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											2018-09-06 23:26:32 +08:00
										 |  |  | #include "..\e2dmodule.h"
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							|  |  |  | #include "..\e2dobject.h"
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							|  |  |  | e2d::Scene::Scene() | 
					
						
							|  |  |  | 	: root_(nullptr) | 
					
						
							|  |  |  | 	, border_visible_(false) | 
					
						
							|  |  |  | 	, collider_visible_(false) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | e2d::Scene::Scene(Node * root) | 
					
						
							|  |  |  | 	: root_(nullptr) | 
					
						
							|  |  |  | 	, border_visible_(false) | 
					
						
							|  |  |  | 	, collider_visible_(false) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	this->SetRoot(root); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | e2d::Scene::~Scene() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		root_->SetParentScene(nullptr); | 
					
						
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										 |  |  | 		root_->Release(); | 
					
						
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											2018-09-06 23:26:32 +08:00
										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void e2d::Scene::SetRoot(Node * root) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (root_ == root) | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 
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							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		root_->SetParentScene(nullptr); | 
					
						
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											2018-09-07 00:28:54 +08:00
										 |  |  | 		root_->Release(); | 
					
						
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											2018-09-06 23:26:32 +08:00
										 |  |  | 	} | 
					
						
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							|  |  |  | 	if (root) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		root->Retain(); | 
					
						
							|  |  |  | 		root->SetParentScene(this); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 
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							|  |  |  | 	root_ = root; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | e2d::Node * e2d::Scene::GetRoot() const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return root_; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void e2d::Scene::ShowBorder(bool visible) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	border_visible_ = visible; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void e2d::Scene::ShowCollider(bool visible) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	collider_visible_ = visible; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void e2d::Scene::Draw() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		root_->Visit(); | 
					
						
							|  |  |  | 
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							|  |  |  | 		if (border_visible_) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			Renderer::GetInstance()->GetRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity()); | 
					
						
							|  |  |  | 			Renderer::GetInstance()->GetSolidBrush()->SetOpacity(1.f); | 
					
						
							|  |  |  | 			root_->DrawBorder(); | 
					
						
							|  |  |  | 		} | 
					
						
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							|  |  |  | 		if (collider_visible_) | 
					
						
							|  |  |  | 		{ | 
					
						
							|  |  |  | 			Renderer::GetInstance()->GetRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity()); | 
					
						
							|  |  |  | 			root_->DrawCollider(); | 
					
						
							|  |  |  | 		} | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | bool e2d::Scene::Dispatch(const MouseEvent & e, bool handled) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		return root_->Dispatch(e, handled); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return false; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | bool e2d::Scene::Dispatch(const KeyEvent & e, bool handled) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		return root_->Dispatch(e, handled); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	return false; | 
					
						
							|  |  |  | } |