90 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			90 lines
		
	
	
		
			2.0 KiB
		
	
	
	
		
			C++
		
	
	
	
| // 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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| 
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| #pragma once
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| #include "RefCounter.h"
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| #include "KeyEvent.h"
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| #include "MouseEvent.h"
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| #include "../math/Matrix.hpp"
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| 
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| namespace easy2d
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| {
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| 	class Node;
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| 
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| 	// 场景
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| 	class Scene
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| 		: public RefCounter
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| 	{
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| 	public:
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| 		Scene();
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| 
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| 		explicit Scene(
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| 			Node * root
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| 		);
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| 
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| 		virtual ~Scene();
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| 
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| 		// 进入场景
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| 		virtual void OnEnter() {}
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| 
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| 		// 退出场景
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| 		virtual void OnExit() {}
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| 
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| 		// 更新场景
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| 		virtual void OnUpdate(float dt) {}
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| 
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| 		// 设置根节点
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| 		void SetRoot(
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| 			Node * root
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| 		);
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| 
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| 		// 获取根节点
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| 		Node* GetRoot() const;
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| 
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| 		// 渲染场景
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| 		void Draw();
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| 
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| 		// 分发鼠标消息
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| 		virtual void Dispatch(
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| 			const MouseEvent& e
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| 		);
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| 
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| 		// 分发按键消息
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| 		virtual void Dispatch(
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| 			const KeyEvent& e
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| 		);
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| 
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| 		// 设置转换矩阵
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| 		void SetTransform(
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| 			const math::Matrix& matrix
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| 		);
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| 
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| 		// 获取转换矩阵
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| 		const math::Matrix& GetTransform() const;
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| 
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| 	private:
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| 		E2D_DISABLE_COPY(Scene);
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| 
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| 	private:
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| 		Node*			root_;
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| 		math::Matrix	transform_;
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| 	};
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| }
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