Magic_Game/core/base/Node.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 "Node.h"
#include "Scene.h"
#include "Task.h"
#include "Action.h"
#include "time.h"
#include "render.h"
#include <iterator>
namespace easy2d
{
Node::Node()
: visible_(true)
, parent_(nullptr)
, parent_scene_(nullptr)
, hash_name_(0)
, clip_enabled_(false)
, dirty_sort_(false)
, dirty_transform_(false)
, border_(nullptr)
, order_(0)
, transform_()
, display_opacity_(1.f)
, real_opacity_(1.f)
, children_()
, actions_()
, tasks_()
, initial_matrix_(D2D1::Matrix3x2F::Identity())
, final_matrix_(D2D1::Matrix3x2F::Identity())
, border_color_(Color::Red, 0.6f)
{
}
Node::~Node()
{
SafeRelease(border_);
for (auto action : actions_)
{
SafeRelease(action);
}
for (auto task : tasks_)
{
SafeRelease(task);
}
for (auto child : children_)
{
SafeRelease(child);
}
}
void Node::Visit()
{
if (!visible_)
return;
auto render_target = render::D2D.HwndRenderTarget;
if (clip_enabled_)
{
render_target->SetTransform(final_matrix_);
render_target->PushAxisAlignedClip(
D2D1::RectF(0, 0, transform_.size.width, transform_.size.height),
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
);
}
if (children_.empty())
{
render_target->SetTransform(final_matrix_);
OnDraw();
}
else
{
// <20>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
if (dirty_sort_)
{
std::sort(
std::begin(children_),
std::end(children_),
[](Node * n1, Node * n2) { return n1->GetOrder() < n2->GetOrder(); }
);
dirty_sort_ = false;
}
size_t i;
for (i = 0; i < children_.size(); ++i)
{
auto child = children_[i];
// <20><><EFBFBD><EFBFBD> Order С<><D0A1><EFBFBD><EFBFBD><EFBFBD>Ľڵ<C4BD>
if (child->GetOrder() < 0)
{
child->Visit();
}
else
{
break;
}
}
render_target->SetTransform(final_matrix_);
OnDraw();
// <20><><EFBFBD><EFBFBD>ʣ<EFBFBD><CAA3><EFBFBD>ڵ<EFBFBD>
for (; i < children_.size(); ++i)
children_[i]->Visit();
}
if (clip_enabled_)
{
render_target->PopAxisAlignedClip();
}
}
void Node::UpdateChildren(float dt)
{
if (children_.empty())
{
OnUpdate(dt);
UpdateActions();
UpdateTasks();
UpdateTransform();
}
else
{
size_t i;
for (i = 0; i < children_.size(); ++i)
{
auto child = children_[i];
// <20><><EFBFBD><EFBFBD> Order С<><D0A1><EFBFBD><EFBFBD><EFBFBD>Ľڵ<C4BD>
if (child->GetOrder() < 0)
{
child->UpdateChildren(dt);
}
else
{
break;
}
}
OnUpdate(dt);
UpdateActions();
UpdateTasks();
UpdateTransform();
// <20><><EFBFBD><EFBFBD>ʣ<EFBFBD><CAA3><EFBFBD>ڵ<EFBFBD>
for (; i < children_.size(); ++i)
children_[i]->UpdateChildren(dt);
}
}
void Node::DrawBorder()
{
if (visible_)
{
if (border_)
{
render::D2D.SolidColorBrush->SetColor(D2D1_COLOR_F(border_color_));
render::D2D.HwndRenderTarget->DrawGeometry(
border_,
render::D2D.SolidColorBrush,
1.5f
);
}
for (const auto& child : children_)
{
child->DrawBorder();
}
}
}
void Node::UpdateTransform()
{
if (!dirty_transform_)
return;
dirty_transform_ = false;
final_matrix_ = static_cast<D2D1::Matrix3x2F>(transform_);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>֧<EFBFBD><D6A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Initial <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ㽫<DAB5><E3BDAB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б
auto pivot = Point(
transform_.size.width * transform_.pivot_x,
transform_.size.height * transform_.pivot_y
);
initial_matrix_ = final_matrix_ * D2D1::Matrix3x2F::Translation(pivot.x, pivot.y);
if (parent_)
{
initial_matrix_ = initial_matrix_ * parent_->initial_matrix_;
final_matrix_ = final_matrix_ * parent_->initial_matrix_;
}
else if (parent_scene_)
{
initial_matrix_ = initial_matrix_ * parent_scene_->GetTransform();
final_matrix_ = final_matrix_ * parent_scene_->GetTransform();
