(
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|
const String& name
|
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|
|
|
|
) const;
|
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|
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|
|
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
|
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|
|
|
const Nodes& GetAllChildren() const;
|
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|
|
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|
|
// <20><>ȡ<EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
|
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|
|
|
|
int GetChildrenCount() const;
|
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|
|
// <20>Ƴ<EFBFBD><C6B3>ӽڵ<D3BD>
|
|
|
|
|
|
bool RemoveChild(
|
|
|
|
|
|
Node * child
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
|
|
|
|
|
|
void RemoveChildren(
|
|
|
|
|
|
const String& child_name
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>нڵ<D0BD>
|
|
|
|
|
|
void RemoveAllChildren();
|
|
|
|
|
|
|
|
|
|
|
|
// <20>Ӹ<EFBFBD><D3B8>ڵ<EFBFBD><DAB5>Ƴ<EFBFBD>
|
|
|
|
|
|
void RemoveFromParent();
|
|
|
|
|
|
|
|
|
|
|
|
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
|
|
|
|
|
|
void RunAction(
|
|
|
|
|
|
Action * action
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
void ResumeAction(
|
|
|
|
|
|
const String& name
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
|
|
|
|
|
|
void PauseAction(
|
|
|
|
|
|
const String& name
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
|
|
|
|
|
|
void StopAction(
|
|
|
|
|
|
const String& name
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
|
|
|
|
|
|
void ResumeAllActions();
|
|
|
|
|
|
|
|
|
|
|
|
// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
|
|
|
|
|
|
void PauseAllActions();
|
|
|
|
|
|
|
|
|
|
|
|
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
|
|
|
|
|
|
void StopAllActions();
|
|
|
|
|
|
|
|
|
|
|
|
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
|
|
|
|
|
|
const Actions& GetAllActions() const;
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
void AddTask(
|
|
|
|
|
|
Task * task
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
void StartTasks(
|
|
|
|
|
|
const String& task_name
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
|
|
|
|
|
|
void StopTasks(
|
|
|
|
|
|
const String& task_name
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
void RemoveTasks(
|
|
|
|
|
|
const String& task_name
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
void StartAllTasks();
|
|
|
|
|
|
|
|
|
|
|
|
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
void StopAllTasks();
|
|
|
|
|
|
|
|
|
|
|
|
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
void RemoveAllTasks();
|
|
|
|
|
|
|
|
|
|
|
|
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
const Tasks& GetAllTasks() const;
|
|
|
|
|
|
|
|
|
|
|
|
protected:
|
|
|
|
|
|
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
|
|
|
|
|
|
virtual void Visit();
|
|
|
|
|
|
|
|
|
|
|
|
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
|
|
|
|
|
|
virtual bool Dispatch(
|
|
|
|
|
|
const MouseEvent& e,
|
|
|
|
|
|
bool handled
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
|
|
|
|
|
|
virtual bool Dispatch(
|
|
|
|
|
|
const KeyEvent& e,
|
|
|
|
|
|
bool handled
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
E2D_DISABLE_COPY(Node);
|
|
|
|
|
|
|
|
|
|
|
|
// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>Ե
|
|
|
|
|
|
void DrawBorder();
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
|
|
|
|
|
|
void SetParentScene(
|
|
|
|
|
|
Scene * scene
|
|
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
|
|
|
|
|
|
void UpdateChildren(float dt);
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
void UpdateTransform();
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD>½ڵ<C2BD><EFBFBD><CDB8><EFBFBD><EFBFBD>
|
|
|
|
|
|
void UpdateOpacity();
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD>¶<EFBFBD><C2B6><EFBFBD>
|
|
|
|
|
|
void UpdateActions();
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
|
|
|
|
|
void UpdateTasks();
|
|
|
|
|
|
|
|
|
|
|
|
// <20><><EFBFBD>½ڵ<C2BD>ʱ<EFBFBD><CAB1>
|
|
|
|
|
|
void UpdateTime();
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
String name_;
|
|
|
|
|
|
size_t hash_name_;
|
|
|
|
|
|
math::Transform transform_;
|
|
|
|
|
|
float display_opacity_;
|
|
|
|
|
|
float real_opacity_;
|
|
|
|
|
|
int order_;
|
|
|
|
|
|
bool visible_;
|
|
|
|
|
|
bool clip_enabled_;
|
|
|
|
|
|
bool dirty_sort_;
|
|
|
|
|
|
bool dirty_transform_;
|
|
|
|
|
|
Scene* parent_scene_;
|
|
|
|
|
|
Node* parent_;
|
|
|
|
|
|
Color border_color_;
|
|
|
|
|
|
Actions actions_;
|
|
|
|
|
|
Tasks tasks_;
|
|
|
|
|
|
Nodes children_;
|
|
|
|
|
|
ID2D1Geometry* border_;
|
|
|
|
|
|
D2D1::Matrix3x2F initial_matrix_;
|
|
|
|
|
|
D2D1::Matrix3x2F final_matrix_;
|
|
|
|
|
|
};
|
|
|
|
|
|
}
|