Magic_Game/src/kiwano/2d/Actor.h

640 lines
11 KiB
C
Raw Normal View History

2019-04-11 14:40:54 +08:00
// Copyright (c) 2016-2018 Kiwano - 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.
#pragma once
2019-10-11 21:55:29 +08:00
#include <kiwano/2d/include-forwards.h>
#include <kiwano/2d/Transform.h>
#include <kiwano/2d/action/ActionManager.h>
2019-11-13 14:33:15 +08:00
#include <kiwano/core/TimerManager.h>
#include <kiwano/core/EventDispatcher.h>
2019-04-11 14:40:54 +08:00
namespace kiwano
{
class Director;
2019-08-20 19:32:36 +08:00
class RenderTarget;
// <20><>ɫ
class KGE_API Actor
2019-08-18 10:23:54 +08:00
: public ObjectBase
, public TimerManager
, public ActionManager
, public EventDispatcher
2019-10-30 23:12:18 +08:00
, public IntrusiveListItem<ActorPtr>
{
friend class Director;
friend class Transition;
2019-10-30 23:12:18 +08:00
friend IntrusiveList<ActorPtr>;
public:
2019-10-30 23:12:18 +08:00
using Children = IntrusiveList<ActorPtr>;
2019-10-21 11:15:22 +08:00
using UpdateCallback = Function<void(Duration)>;
Actor();
// <20><><EFBFBD>½<EFBFBD>ɫ
2019-11-07 18:16:28 +08:00
virtual void OnUpdate(Duration dt);
// <20><>Ⱦ<EFBFBD><C8BE>ɫ
2019-11-07 18:16:28 +08:00
virtual void OnRender(RenderTarget* rt);
// <20><>ȡ<EFBFBD><C8A1>ʾ״̬
2019-11-07 18:16:28 +08:00
bool IsVisible() const;
// <20><>ȡ<EFBFBD><C8A1>Ӧ״̬
2019-11-07 18:16:28 +08:00
bool IsResponsible() const;
2019-07-29 13:42:13 +08:00
// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
bool IsCascadeOpacityEnabled() const;
2019-07-29 13:42:13 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>Ƶ<EFBFBD> Hash ֵ
2019-11-07 18:16:28 +08:00
size_t GetHashName() const;
// <20><>ȡ Z <20><>˳<EFBFBD><CBB3>
2019-11-07 18:16:28 +08:00
int GetZOrder() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
Point const& GetPosition() const;
// <20><>ȡ x <20><><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
float GetPositionX() const;
// <20><>ȡ y <20><><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
float GetPositionY() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
2019-11-07 18:16:28 +08:00
Point const& GetScale() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
2019-11-07 18:16:28 +08:00
float GetScaleX() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
2019-11-07 18:16:28 +08:00
float GetScaleY() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>нǶ<D0BD>
2019-11-07 18:16:28 +08:00
Point const& GetSkew() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>нǶ<D0BD>
2019-11-07 18:16:28 +08:00
float GetSkewX() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>нǶ<D0BD>
2019-11-07 18:16:28 +08:00
float GetSkewY() const;
// <20><>ȡ<EFBFBD><C8A1>ת<EFBFBD>Ƕ<EFBFBD>
2019-11-07 18:16:28 +08:00
float GetRotation() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
float GetWidth() const;
// <20><>ȡ<EFBFBD>߶<EFBFBD>
2019-11-07 18:16:28 +08:00
float GetHeight() const;
// <20><>ȡ<EFBFBD><C8A1>С
2019-11-07 18:16:28 +08:00
Size const& GetSize() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ź<EFBFBD><C5BA>Ŀ<EFBFBD><C4BF><EFBFBD>
2019-11-07 18:16:28 +08:00
float GetScaledWidth() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ź<EFBFBD><C5BA>ĸ߶<C4B8>
2019-11-07 18:16:28 +08:00
float GetScaledHeight() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ź<EFBFBD><C5BA>Ĵ<EFBFBD>С
2019-11-07 18:16:28 +08:00
Size GetScaledSize() const;
// <20><>ȡê<C8A1><C3AA>
2019-11-07 18:16:28 +08:00
Point const& GetAnchor() const;
// <20><>ȡ x <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>
2019-11-07 18:16:28 +08:00
float GetAnchorX() const;
// <20><>ȡ y <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>
2019-11-07 18:16:28 +08:00
float GetAnchorY() const;
// <20><>ȡ͸<C8A1><CDB8><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