}
// <20><><EFBFBD>¹<EFBFBD><C2B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SafeRelease(border_);
ID2D1Factory * factory = render::D2D.Factory;
ID2D1RectangleGeometry * rectangle = nullptr;
ID2D1TransformedGeometry * transformed = nullptr;
ThrowIfFailed(
factory->CreateRectangleGeometry(
D2D1::RectF(0, 0, transform_.size.width, transform_.size.height),
&rectangle
)
);
ThrowIfFailed(
factory->CreateTransformedGeometry(
rectangle,
final_matrix_,
&transformed
)
);
border_ = transformed;
SafeRelease(rectangle);
// ֪ͨ<CDA8>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
for (const auto& child : children_)
{
child->dirty_transform_ = true;
}
}
bool Node::Dispatch(const MouseEvent & e, bool handled)
{
if (visible_)
{
for (auto riter = children_.crbegin(); riter != children_.crend(); ++riter)
handled = (*riter)->Dispatch(e, handled);
auto handler = dynamic_cast<MouseEventHandler*>(this);
if (handler)
handler->Handle(e);
}
return handled;
}
bool Node::Dispatch(const KeyEvent & e, bool handled)
{
if (visible_)
{
for (auto riter = children_.crbegin(); riter != children_.crend(); ++riter)
handled = (*riter)->Dispatch(e, handled);
auto handler = dynamic_cast<KeyEventHandler*>(this);
if (handler)
handler->Handle(e);
}
return handled;
}
void Node::UpdateOpacity()
{
if (parent_)
{
display_opacity_ = real_opacity_ * parent_->display_opacity_;
}
for (const auto& child : children_)
{
child->UpdateOpacity();
}
}
void Node::UpdateActions()
{
if (actions_.empty())
return;
std::vector<Action*> currActions;
currActions.reserve(actions_.size());
std::copy_if(
actions_.begin(),
actions_.end(),
std::back_inserter(currActions),
[](Action* action) { return action->IsRunning() && !action->IsDone(); }
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>еĶ<D0B5><C4B6><EFBFBD>
for (const auto& action : currActions)
action->Update();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɵĶ<C9B5><C4B6><EFBFBD>
for (auto iter = actions_.begin(); iter != actions_.end();)
{
if ((*iter)->IsDone())
{
(*iter)->Release();
iter = actions_.erase(iter);
}
else
{
++iter;
}
}
}
bool Node::IsVisible() const
{
return visible_;
}
const String& Node::GetName() const
{
return name_;
}
size_t Node::GetHashName() const
{
return hash_name_;
}
const Point& Node::GetPosition() const
{
return transform_.position;
}
float Node::GetWidth() const
{
return transform_.size.width * transform_.scale_x;
}
float Node::GetHeight() const
{
return transform_.size.height * transform_.scale_y;
}
float Node::GetRealWidth() const
{
return transform_.size.width;
}
float Node::GetRealHeight() const
{
return transform_.size.height;
}
const Size& Node::GetRealSize() const
{
return transform_.size;
}
float Node::GetPivotX() const
{
return transform_.pivot_x;
}
float Node::GetPivotY() const
{
return transform_.pivot_y;
}
Size Node::GetSize() const
{
return Size{ GetWidth(), GetHeight() };
}
float Node::GetScaleX() const
{
return transform_.scale_x;
}
float Node::GetScaleY() const
{
return transform_.scale_y;
}
float Node::GetSkewX() const
{
return transform_.skew_x;
}
float Node::GetSkewY() const
{
return transform_.skew_y;
}
float Node::GetRotation() const
{
return transform_.rotation;
}
const math::Transform & Node::GetTransform() const
{
return transform_;
}
float Node::GetOpacity() const
{
return real_opacity_;
}
float Node::GetDisplayOpacity() const
{
return display_opacity_;
}
int Node::GetOrder() const
{
return order_;
}
void Node::SetOrder(int order)
{
if (order_ == order)
return;
order_ = order;
if (parent_)
{
parent_->dirty_sort_ = true;
}
}
void Node::SetPositionX(float x)
{
this->SetPosition(x, transform_.position.y);
