Magic_Game/core/objects/Scene.cpp

123 lines
2.4 KiB
C++

// 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 "..\e2dmodule.h"
#include "..\e2dobject.h"
namespace easy2d
{
Scene::Scene()
: root_(nullptr)
, transform_(D2D1::Matrix3x2F::Identity())
{
}
Scene::Scene(Node * root)
: root_(nullptr)
, transform_(D2D1::Matrix3x2F::Identity())
{
this->SetRoot(root);
}
Scene::~Scene()
{
if (root_)
{
root_->SetParentScene(nullptr);
root_->Release();
}
}
void Scene::SetRoot(Node * root)
{
if (root_ == root)
return;
if (root_)
{
root_->SetParentScene(nullptr);
root_->Release();
}
if (root)
{
root->Retain();
root->SetParentScene(this);
}
root_ = root;
}
Node * Scene::GetRoot() const
{
return root_;
}
void Scene::Draw()
{
if (root_)
{
root_->Visit();
}
}
void Scene::Dispatch(const MouseEvent & e)
{
auto handler = dynamic_cast<MouseEventHandler*>(this);
if (handler)
{
handler->Handle(e);
}
if (root_)
{
root_->Dispatch(e, false);
}
}
void Scene::Dispatch(const KeyEvent & e)
{
auto handler = dynamic_cast<KeyEventHandler*>(this);
if (handler)
{
handler->Handle(e);
}
if (root_)
{
root_->Dispatch(e, false);
}
}
void Scene::SetTransform(const D2D1::Matrix3x2F& matrix)
{
transform_ = matrix;
if (root_)
{
root_->dirty_transform_ = true;
}
}
const D2D1::Matrix3x2F & Scene::GetTransform() const
{
return transform_;
}
}