float GetOpacity() const;
2019-07-29 13:42:13 +08:00
// <20><>ȡ<EFBFBD><C8A1>ʾ͸<CABE><CDB8><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
float GetDisplayedOpacity() const;
2019-07-29 13:42:13 +08:00
// <20><>ȡ<EFBFBD>
2019-11-07 18:16:28 +08:00
Transform GetTransform() const;
2019-09-29 22:23:13 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ɫ
2019-11-07 18:16:28 +08:00
Actor* GetParent() const;
2019-09-29 22:23:13 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̨
2019-11-07 18:16:28 +08:00
Stage* GetStage() const;
// <20><>ȡ<EFBFBD>߿<EFBFBD>
2019-11-07 18:16:28 +08:00
virtual Rect GetBounds() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>а<EFBFBD>Χ<EFBFBD><CEA7>
2019-11-07 18:16:28 +08:00
virtual Rect GetBoundingBox() const;
// <20><>ȡ<EFBFBD><C8A1>ά<EFBFBD><EFBFBD><E4BBBB><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
Matrix3x2 const& GetTransformMatrix() const;
// <20><>ȡ<EFBFBD><C8A1>ά<EFBFBD><EFBFBD><E4BBBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
Matrix3x2 const& GetTransformInverseMatrix() const;
// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ
void SetVisible(
bool val
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetName(
String const& name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2019-08-20 19:32:36 +08:00
virtual void SetPosition(
Point const& point
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
void SetPosition(
2019-09-29 22:23:13 +08:00
float x,
float y
2019-11-07 18:16:28 +08:00
);
2019-08-20 19:32:36 +08:00
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD>
void SetPositionX(
2019-09-29 22:23:13 +08:00
float x
);
2019-08-20 19:32:36 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetPositionY(
2019-09-29 22:23:13 +08:00
float y
);
2019-08-20 19:32:36 +08:00
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD>
void Move(
2019-08-20 19:32:36 +08:00
Vec2 const& v
);
2019-08-20 19:32:36 +08:00
// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
void Move(
2019-09-29 22:23:13 +08:00
float vx,
float vy
2019-11-07 18:16:28 +08:00
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ (1.0, 1.0)
2019-08-20 19:32:36 +08:00
virtual void SetScale(
Vec2 const& scale
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ (1.0, 1.0)
2019-11-07 18:16:28 +08:00
void SetScale(
2019-09-29 22:23:13 +08:00
float scalex,
float scaley
2019-11-07 18:16:28 +08:00
);
// <20><><EFBFBD>ô<EFBFBD><C3B4>нǶ<D0BD>
// Ĭ<><C4AC>Ϊ (0, 0)
2019-08-20 19:32:36 +08:00
virtual void SetSkew(
Vec2 const& skew
);
// <20><><EFBFBD>ô<EFBFBD><C3B4>нǶ<D0BD>
// Ĭ<><C4AC>Ϊ (0, 0)
2019-11-07 18:16:28 +08:00
void SetSkew(
2019-09-29 22:23:13 +08:00
float skewx,
float skewy
2019-11-07 18:16:28 +08:00
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
2019-08-20 19:32:36 +08:00
virtual void SetRotation(
2019-09-29 22:23:13 +08:00
float rotation
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
2019-08-20 19:32:36 +08:00
virtual void SetAnchor(
Vec2 const& anchor
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
2019-11-07 18:16:28 +08:00
void SetAnchor(
2019-09-29 22:23:13 +08:00
float anchorx,
float anchory
2019-11-07 18:16:28 +08:00
);
// <20>޸Ŀ<DEB8><C4BF><EFBFBD>
2019-08-20 19:32:36 +08:00
virtual void SetWidth(
2019-09-29 22:23:13 +08:00
float width
);
// <20>޸ĸ߶<C4B8>
2019-08-20 19:32:36 +08:00
virtual void SetHeight(
2019-09-29 22:23:13 +08:00
float height
);
// <20>޸Ĵ<DEB8>С
2019-08-20 19:32:36 +08:00
virtual void SetSize(
Size const& size
);
// <20>޸Ĵ<DEB8>С
2019-11-07 18:16:28 +08:00
void SetSize(
2019-09-29 22:23:13 +08:00
float width,
float height
2019-11-07 18:16:28 +08:00
);
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0, <20><>Χ [0, 1]
2019-08-20 19:32:36 +08:00
