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

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// 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
#include "include-forwards.h"
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#include "Transform.h"
#include "action/ActionManager.h"
#include "../base/TimerManager.h"
#include "../base/EventDispatcher.h"
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namespace kiwano
{
class Director;
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class RenderTarget;
// <20><>ɫ
class KGE_API Actor
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: public ObjectBase
, public TimerManager
, public ActionManager
, public EventDispatcher
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, public intrusive_list_item<ActorPtr>
{
friend class Director;
friend class Transition;
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friend class intrusive_list<ActorPtr>;
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using Children = intrusive_list<ActorPtr>;
using UpdateCallback = Function<void(Duration)>;
public:
Actor();
// <20><><EFBFBD>½<EFBFBD>ɫ
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virtual void OnUpdate(Duration dt) { KGE_UNUSED(dt); }
// <20><>Ⱦ<EFBFBD><C8BE>ɫ
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virtual void OnRender(RenderTarget* rt) { KGE_UNUSED(rt); }
// <20><>ȡ<EFBFBD><C8A1>ʾ״̬
bool IsVisible() const { return visible_; }
// <20><>ȡ<EFBFBD><C8A1>Ӧ״̬
bool IsResponsible() const { return responsible_; }
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
bool IsCascadeOpacityEnabled() const { return cascade_opacity_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>Ƶ<EFBFBD> Hash ֵ
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UInt32 GetHashName() const { return hash_name_; }
// <20><>ȡ Z <20><>˳<EFBFBD><CBB3>
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Int32 GetZOrder() const { return z_order_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
Point GetPosition() const { return transform_.position; }
// <20><>ȡ x <20><><EFBFBD><EFBFBD>
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Float32 GetPositionX() const { return transform_.position.x; }
// <20><>ȡ y <20><><EFBFBD><EFBFBD>
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Float32 GetPositionY() const { return transform_.position.y; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
Point GetScale() const { return transform_.scale; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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Float32 GetScaleX() const { return transform_.scale.x; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
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Float32 GetScaleY() const { return transform_.scale.y; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>нǶ<D0BD>
Point GetSkew() const { return transform_.skew; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>нǶ<D0BD>
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Float32 GetSkewX() const { return transform_.skew.x; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>нǶ<D0BD>
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Float32 GetSkewY() const { return transform_.skew.y; }
// <20><>ȡ<EFBFBD><C8A1>ת<EFBFBD>Ƕ<EFBFBD>
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Float32 GetRotation() const { return transform_.rotation; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
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Float32 GetWidth() const { return size_.x; }
// <20><>ȡ<EFBFBD>߶<EFBFBD>
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Float32 GetHeight() const { return size_.y; }
// <20><>ȡ<EFBFBD><C8A1>С
Size GetSize() const { return size_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ź<EFBFBD><C5BA>Ŀ<EFBFBD><C4BF><EFBFBD>
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Float32 GetScaledWidth() const { return size_.x * transform_.scale.x; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ź<EFBFBD><C5BA>ĸ߶<C4B8>
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Float32 GetScaledHeight() const { return size_.y * transform_.scale.y; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ź<EFBFBD><C5BA>Ĵ<EFBFBD>С
Size GetScaledSize() const { return Size{ GetScaledWidth(), GetScaledHeight() }; }
// <20><>ȡê<C8A1><C3AA>
Point GetAnchor() const { return anchor_; }
// <20><>ȡ x <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>
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Float32 GetAnchorX() const { return anchor_.x; }
// <20><>ȡ y <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>
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Float32 GetAnchorY() const { return anchor_.y; }
// <20><>ȡ͸<C8A1><CDB8><EFBFBD><EFBFBD>
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Float32 GetOpacity() const { return opacity_; }
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// <20><>ȡ<EFBFBD><C8A1>ʾ͸<CABE><CDB8><EFBFBD><EFBFBD>
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Float32 GetDisplayedOpacity() const { return displayed_opacity_; }
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// <20><>ȡ<EFBFBD>
Transform GetTransform() const { return transform_; }
// <20><>ȡ<EFBFBD>߿<EFBFBD>
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virtual Rect GetBounds() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>а<EFBFBD>Χ<EFBFBD><CEA7>
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virtual Rect GetBoundingBox() const;
// <20><>ȡ<EFBFBD><C8A1>ά<EFBFBD><EFBFBD><E4BBBB><EFBFBD><EFBFBD>
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Matrix3x2 const& GetTransformMatrix() const;
// <20><>ȡ<EFBFBD><C8A1>ά<EFBFBD><EFBFBD><E4BBBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Matrix3x2 const& GetTransformInverseMatrix() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ɫ
inline Actor* GetParent() const { return parent_; }
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̨
inline Stage* GetStage() const { return stage_; }
// <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>
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virtual void SetPosition(
Point const& point
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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inline void SetPosition(
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Float32 x,
Float32 y
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)
{
SetPosition(Point{ x, y });
}
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD>
void SetPositionX(
Float32 x
);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetPositionY(
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Float32 y
