Magic_Game/core/Node/Node.cpp

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#include "..\e2dnode.h"
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#include "..\e2devent.h"
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#include "..\e2dmanager.h"
#include "..\e2daction.h"
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const e2d::Node::Property e2d::Node::Property::Origin = { };
e2d::Node::Property e2d::Node::Property::operator+(Property const & prop) const
{
Property result;
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result.pos = this->pos + prop.pos;
result.size = this->size + prop.size;
result.anchor = this->anchor + prop.anchor;
result.scale = this->scale + prop.scale;
result.skew = this->skew + prop.skew;
result.rotation = this->rotation + prop.rotation;
return std::move(result);
}
e2d::Node::Property e2d::Node::Property::operator-(Property const & prop) const
{
Property result;
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result.pos = this->pos - prop.pos;
result.size = this->size - prop.size;
result.anchor = this->anchor - prop.anchor;
result.scale = this->scale - prop.scale;
result.skew = this->skew - prop.skew;
result.rotation = this->rotation - prop.rotation;
return std::move(result);
}
e2d::Node::Node()
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: order_(0)
, pos_()
, size_()
, scale_(1.f, 1.f)
, rotation_(0)
, skew_(0, 0)
, display_opacity_(1.f)
, real_opacity_(1.f)
, anchor_()
, initial_matrix_(D2D1::Matrix3x2F::Identity())
, final_matrix_(D2D1::Matrix3x2F::Identity())
, visible_(true)
, parent_(nullptr)
, parent_scene_(nullptr)
, hash_name_(0)
, clip_enabled_(false)
, need_sort_(false)
, need_transform_(false)
, fixed_position_(false)
, collider_(this)
, border_(nullptr)
, border_color_(Color::Red, 0.6f)
, extrapolate_(Property::Origin)
{
}
e2d::Node::~Node()
{
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SafeRelease(border_);
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ActionManager::GetInstance()->ClearAllBindedWith(this);
for (const auto& child : children_)
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{
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GC::GetInstance()->SafeRelease(child);
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}
}
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void e2d::Node::Visit()
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{
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if (!visible_)
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return;
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if (!Game::GetInstance()->IsPaused())
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{
auto updatableNode = dynamic_cast<Updatable*>(this);
if (updatableNode)
{
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updatableNode->Update();
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}
}
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UpdateTransform();
extrapolate_ = this->GetProperty();
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auto renderTarget = Renderer::GetInstance()->GetRenderTarget();
if (clip_enabled_)
{
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renderTarget->SetTransform(final_matrix_);
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renderTarget->PushAxisAlignedClip(
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D2D1::RectF(0, 0, size_.width, size_.height),
D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
);
}
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if (children_.empty())
{
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auto drawableNode = dynamic_cast<Drawable*>(this);
if (drawableNode)
{
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renderTarget->SetTransform(final_matrix_);
drawableNode->Draw();
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}
}
else
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{
// <20>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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SortChildren();
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size_t i;
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for (i = 0; i < children_.size(); ++i)
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{
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auto child = children_[i];
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// <20><><EFBFBD><EFBFBD> Order С<><D0A1><EFBFBD><EFBFBD><EFBFBD>Ľڵ<C4BD>
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if (child->GetOrder() < 0)
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{
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child->Visit();
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}
else
{
break;
}
}
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auto drawableNode = dynamic_cast<Drawable*>(this);
if (drawableNode)
{
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renderTarget->SetTransform(final_matrix_);
drawableNode->Draw();
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}
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// <20><><EFBFBD><EFBFBD>ʣ<EFBFBD><CAA3><EFBFBD>ڵ<EFBFBD>
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for (; i < children_.size(); ++i)
children_[i]->Visit();
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}
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if (clip_enabled_)
{
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renderTarget->PopAxisAlignedClip();
}
}
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void e2d::Node::DrawBorder()
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{
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if (visible_)
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{
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if (border_)
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{
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auto renderer = Renderer::GetInstance();
auto brush = renderer->GetSolidBrush();
brush->SetColor(D2D1_COLOR_F(border_color_));
renderer->GetRenderTarget()->DrawGeometry(
border_,
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brush,
1.5f
);
}
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for (const auto& child : children_)
{
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child->DrawBorder();
}
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}
}
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void e2d::Node::DrawCollider()
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{
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if (visible_)
{
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collider_.Draw();
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for (const auto& child : children_)
{
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child->DrawCollider();
}
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}
}
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void e2d::Node::UpdateTransform()
{
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if (!need_transform_)
return;
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need_transform_ = false;
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// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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D2D1_POINT_2F anchor = { size_.width * anchor_.x, size_.height * anchor_.y };
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// <20>任 Initial <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ㽫<DAB5><E3BDAB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б
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initial_matrix_ = D2D1::Matrix3x2F::Scale(
scale_.x,
scale_.y,
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anchor
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) * D2D1::Matrix3x2F::Skew(
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skew_.x,
skew_.y,
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anchor
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) * D2D1::Matrix3x2F::Rotation(
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rotation_,
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anchor
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) * D2D1::Matrix3x2F::Translation(
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pos_.x,
pos_.y
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD>任 Final <20><><EFBFBD><EFBFBD>
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final_matrix_ = initial_matrix_ * D2D1::Matrix3x2F::Translation(-anchor.x, -anchor.y);
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// <20>͸<EFBFBD><CDB8>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if (!fixed_position_ && parent_)
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{
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initial_matrix_ = initial_matrix_ * parent_->initial_matrix_;
final_matrix_ = final_matrix_ * parent_->initial_matrix_;
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}
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// <20><><EFBFBD>¹<EFBFBD><C2B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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SafeRelease(border_);
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ID2D1Factory * factory = Renderer::GetFactory();
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ID2D1RectangleGeometry * rectangle = nullptr;
ID2D1TransformedGeometry * transformed = nullptr;
ThrowIfFailed(
factory->CreateRectangleGeometry(
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D2D1::RectF(0, 0, size_.width, size_.height),
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&rectangle
)
);
ThrowIfFailed(
factory->CreateTransformedGeometry(
rectangle,
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final_matrix_,
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&transformed
)
);
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border_ = transformed;
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SafeRelease(rectangle);
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// ֪ͨ<CDA8>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
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for (const auto& child : children_)
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{
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child->need_transform_ = true;
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}
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