virtual void SetOpacity(
2019-09-29 22:23:13 +08:00
float opacity
);
2019-07-29 13:42:13 +08:00
// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void SetCascadeOpacityEnabled(
bool enabled
);
2019-08-20 19:32:36 +08:00
// <20><><EFBFBD>ö<EFBFBD>ά<EFBFBD><CEAC><EFBFBD><EFBFBD><EFBFBD>
void SetTransform(
Transform const& transform
);
// <20><><EFBFBD><EFBFBD> Z <20><>˳<EFBFBD><CBB3>
// Ĭ<><C4AC>Ϊ 0
void SetZOrder(
2019-09-29 22:23:13 +08:00
int zorder
);
// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>Ӧ (<28><><EFBFBD><EFBFBD> Hover | Out | Click <20><>Ϣ)
// Ĭ<><C4AC>Ϊ false
void SetResponsible(
bool enable
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽ<EFBFBD>ɫ
void AddChild(
2019-10-21 11:15:22 +08:00
ActorPtr child,
int zorder = 0
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽ<EFBFBD>ɫ
void AddChild(
Actor* child,
int zorder = 0
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ӽ<EFBFBD>ɫ
void AddChildren(
2019-08-13 21:16:38 +08:00
Vector<ActorPtr> const& children
);
2019-10-21 11:15:22 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽ<EFBFBD>ɫ
2019-10-28 17:25:06 +08:00
Actor* GetChild(
String const& name
) const;
2019-10-21 11:15:22 +08:00
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽ<EFBFBD>ɫ
Vector<ActorPtr> GetChildren(
String const& name
) const;
2019-10-31 20:34:38 +08:00
// <20><>ȡȫ<C8A1><C8AB><EFBFBD>ӽ<EFBFBD>ɫ
Children& GetAllChildren();
// <20><>ȡȫ<C8A1><C8AB><EFBFBD>ӽ<EFBFBD>ɫ
2019-10-21 11:15:22 +08:00
Children const& GetAllChildren() const;
// <20>Ƴ<EFBFBD><C6B3>ӽ<EFBFBD>ɫ
void RemoveChild(
ActorPtr child
);
// <20>Ƴ<EFBFBD><C6B3>ӽ<EFBFBD>ɫ
void RemoveChild(
Actor* child
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽ<EFBFBD>ɫ
void RemoveChildren(
String const& child_name
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>н<EFBFBD>ɫ
void RemoveAllChildren();
// <20>Ӹ<EFBFBD><D3B8><EFBFBD>ɫ<EFBFBD>Ƴ<EFBFBD>
void RemoveFromParent();
2019-08-20 19:32:36 +08:00
// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ڽ<EFBFBD>ɫ<EFBFBD><C9AB>
2019-08-20 21:15:15 +08:00
virtual bool ContainsPoint(const Point& point) const;
2019-08-14 00:28:25 +08:00
// <20><>ͣ<EFBFBD><CDA3>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
void PauseUpdating();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
void ResumeUpdating();
// <20><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ͣ
2019-11-07 18:16:28 +08:00
bool IsUpdatePausing() const;
// <20><><EFBFBD>ø<EFBFBD><C3B8><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
void SetCallbackOnUpdate(UpdateCallback const& cb);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
2019-11-07 18:16:28 +08:00
UpdateCallback GetCallbackOnUpdate() const;
// <20><>Ⱦ<EFBFBD><C8BE>ɫ<EFBFBD>߽<EFBFBD>
2019-11-07 18:16:28 +08:00
void ShowBorder(bool show);
// <20>¼<EFBFBD><C2BC>ַ<EFBFBD>
2019-11-14 13:18:16 +08:00
void Dispatch(Event& evt) override;
2019-11-07 18:16:28 +08:00
// <20><><EFBFBD><EFBFBD>Ĭ<EFBFBD><C4AC>ê<EFBFBD><C3AA>
static void SetDefaultAnchor(
float anchor_x,
float anchor_y
);
protected:
2019-04-14 22:37:05 +08:00
virtual void Update(Duration dt);
2019-08-20 19:32:36 +08:00
virtual void Render(RenderTarget* rt);
2019-08-14 00:28:25 +08:00
2019-08-20 19:32:36 +08:00
virtual void PrepareRender(RenderTarget* rt);
2019-08-20 19:32:36 +08:00
virtual void RenderBorder(RenderTarget* rt);
2019-08-27 15:29:32 +08:00
virtual bool CheckVisibilty(RenderTarget* rt) const;
void UpdateTransform() const;
void UpdateOpacity();
2019-06-06 12:56:38 +08:00
void Reorder();
2019-08-20 19:32:36 +08:00
void SetStage(Stage* stage);
2019-10-31 20:34:38 +08:00
private:
bool visible_;
bool update_pausing_;
2019-07-29 13:42:13 +08:00
bool cascade_opacity_;
bool show_border_;
2019-08-27 15:29:32 +08:00
bool hover_;
