390 lines
		
	
	
		
			6.6 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			390 lines
		
	
	
		
			6.6 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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#pragma once
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#include "base.hpp"
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#include "time.h"
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#include "KeyEvent.h"
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#include "MouseEvent.h"
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#include "ActionManager.h"
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#include "TaskManager.h"
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#include "Transform.hpp"
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#include "intrusive/List.hpp"
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namespace easy2d
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{
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    class Game;
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	// 节点
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	class Node
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		: public RefCounter
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		, public ActionManager
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		, public TaskManager
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		, protected intrusive::ListItem<spNode>
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	{
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		friend class Game;
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		friend class Scene;
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		friend class Transition;
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		friend class intrusive::List<spNode>;
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		E2D_DISABLE_COPY(Node);
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		using Nodes = std::vector<spNode>;
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		using Children = intrusive::List<spNode>;
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	public:
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		Node();
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		virtual ~Node();
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		// 渲染节点
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		virtual void OnDraw() {}
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		// 更新节点
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		virtual void OnUpdate(Duration const& dt) {}
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		// 获取节点显示状态
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		bool IsVisible() const;
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		// 获取节点名称
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		const String& GetName() const;
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		// 获取节点名称的 Hash 值
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		size_t GetHashName() const;
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		// 获取节点绘图顺序
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		int GetOrder() const;
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		// 获取节点坐标
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		const Point& GetPosition() const;
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		// 获取节点宽度
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		float GetWidth() const;
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		// 获取节点高度
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		float GetHeight() const;
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		// 获取节点宽度(不考虑缩放)
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		float GetRealWidth() const;
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		// 获取节点高度(不考虑缩放)
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		float GetRealHeight() const;
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		// 获取节点大小(不考虑缩放)
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		const Size& GetRealSize() const;
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		// 获取节点的支点
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		float GetPivotX() const;
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		// 获取节点的支点
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		float GetPivotY() const;
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		// 获取节点大小
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		Size GetSize() const;
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		// 获取节点横向缩放比例
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		float GetScaleX() const;
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		// 获取节点纵向缩放比例
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		float GetScaleY() const;
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		// 获取节点横向错切角度
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		float GetSkewX() const;
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		// 获取节点纵向错切角度
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		float GetSkewY() const;
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		// 获取节点旋转角度
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		float GetRotation() const;
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		// 获取节点透明度
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		float GetOpacity() const;
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		// 获取显示透明度
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		float GetDisplayOpacity() const;
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		// 获取父节点
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		spNode GetParent() const;
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		// 获取包围盒
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		virtual Rect GetBounds();
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		// 设置节点是否显示
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		void SetVisible(
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			bool val
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		);
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		// 设置节点名称
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		void SetName(
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			const String& name
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		);
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		// 设置节点横坐标
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		void SetPositionX(
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			float x
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		);
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		// 设置节点纵坐标
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		void SetPositionY(
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			float y
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		);
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		// 设置节点坐标
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		void SetPosition(
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			const Point & point
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		);
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		// 设置节点坐标
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		void SetPosition(
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			float x,
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			float y
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		);
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		// 移动节点
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		void MoveBy(
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			float x,
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			float y
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		);
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		// 移动节点
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		void MoveBy(
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			const Point & vector
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		);
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		// 设置节点绘图顺序
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		// 默认为 0
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		void SetOrder(
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			int order
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		);
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		// 设置横向缩放比例
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		// 默认为 1.0
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		void SetScaleX(
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			float scale_x
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		);
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		// 设置纵向缩放比例
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		// 默认为 1.0
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		void SetScaleY(
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			float scale_y
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		);
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		// 设置缩放比例
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		// 默认为 (1.0, 1.0)
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		void SetScale(
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			float scale_x,
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			float scale_y
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		);
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		// 设置缩放比例
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		// 默认为 1.0
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		void SetScale(
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			float scale
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		);
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		// 设置横向错切角度
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		// 默认为 0
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		void SetSkewX(
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			float skew_x
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		);
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		// 设置纵向错切角度
