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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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										 |  |  | #include "..\e2dmodule.h"
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							|  |  |  | #include "..\e2dobject.h"
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							|  |  |  | e2d::Scene::Scene() | 
					
						
							|  |  |  | 	: root_(nullptr) | 
					
						
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										 |  |  | 	, transform_(D2D1::Matrix3x2F::Identity()) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | e2d::Scene::Scene(Node * root) | 
					
						
							|  |  |  | 	: root_(nullptr) | 
					
						
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										 |  |  | 	, transform_(D2D1::Matrix3x2F::Identity()) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	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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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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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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										 |  |  | 		root_->Release(); | 
					
						
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										 |  |  | 	} | 
					
						
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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::Draw() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		root_->Visit(); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Scene::Dispatch(const MouseEvent & e) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		root_->Dispatch(e, false); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void e2d::Scene::Dispatch(const KeyEvent & e) | 
					
						
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										 |  |  | { | 
					
						
							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
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										 |  |  | 		root_->Dispatch(e, false); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | void e2d::Scene::SetTransform(const D2D1::Matrix3x2F& matrix) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	transform_ = matrix; | 
					
						
							|  |  |  | 
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							|  |  |  | 	if (root_) | 
					
						
							|  |  |  | 	{ | 
					
						
							|  |  |  | 		root_->dirty_transform_ = true; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | const D2D1::Matrix3x2F & e2d::Scene::GetTransform() const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | 	return transform_; | 
					
						
							|  |  |  | } |