}
void Node::SetPositionY(float y)
{
this->SetPosition(transform_.position.x, y);
}
void Node::SetPosition(const Point & p)
{
this->SetPosition(p.x, p.y);
}
void Node::SetPosition(float x, float y)
{
if (transform_.position.x == x && transform_.position.y == y)
return;
transform_.position.x = x;
transform_.position.y = y;
dirty_transform_ = true;
}
void Node::MoveBy(float x, float y)
{
this->SetPosition(transform_.position.x + x, transform_.position.y + y);
}
void Node::MoveBy(const Point & v)
{
this->MoveBy(v.x, v.y);
}
void Node::SetScaleX(float scale_x)
{
this->SetScale(scale_x, transform_.scale_y);
}
void Node::SetScaleY(float scale_y)
{
this->SetScale(transform_.scale_x, scale_y);
}
void Node::SetScale(float scale)
{
this->SetScale(scale, scale);
}
void Node::SetScale(float scale_x, float scale_y)
{
if (transform_.scale_x == scale_x && transform_.scale_y == scale_y)
return;
transform_.scale_x = scale_x;
transform_.scale_y = scale_y;
dirty_transform_ = true;
}
void Node::SetSkewX(float skew_x)
{
this->SetSkew(skew_x, transform_.skew_y);
}
void Node::SetSkewY(float skew_y)
{
this->SetSkew(transform_.skew_x, skew_y);
}
void Node::SetSkew(float skew_x, float skew_y)
{
if (transform_.skew_x == skew_x && transform_.skew_y == skew_y)
return;
transform_.skew_x = skew_x;
transform_.skew_y = skew_y;
dirty_transform_ = true;
}
void Node::SetRotation(float angle)
{
if (transform_.rotation == angle)
return;
transform_.rotation = angle;
dirty_transform_ = true;
}
void Node::SetOpacity(float opacity)
{
if (real_opacity_ == opacity)
return;
display_opacity_ = real_opacity_ = std::min(std::max(opacity, 0.f), 1.f);
// <20><><EFBFBD>½ڵ<C2BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
UpdateOpacity();
}
void Node::SetPivotX(float pivot_x)
{
this->SetPivot(pivot_x, transform_.pivot_y);
}
void Node::SetPivotY(float pivot_y)
{
this->SetPivot(transform_.pivot_x, pivot_y);
}
void Node::SetPivot(float pivot_x, float pivot_y)
{
if (transform_.pivot_x == pivot_x && transform_.pivot_y == pivot_y)
return;
transform_.pivot_x = pivot_x;
transform_.pivot_y = pivot_y;
dirty_transform_ = true;
}
void Node::SetWidth(float width)
{
this->SetSize(width, transform_.size.height);
}
void Node::SetHeight(float height)
{
this->SetSize(transform_.size.width, height);
}
void Node::SetSize(float width, float height)
{
if (transform_.size.width == width && transform_.size.height == height)
return;
transform_.size.width = width;
transform_.size.height = height;
dirty_transform_ = true;
}
void Node::SetSize(const Size& size)
{
this->SetSize(size.width, size.height);
}
void Node::SetTransform(const math::Transform & transform)
{
transform_ = transform;
dirty_transform_ = true;
}
void Node::SetClipEnabled(bool enabled)
{
clip_enabled_ = enabled;
}
void Node::SetBorderColor(const Color & color)
{
border_color_ = color;
}
void Node::AddChild(Node * child, int order)
{
E2D_WARNING_IF(child == nullptr, "Node::AddChild NULL pointer exception.");
if (child)
{
if (child->parent_ != nullptr)
{
throw std::runtime_error("<EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>и<EFBFBD><EFBFBD>ڵ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>");
}
for (Node * parent = this; parent != nullptr; parent = parent->GetParent())
{
if (child == parent)
{
throw std::runtime_error("һ<EFBFBD><EFBFBD><EFBFBD>ڵ㲻<EFBFBD><EFBFBD>ͬʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD>ĸ<EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<EFBFBD>");
}
}
child->Retain();
children_.push_back(child);
child->SetOrder(order);
child->parent_ = this;
if (this->parent_scene_)
{
child->SetParentScene(this->parent_scene_);
