113 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			1.8 KiB
		
	
	
	
		
			C++
		
	
	
	
| #include "..\ebase.h"
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| #include "..\enodes.h"
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| #include "..\emanagers.h"
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| #include "..\etools.h"
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| #include "..\eactions.h"
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| #include "..\Win\winbase.h"
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| #include <algorithm>
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| 
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| e2d::EScene::EScene()
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| 	: m_bWillSave(true)
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| 	, m_bSortNeeded(false)
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| 	, m_bGeometryVisiable(false)
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| 	, m_pRoot(new ENode())
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| {
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| 	m_pRoot->retain();
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| 	m_pRoot->_onEnter();
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| 	m_pRoot->_setParentScene(this);
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| 	m_pRoot->setPivot(0, 0);
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| 	m_pRoot->_setSize(EApp::getWidth(), EApp::getHeight());
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| }
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| 
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| e2d::EScene::~EScene()
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| {
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| 	SafeRelease(&m_pRoot);
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| }
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| 
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| void e2d::EScene::onEnter()
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| {
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| }
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| 
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| void e2d::EScene::onExit()
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| {
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| }
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| 
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| bool e2d::EScene::onActivate()
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| {
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| 	return false;
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| }
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| 
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| bool e2d::EScene::onInactive()
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| {
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| 	return false;
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| }
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| 
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| bool e2d::EScene::onCloseWindow()
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| {
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| 	return true;
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| }
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| 
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| void e2d::EScene::_render()
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| {
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| 	// 访问根节点
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| 	m_pRoot->_update();
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| 
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| 	if (m_bGeometryVisiable)
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| 	{
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| 		// 恢复矩阵转换
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| 		GetRenderTarget()->SetTransform(D2D1::Matrix3x2F::Identity());
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| 		// 绘制所有几何图形
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| 		m_pRoot->_drawGeometry();
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| 	}
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| }
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| 
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| void e2d::EScene::add(ENode * child, int order /* = 0 */)
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| {
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| 	m_pRoot->addChild(child, order);
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| }
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| 
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| bool e2d::EScene::remove(ENode * child)
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| {
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| 	return m_pRoot->removeChild(child);
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| }
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| 
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| void e2d::EScene::remove(const EString &childName)
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| {
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| 	return m_pRoot->removeChild(childName);
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| }
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| 
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| std::vector<e2d::ENode*>& e2d::EScene::getChildren()
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| {
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| 	return m_pRoot->m_vChildren;
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| }
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| 
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| size_t e2d::EScene::getChildrenCount() const
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| {
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| 	return m_pRoot->getChildrenCount();
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| }
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| 
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| e2d::ENode * e2d::EScene::getChild(const EString &childName)
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| {
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| 	return m_pRoot->getChild(childName);
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| }
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| 
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| e2d::ENode * e2d::EScene::getRoot() const
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| {
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| 	return m_pRoot;
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| }
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| 
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| void e2d::EScene::clearAllChildren()
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| {
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| 	m_pRoot->clearAllChildren();
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| }
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| 
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| void e2d::EScene::runAction(EAction * action)
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| {
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| 	this->m_pRoot->runAction(action);
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| }
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| 
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| void e2d::EScene::setGeometryVisiable(bool visiable)
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| {
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| 	m_bGeometryVisiable = visiable;
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| }
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