bool pressed_;
bool responsible_;
2019-09-29 22:23:13 +08:00
int z_order_;
float opacity_;
float displayed_opacity_;
Actor* parent_;
Stage* stage_;
2019-10-12 11:26:41 +08:00
size_t hash_name_;
Point anchor_;
Size size_;
Children children_;
UpdateCallback cb_update_;
2019-07-29 12:58:17 +08:00
Transform transform_;
2019-08-19 09:28:59 +08:00
bool is_fast_transform_;
2019-08-27 15:29:32 +08:00
mutable bool visible_in_rt_;
mutable bool dirty_visibility_;
2019-08-19 09:28:59 +08:00
mutable bool dirty_transform_;
mutable bool dirty_transform_inverse_;
2019-08-14 23:36:29 +08:00
mutable Matrix3x2 transform_matrix_;
mutable Matrix3x2 transform_matrix_inverse_;
};
2019-11-07 18:16:28 +08:00
inline void Actor::OnUpdate(Duration dt)
{
KGE_NOT_USED(dt);
}
inline void Actor::OnRender(RenderTarget* rt)
{
KGE_NOT_USED(rt);
}
inline bool Actor::IsVisible() const
{
return visible_;
}
inline bool Actor::IsResponsible() const
{
return responsible_;
}
inline bool Actor::IsCascadeOpacityEnabled() const
{
return cascade_opacity_;
}
inline size_t Actor::GetHashName() const
{
return hash_name_;
}
inline int Actor::GetZOrder() const
{
return z_order_;
}
inline Point const& Actor::GetPosition() const
{
return transform_.position;
}
inline float Actor::GetPositionX() const
{
return GetPosition().x;
}
inline float Actor::GetPositionY() const
{
return GetPosition().y;
}
inline Point const& Actor::GetScale() const
{
return transform_.scale;
}
inline float Actor::GetScaleX() const
{
return GetScale().x;
}
inline float Actor::GetScaleY() const
{
return GetScale().y;
}
inline Point const& Actor::GetSkew() const
{
return transform_.skew;
}
inline float Actor::GetSkewX() const
{
return GetSkew().x;
}
inline float Actor::GetSkewY() const
{
return GetSkew().y;
}
inline float Actor::GetRotation() const
{
return transform_.rotation;
}
inline float Actor::GetWidth() const
{
return GetSize().x;
}
inline float Actor::GetHeight() const
{
return GetSize().y;
}
inline Size const& Actor::GetSize() const
{
return size_;
}
inline float Actor::GetScaledWidth() const
{
return GetWidth() * GetScaleX();
}
inline float Actor::GetScaledHeight() const
{
return GetHeight() * GetScaleY();
}
inline Size Actor::GetScaledSize() const
{
return Size{ GetScaledWidth(), GetScaledHeight() };
}
inline Point const& Actor::GetAnchor() const
{
return anchor_;
}
inline float Actor::GetAnchorX() const
{
return GetAnchor().x;
}
inline float Actor::GetAnchorY() const
{
return GetAnchor().y;
}
inline float Actor::GetOpacity() const
{
return opacity_;
}
inline float Actor::GetDisplayedOpacity() const
{
return displayed_opacity_;
}
inline Transform Actor::GetTransform() const
{
return transform_;
}
inline Actor* Actor::GetParent() const
{
return parent_;
}
inline Stage* Actor::GetStage() const
{
return stage_;
}
inline void Actor::PauseUpdating()
{
update_pausing_ = true;
}
inline void Actor::ResumeUpdating()
{
update_pausing_ = false;
}
inline bool Actor::IsUpdatePausing() const
{
return update_pausing_;
}
inline void Actor::SetCallbackOnUpdate(UpdateCallback const& cb)
{
cb_update_ = cb;
}
inline Actor::UpdateCallback Actor::GetCallbackOnUpdate() const
{
return cb_update_;
}
inline void Actor::ShowBorder(bool show)
{
show_border_ = show;
}
inline void Actor::SetPosition(float x, float y)
{
SetPosition(Point{ x, y });
}
inline void Actor::Move(float vx, float vy)
{
Move(Vec2{ vx, vy });
}
inline void Actor::SetScale(float scalex, float scaley)
{
SetScale(Vec2{ scalex, scaley });
}
inline void Actor::SetAnchor(float anchorx, float anchory)
{
SetAnchor(Vec2{ anchorx, anchory });
}
inline void Actor::SetSize(float width, float height)
{
SetSize(Size{ width, height });
}
inline void Actor::SetSkew(float skewx, float skewy)
{
SetSkew(Vec2{ skewx, skewy });
}
}