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303
source/EngineFrame/Base/BaseNode.cpp
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303
source/EngineFrame/Base/BaseNode.cpp
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#include "BaseNode.h"
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void BaseNode::Init()
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{
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}
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void BaseNode::HandleEvents(SDL_Event *e)
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{
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// 如果有子节点并含有事件标签,则处理事件
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RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
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while (child)
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{
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if (child->hasTag(Tag::ACTOR) || child->hasTag(Tag::HANDEL_EVENT))
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child->HandleEvents(e);
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child = child->GetNext();
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}
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}
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void BaseNode::Update(float deltaTime)
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{
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// 如果有回调函数,则调用回调函数
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if (cb_update_)
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{
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cb_update_(deltaTime);
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}
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// 如果有子节点并含有刷新标签,则更新子节点
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RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
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while (child)
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{
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if (child->hasTag(Tag::UPDATE))
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child->Update(deltaTime);
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child = child->GetNext();
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}
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}
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void BaseNode::Render()
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{
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// 如果有子节点并含有渲染标签,则渲染子节点
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RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
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while (child)
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{
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if (child->hasTag(Tag::RENDER))
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child->Render();
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child = child->GetNext();
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}
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}
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void BaseNode::Clear()
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{
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}
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void BaseNode::SetCallbackOnUpdate(const UpdateCallback &cb)
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{
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cb_update_ = cb;
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}
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void BaseNode::SetChildIterationTransform()
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{
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TransformT n_transform;
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n_transform.position = transform.position + transformIter.position;
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n_transform.scale = transform.scale * transformIter.scale;
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n_transform.rotation = transform.rotation + transformIter.rotation;
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// 如果有子节点并含有transform标签,则设置其位置
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RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
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while (child)
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{
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if (child->hasTag(Tag::TRANSFORM))
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child->SetIterationTransform(n_transform);
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child = child->GetNext();
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}
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}
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void BaseNode::CalcRenderInfo()
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{
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}
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void BaseNode::SetName(std::string name)
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{
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m_Name = name;
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}
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std::string BaseNode::GetName()
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{
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return m_Name;
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}
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int BaseNode::GetRenderZOrder()
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{
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return m_RenderZOrder;
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}
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void BaseNode::SetRenderZOrder(int zOrder)
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{
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m_RenderZOrder = zOrder;
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}
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void BaseNode::Reorder()
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{
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if (m_Parent)
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{
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RefPtr<BaseNode> me = this;
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m_Parent->m_BaseNodes.Remove(me);
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RefPtr<BaseNode> sibling = m_Parent->m_BaseNodes.GetLast();
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if (sibling && sibling->GetRenderZOrder() > m_RenderZOrder)
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{
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sibling = sibling->GetPrev();
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while (sibling)
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{
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if (sibling->GetRenderZOrder() <= m_RenderZOrder)
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break;
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sibling = sibling->GetPrev();
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}
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}
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if (sibling)
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{
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m_Parent->m_BaseNodes.InsertAfter(me, sibling);
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}
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else
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{
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m_Parent->m_BaseNodes.PushFront(me);
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}
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}
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}
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void BaseNode::AddChild(RefPtr<BaseNode> child)
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{
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m_BaseNodes.PushBack(child);
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child->OnAdded(this);
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// 如果是需要渲染的子对象
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if (child->hasTag(Tag::RENDER))
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{
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// 重新排序
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child->Reorder();
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// 如果组件有transform标签,则设置其位置
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if (child->hasTag(Tag::TRANSFORM))
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{
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TransformT n_transform;
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n_transform.position = transform.position + transformIter.position;
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n_transform.scale = transform.scale * transformIter.scale;
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n_transform.rotation = transform.rotation + transformIter.rotation;
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child->SetIterationTransform(n_transform);
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}
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}
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}
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void BaseNode::RemoveChild(RefPtr<BaseNode> child)
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{
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child->m_Parent = nullptr;
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m_BaseNodes.Remove(child);
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}
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void BaseNode::OnAdded(BaseNode *node)
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{
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m_Parent = node;
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}
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void BaseNode::SetIterationTransform(TransformT n_transform)
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{
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if (n_transform == transformIter)
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return;
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transformIter = n_transform;
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CalcRenderInfo();
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SetChildIterationTransform();
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}
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TransformT BaseNode::GetIterationTransform()
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{
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return transformIter;
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}
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void BaseNode::SetTransform(TransformT n_transform)
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{
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if (n_transform == transform)
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return;
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transform = n_transform;
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CalcRenderInfo();
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SetChildIterationTransform();
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}
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TransformT BaseNode::GetTransform()
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{
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return transform;
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}
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void BaseNode::SetPos(VecFPos pos)
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{
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if (pos == this->transform.position)
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return;
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this->transform.position = pos;
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CalcRenderInfo();
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetPos()
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{
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return this->transform.position;
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}
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void BaseNode::SetScale(VecFPos scale)
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{
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if (scale == this->transform.scale)
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return;
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this->transform.scale = scale;
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CalcRenderInfo();
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetScale()
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{
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return this->transform.scale;
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}
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void BaseNode::SetRotation(float angle)
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{
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if (angle == this->transform.rotation)
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return;
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this->transform.rotation = angle;
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CalcRenderInfo();
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SetChildIterationTransform();
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}
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float BaseNode::GetRotation()
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{
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return this->transform.rotation;
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}
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void BaseNode::SetAnchor(VecFPos anchor)
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{
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if (anchor == this->Anchor)
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return;
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Anchor.x = anchor.x;
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Anchor.y = anchor.y;
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}
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VecFPos BaseNode::GetAnchor()
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{
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VecFPos P;
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P.x = Anchor.x;
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P.y = Anchor.y;
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return P;
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}
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void BaseNode::SetSize(VecSize size)
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{
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this->Size = size;
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}
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VecSize BaseNode::GetSize()
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{
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return this->Size;
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}
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void BaseNode::SetVisible(bool visible)
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{
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this->Visible = visible;
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}
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bool BaseNode::GetVisible()
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{
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return this->Visible;
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}
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void BaseNode::SetIterationPos(VecFPos pos)
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{
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if (pos == this->transformIter.position)
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return;
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this->transformIter.position = pos;
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CalcRenderInfo();
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetIterationPos()
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{
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return this->transformIter.position;
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}
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void BaseNode::SetIterationScale(VecFPos scale)
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{
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if (scale == this->transformIter.scale)
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return;
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this->transformIter.scale = scale;
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CalcRenderInfo();
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SetChildIterationTransform();
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}
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VecFPos BaseNode::GetIterationScale()
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{
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return this->transformIter.scale;
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}
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void BaseNode::SetIterationRotation(float angle)
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{
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if (angle == this->transformIter.rotation)
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return;
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this->transformIter.rotation = angle;
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CalcRenderInfo();
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SetChildIterationTransform();
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}
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float BaseNode::GetIterationRotation()
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{
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return this->transformIter.rotation;
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}
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