}
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
child->UpdateOpacity();
// <20><><EFBFBD>½ڵ<C2BD>ת<EFBFBD><D7AA>
child->dirty_transform_ = true;
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
dirty_sort_ = true;
}
}
void Node::AddChild(const Nodes& nodes, int order)
{
for (const auto& node : nodes)
{
this->AddChild(node, order);
}
}
Node * Node::GetParent() const
{
return parent_;
}
Scene * Node::GetParentScene() const
{
return parent_scene_;
}
Node::Nodes Node::GetChildren(const String& name) const
{
Nodes children;
size_t hash_code = std::hash<String>{}(name);
for (const auto& child : children_)
{
// <20><>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ƿ<EFBFBD><C6BF>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC> Hash ֵ<><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱȽ<C8B1> Hash <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶ<EFBFBD>
if (child->hash_name_ == hash_code && child->name_ == name)
{
children.push_back(child);
}
}
return children;
}
Node * Node::GetChild(const String& name) const
{
size_t hash_code = std::hash<String>{}(name);
for (const auto& child : children_)
{
// <20><>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ƿ<EFBFBD><C6BF>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC> Hash ֵ<><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱȽ<C8B1> Hash <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶ<EFBFBD>
if (child->hash_name_ == hash_code && child->name_ == name)
{
return child;
}
}
return nullptr;
}
const std::vector<Node*>& Node::GetAllChildren() const
{
return children_;
}
int Node::GetChildrenCount() const
{
return static_cast<int>(children_.size());
}
void Node::RemoveFromParent()
{
if (parent_)
{
parent_->RemoveChild(this);
}
}
bool Node::RemoveChild(Node * child)
{
E2D_WARNING_IF(child == nullptr, "Node::RemoveChildren NULL pointer exception.");
if (children_.empty())
{
return false;
}
if (child)
{
auto iter = std::find(children_.begin(), children_.end(), child);
if (iter != children_.end())
{
children_.erase(iter);
child->parent_ = nullptr;
if (child->parent_scene_)
{
child->SetParentScene(nullptr);
}
child->Release();
return true;
}
}
return false;
}
void Node::RemoveChildren(const String& child_name)
{
if (children_.empty())
{
return;
}
size_t hash_code = std::hash<String>{}(child_name);
for (auto iter = children_.begin(); iter != children_.end();)
{
if ((*iter)->hash_name_ == hash_code && (*iter)->name_ == child_name)
{
(*iter)->parent_ = nullptr;
if ((*iter)->parent_scene_)
{
(*iter)->SetParentScene(nullptr);
}
(*iter)->Release();
iter = children_.erase(iter);
}
else
{
++iter;
}
}
}
void Node::RemoveAllChildren()
{
// <20><><EFBFBD>нڵ<D0BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
for (const auto& child : children_)
{
child->Release();
}
// <20><><EFBFBD>մ<EFBFBD><D5B4><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
children_.clear();
}
void Node::RunAction(Action * action)
{
E2D_WARNING_IF(action == nullptr, "Action NULL pointer exception!");
if (action)
{
if (action->GetTarget() == nullptr)
{
auto iter = std::find(actions_.begin(), actions_.end(), action);
if (iter == actions_.end())
{
action->Retain();
action->StartWithTarget(this);
actions_.push_back(action);
}
}
else
{
throw std::runtime_error("<EFBFBD><EFBFBD> Action <20><><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4>Ŀ<EFBFBD><C4BF>");
}
}
}
void Node::ResumeAction(const String& name)
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
if (action->GetName() == name)
{
action->Resume();
}
}
}
void Node::PauseAction(const String& name)
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