);
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// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD>
void Move(
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Vec2 const& v
);
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// <20>ƶ<EFBFBD><C6B6><EFBFBD><EFBFBD><EFBFBD>
inline void Move(
Float32 vx,
Float32 vy
)
{
Move(Vec2{ vx, vy });
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ (1.0, 1.0)
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virtual void SetScale(
Vec2 const& scale
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ (1.0, 1.0)
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inline void SetScale(
Float32 scalex,
Float32 scaley
)
{
SetScale(Vec2{ scalex, scaley });
}
// <20><><EFBFBD>ô<EFBFBD><C3B4>нǶ<D0BD>
// Ĭ<><C4AC>Ϊ (0, 0)
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virtual void SetSkew(
Vec2 const& skew
);
// <20><><EFBFBD>ô<EFBFBD><C3B4>нǶ<D0BD>
// Ĭ<><C4AC>Ϊ (0, 0)
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inline void SetSkew(
Float32 skewx,
Float32 skewy
)
{
SetSkew(Vec2{ skewx, skewy });
}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
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virtual void SetRotation(
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Float32 rotation
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
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virtual void SetAnchor(
Vec2 const& anchor
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
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inline void SetAnchor(
Float32 anchorx,
Float32 anchory
)
{
SetAnchor(Vec2{ anchorx, anchory });
}
// <20>޸Ŀ<DEB8><C4BF><EFBFBD>
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virtual void SetWidth(
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Float32 width
);
// <20>޸ĸ߶<C4B8>
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virtual void SetHeight(
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Float32 height
);
// <20>޸Ĵ<DEB8>С
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virtual void SetSize(
Size const& size
);
// <20>޸Ĵ<DEB8>С
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inline void SetSize(
Float32 width,
Float32 height
)
{
SetSize(Size{ width, height });
}
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0, <20><>Χ [0, 1]
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virtual void SetOpacity(
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Float32 opacity
);
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// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void SetCascadeOpacityEnabled(
bool enabled
);
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// <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(
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Int32 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(
ActorPtr child
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ӽ<EFBFBD>ɫ
void AddChildren(
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Vector<ActorPtr> const& children
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽ<EFBFBD>ɫ
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Vector<ActorPtr> GetChildren(
String const& name
) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽ<EFBFBD>ɫ
ActorPtr GetChild(
String const& name
) const;
// <20><>ȡȫ<C8A1><C8AB><EFBFBD>ӽ<EFBFBD>ɫ
Children const& GetChildren() 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();
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// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ڽ<EFBFBD>ɫ<EFBFBD><C9AB>
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virtual bool ContainsPoint(const Point& point) const;
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// <20><>ͣ<EFBFBD><CDA3>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
inline void PauseUpdating() { update_pausing_ = true; }
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
inline void ResumeUpdating() { update_pausing_ = false; }
// <20><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ͣ
inline bool IsUpdatePausing() const { return update_pausing_; }
// <20><><EFBFBD>ø<EFBFBD><C3B8><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
inline void SetCallbackOnUpdate(UpdateCallback const& cb) { cb_update_ = cb; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
inline UpdateCallback GetCallbackOnUpdate() const { return cb_update_; }
// <20><>Ⱦ<EFBFBD><C8BE>ɫ<EFBFBD>߽<EFBFBD>
inline void ShowBorder(bool show) { show_border_ = show; }
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// <20>¼<EFBFBD><C2BC>ַ<EFBFBD>
void Dispatch(Event& evt) override;
// <20><><EFBFBD><EFBFBD>Ĭ<EFBFBD><C4AC>ê<EFBFBD><C3AA>
static void SetDefaultAnchor(
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Float32 anchor_x,
Float32 anchor_y
);
protected:
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virtual void Update(Duration dt);
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virtual void Render(RenderTarget* rt);
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virtual void PrepareRender(RenderTarget* rt);
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virtual void RenderBorder(RenderTarget* rt);
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virtual bool CheckVisibilty(RenderTarget* rt) const;
void UpdateTransform() const;
void UpdateOpacity();
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void Reorder();
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void SetStage(Stage* stage);
protected:
bool visible_;
bool update_pausing_;
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bool cascade_opacity_;
bool show_border_;
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bool hover_;
bool pressed_;
bool responsible_;
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Int32 z_order_;
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Float32 opacity_;
Float32 displayed_opacity_;
Actor* parent_;
Stage* stage_;
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UInt32 hash_name_;
Point anchor_;
Size size_;
Children children_;
UpdateCallback cb_update_;
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Transform transform_;
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bool is_fast_transform_;
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mutable bool visible_in_rt_;
mutable bool dirty_visibility_;
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mutable bool dirty_transform_;
mutable bool dirty_transform_inverse_;
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mutable Matrix3x2 transform_matrix_;
mutable Matrix3x2 transform_matrix_inverse_;
};
}