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		// 默认为 0
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		void SetSkewY(
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			float skew_y
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		);
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		// 设置错切角度
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		// 默认为 (0, 0)
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		void SetSkew(
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			float skew_x,
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			float skew_y
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		);
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		// 设置旋转角度
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		// 默认为 0
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		void SetRotation(
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			float rotation
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		);
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		// 设置透明度
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		// 默认为 1.0, 范围 [0, 1]
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		void SetOpacity(
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			float opacity
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		);
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		// 设置支点的横向位置
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		// 默认为 0, 范围 [0, 1]
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		void SetPivotX(
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			float pivot_x
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		);
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		// 设置支点的纵向位置
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		// 默认为 0, 范围 [0, 1]
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		void SetPivotY(
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			float pivot_y
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		);
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		// 设置支点位置
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		// 默认为 (0, 0), 范围 [0, 1]
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		virtual void SetPivot(
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			float pivot_x,
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			float pivot_y
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		);
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		// 修改节点宽度
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		virtual void SetWidth(
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			float width
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		);
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		// 修改节点高度
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		void SetHeight(
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			float height
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		);
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		// 修改节点大小
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		void SetSize(
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			float width,
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			float height
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		);
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		// 修改节点大小
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		void SetSize(
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			const Size & size
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		);
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		// 启用或关闭渲染区域裁剪
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		void SetClipEnabled(
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			bool enabled
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		);
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		// 设置节点边缘颜色
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		void SetBorderColor(
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			const Color& color
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		);
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		Transform const& GetTransform() const;
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		void SetTransform(
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			Transform const& transform
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		);
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		// 判断点是否在节点内
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		bool ContainsPoint(
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			const Point& point
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		);
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		// 判断两物体是否相交
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		bool Intersects(
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			spNode const& node
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		);
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		// 添加子节点
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		void AddChild(
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			spNode const& child,
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			int order = 0		/* 渲染顺序 */
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		);
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		// 添加多个子节点
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		void AddChild(
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			const Nodes& nodes,	/* 节点数组 */
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			int order = 0		/* 渲染顺序 */
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		);
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		// 获取所有名称相同的子节点
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		Nodes GetChildren(
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			const String& name
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		) const;
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		// 获取名称相同的子节点
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		spNode GetChild(
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			const String& name
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		) const;
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		// 获取全部子节点
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		Children const& GetChildren() const;
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		// 获取子节点数量
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		int GetChildrenCount() const;
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		// 移除子节点
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		bool RemoveChild(
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			spNode const& child
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		);
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		// 移除所有名称相同的子节点
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		void RemoveChildren(
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			const String& child_name
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		);
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		// 移除所有节点
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		void RemoveAllChildren();
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		// 从父节点移除
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		void RemoveFromParent();
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		// 设置默认支点
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		static void SetDefaultPivot(
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			float pivot_x,
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			float pivot_y
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		);
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	protected:
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		virtual void Visit();
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		virtual bool Dispatch(
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			const MouseEvent& e,
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			bool handled
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		);
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		virtual bool Dispatch(
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			const KeyEvent& e,
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			bool handled
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		);
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	protected:
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		virtual void Update(Duration const& dt);
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		void UpdateTransform();
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		void UpdateOpacity();
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		void DrawBorder();
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	protected:
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		String				name_;
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		size_t				hash_name_;
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		float				display_opacity_;
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		float				real_opacity_;
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		int					order_;
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		bool				visible_;
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		bool				clip_enabled_;
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		bool				dirty_sort_;
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		bool				dirty_transform_;
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		Node*				parent_;
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		Color				border_color_;
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		Children			children_;
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		ID2D1Geometry*		border_;
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		Transform			transform_;
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		math::Matrix		initial_matrix_;
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		math::Matrix		final_matrix_;
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	};
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}
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