124 lines
2.4 KiB
C++
124 lines
2.4 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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#include "Scene.h"
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#include "Node.h"
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namespace easy2d
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{
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Scene::Scene()
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: root_(nullptr)
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, transform_(D2D1::Matrix3x2F::Identity())
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{
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}
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Scene::Scene(Node * root)
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: root_(nullptr)
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, transform_(D2D1::Matrix3x2F::Identity())
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{
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this->SetRoot(root);
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}
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Scene::~Scene()
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{
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if (root_)
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{
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root_->SetParentScene(nullptr);
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root_->Release();
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}
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}
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void Scene::SetRoot(Node * root)
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{
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if (root_ == root)
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return;
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if (root_)
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{
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root_->SetParentScene(nullptr);
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root_->Release();
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}
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if (root)
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{
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root->Retain();
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root->SetParentScene(this);
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}
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root_ = root;
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}
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Node * Scene::GetRoot() const
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{
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return root_;
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}
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void Scene::Draw()
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{
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if (root_)
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{
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root_->Visit();
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}
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}
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void Scene::Dispatch(const MouseEvent & e)
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{
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auto handler = dynamic_cast<MouseEventHandler*>(this);
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if (handler)
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{
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handler->Handle(e);
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}
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if (root_)
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{
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root_->Dispatch(e, false);
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}
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}
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void Scene::Dispatch(const KeyEvent & e)
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{
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auto handler = dynamic_cast<KeyEventHandler*>(this);
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if (handler)
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{
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handler->Handle(e);
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}
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if (root_)
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{
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root_->Dispatch(e, false);
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}
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}
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void Scene::SetTransform(const D2D1::Matrix3x2F& matrix)
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{
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transform_ = matrix;
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if (root_)
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{
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root_->dirty_transform_ = true;
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}
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}
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const D2D1::Matrix3x2F & Scene::GetTransform() const
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{
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return transform_;
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}
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}
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