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								#include "..\ebase.h"
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								#include "..\enodes.h"
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								#include "..\emanagers.h"
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								#include "..\etools.h"
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								#include "..\eactions.h"
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								#include <algorithm>
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								e2d::Scene::Scene()
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									: m_bWillSave(true)
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									, m_bAutoUpdate(true)
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									, m_bSortNeeded(false)
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									, m_bShapeVisiable(false)
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									, m_pRoot(new Node())
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								{
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									m_pRoot->retain();
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									m_pRoot->_onEnter();
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									m_pRoot->_setParentScene(this);
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									m_pRoot->setPivot(0, 0);
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									m_pRoot->_setSize(Window::getWidth(), Window::getHeight());
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								}
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								e2d::Scene::~Scene()
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								{
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									SafeRelease(&m_pRoot);
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								}
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								void e2d::Scene::_render()
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								{
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									m_pRoot->_render();
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									if (m_bShapeVisiable)
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									{
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										// <20>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
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										Renderer::getRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
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										// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>м<EFBFBD><D0BC><EFBFBD>ͼ<EFBFBD><CDBC>
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										m_pRoot->_drawShape();
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									}
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								}
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								void e2d::Scene::_update()
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								{
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									// ִ<><D6B4> onUpdate <20><><EFBFBD><EFBFBD>
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									if (m_bAutoUpdate)
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									{
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										this->onUpdate();
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									}
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									// <20><><EFBFBD>¸<EFBFBD><C2B8>ڵ<EFBFBD>
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									m_pRoot->_update();
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								}
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								void e2d::Scene::setAutoUpdate(bool bAutoUpdate)
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								{
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									m_bAutoUpdate = bAutoUpdate;
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								}
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								void e2d::Scene::add(Node * child, int order /* = 0 */)
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								{
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									m_pRoot->addChild(child, order);
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								}
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								bool e2d::Scene::remove(Node * child)
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								{
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									return m_pRoot->removeChild(child);
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								}
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								e2d::Node * e2d::Scene::getRoot() const
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								{
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									return m_pRoot;
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								}
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								void e2d::Scene::setShapeVisiable(bool visiable)
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								{
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									m_bShapeVisiable = visiable;
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								}
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