if (action->GetName() == name)
{
action->Pause();
}
}
}
void Node::StopAction(const String& name)
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
if (action->GetName() == name)
{
action->Stop();
}
}
}
bool Node::ContainsPoint(const Point& point)
{
if (transform_.size.width == 0.f || transform_.size.height == 0.f)
return false;
UpdateTransform();
BOOL ret = 0;
ThrowIfFailed(
border_->FillContainsPoint(
D2D1::Point2F(point.x, point.y),
D2D1::Matrix3x2F::Identity(),
&ret
)
);
return ret != 0;
}
bool Node::Intersects(Node * node)
{
if (transform_.size.width == 0.f || transform_.size.height == 0.f || node->transform_.size.width == 0.f || node->transform_.size.height == 0.f)
return false;
// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
UpdateTransform();
node->UpdateTransform();
// <20><>ȡ<EFBFBD>ཻ״̬
D2D1_GEOMETRY_RELATION relation = D2D1_GEOMETRY_RELATION_UNKNOWN;
ThrowIfFailed(
border_->CompareWithGeometry(
node->border_,
D2D1::Matrix3x2F::Identity(),
&relation
)
);
return relation != D2D1_GEOMETRY_RELATION_UNKNOWN &&
relation != D2D1_GEOMETRY_RELATION_DISJOINT;
}
void Node::ResumeAllActions()
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
action->Resume();
}
}
void Node::PauseAllActions()
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
action->Pause();
}
}
void Node::StopAllActions()
{
if (actions_.empty())
return;
for (const auto& action : actions_)
{
action->Stop();
}
}
const Node::Actions & Node::GetAllActions() const
{
return actions_;
}
void Node::AddTask(Task * task)
{
if (task)
{
auto iter = std::find(tasks_.begin(), tasks_.end(), task);
if (iter == tasks_.end())
{
task->Retain();
task->last_time_ = time::Now();
tasks_.push_back(task);
}
}
}
void Node::StopTasks(const String& name)
{
for (const auto& task : tasks_)
{
if (task->GetName() == name)
{
task->Stop();
}
}
}
void Node::StartTasks(const String& name)
{
for (const auto& task : tasks_)
{
if (task->GetName() == name)
{
task->Start();
}
}
}
void Node::RemoveTasks(const String& name)
{
for (const auto& task : tasks_)
{
if (task->GetName() == name)
{
task->stopped_ = true;
}
}
}
void Node::StopAllTasks()
{
for (const auto& task : tasks_)
{
task->Stop();
}
}
void Node::StartAllTasks()
{
for (const auto& task : tasks_)
{
task->Start();
}
}
void Node::RemoveAllTasks()
{
for (const auto& task : tasks_)
{
task->stopped_ = true;
}
}
const Node::Tasks & Node::GetAllTasks() const
{
return tasks_;
}
void Node::UpdateTasks()
{
if (tasks_.empty())
return;
std::vector<Task*> currTasks;
currTasks.reserve(tasks_.size());
std::copy_if(
tasks_.begin(),
tasks_.end(),
std::back_inserter(currTasks),
[](Task* task) { return task->IsReady() && !task->stopped_; }
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for (const auto& task : currTasks)
task->Update();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
for (auto iter = tasks_.begin(); iter != tasks_.end();)
{
if ((*iter)->stopped_)
{
(*iter)->Release();
iter = tasks_.erase(iter);
}
else
{
++iter;
}
}
}
void Node::UpdateTime()
{
for (const auto& action : actions_)
{
action->ResetTime();
}
for (const auto& task : tasks_)
{
task->ResetTime();
}
for (const auto& child : children_)
{
child->UpdateTime();
}
}
void Node::SetVisible(bool value)
{
visible_ = value;
}
void Node::SetName(const String& name)
{
if (name_ != name)
{
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>
name_ = name;
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD> Hash <20><>
hash_name_ = std::hash<String>{}(name);
}
}
void Node::SetParentScene(Scene * scene)
{
parent_scene_ = scene;
for (const auto& child : children_)
{
child->SetParentScene(scene);
}
}
}