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collider_.Recreate();
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if (collider_.IsEnabled() &&
collider_.IsCollisionNotify() &&
collider_.GetShape() != Collider::Shape::None)
{
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CollisionManager::GetInstance()->UpdateCollider(&collider_);
}
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}
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bool e2d::Node::Dispatch(const MouseEvent & e, bool handled)
{
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if (visible_)
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{
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for (auto riter = children_.crbegin(); riter != children_.crend(); ++riter)
handled = (*riter)->Dispatch(e, handled);
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auto handler = dynamic_cast<MouseEventHandler*>(this);
if (handler)
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handler->Handle(e);
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}
return handled;
}
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bool e2d::Node::Dispatch(const KeyEvent & e, bool handled)
{
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if (visible_)
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{
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for (auto riter = children_.crbegin(); riter != children_.crend(); ++riter)
handled = (*riter)->Dispatch(e, handled);
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auto handler = dynamic_cast<KeyEventHandler*>(this);
if (handler)
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handler->Handle(e);
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}
return handled;
}
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void e2d::Node::SortChildren()
{
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if (need_sort_)
{
std::sort(
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std::begin(children_),
std::end(children_),
[](Node * n1, Node * n2) { return n1->GetOrder() < n2->GetOrder(); }
);
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need_sort_ = false;
}
}
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void e2d::Node::UpdateOpacity()
{
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if (parent_)
{
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display_opacity_ = real_opacity_ * parent_->display_opacity_;
}
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for (const auto& child : children_)
{
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child->UpdateOpacity();
}
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}
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bool e2d::Node::IsVisible() const
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{
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return visible_;
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}
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const e2d::String& e2d::Node::GetName() const
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{
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return name_;
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}
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size_t e2d::Node::GetHashName() const
{
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return hash_name_;
}
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float e2d::Node::GetPosX() const
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{
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return pos_.x;
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}
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float e2d::Node::GetPosY() const
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{
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return pos_.y;
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}
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e2d::Point e2d::Node::GetPos() const
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{
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return Point(pos_.x, pos_.y);
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}
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float e2d::Node::GetWidth() const
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{
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return size_.width * scale_.x;
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}
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float e2d::Node::GetHeight() const
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{
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return size_.height * scale_.y;
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}
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float e2d::Node::GetRealWidth() const
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{
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return size_.width;
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}
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float e2d::Node::GetRealHeight() const
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{
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return size_.height;
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}
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e2d::Size e2d::Node::GetRealSize() const
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{
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return Size(size_.width, size_.height);
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}
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float e2d::Node::GetAnchorX() const
{
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return anchor_.x;
}
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float e2d::Node::GetAnchorY() const
{
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return anchor_.y;
}
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e2d::Size e2d::Node::GetSize() const
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{
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return Size(GetWidth(), GetHeight());
}
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float e2d::Node::GetScaleX() const
{
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return scale_.x;
}
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float e2d::Node::GetScaleY() const
{
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return scale_.y;
}
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float e2d::Node::GetSkewX() const
{
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return skew_.x;
}
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float e2d::Node::GetSkewY() const
{
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return skew_.y;
}
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float e2d::Node::GetRotation() const
{
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return rotation_;
}
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float e2d::Node::GetOpacity() const
{
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return real_opacity_;
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}
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e2d::Node::Property e2d::Node::GetProperty() const
{
Property prop;
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prop.pos = pos_;
prop.size = size_;
prop.anchor = anchor_;
prop.scale = scale_;
prop.rotation = rotation_;
prop.skew = skew_;
return std::move(prop);
}
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e2d::Node::Property e2d::Node::GetExtrapolate() const
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{
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return this->GetProperty() - extrapolate_;
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}
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e2d::Collider* e2d::Node::GetCollider()
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{
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return &collider_;
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}
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int e2d::Node::GetOrder() const
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{
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return order_;
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}
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void e2d::Node::SetOrder(int order)
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{
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if (order_ == order)
return;
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order_ = order;
if (parent_)
{
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parent_->need_sort_ = true;
}
}
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void e2d::Node::SetPosX(float x)
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{
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this->SetPos(x, pos_.y);
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}
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void e2d::Node::SetPosY(float y)
{
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this->SetPos(pos_.x, y);
}
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void e2d::Node::SetPos(const Point & p)
{
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this->SetPos(p.x, p.y);
}
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void e2d::Node::SetPos(float x, float y)
{
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if (pos_.x == x && pos_.y == y)
return;
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pos_.x = x;
pos_.y = y;
need_transform_ = true;
}
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void e2d::Node::SetPosFixed(bool fixed)
{
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if (fixed_position_ == fixed)
return;
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fixed_position_ = fixed;
need_transform_ = true;
}
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void e2d::Node::Move(float x, float y)
{
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this->SetPos(pos_.x + x, pos_.y + y);
}
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void e2d::Node::Move(const Point & v)
{
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this->Move(v.x, v.y);
}
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void e2d::Node::SetScaleX(float scale_x)
{
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this->SetScale(scale_x, scale_.y);
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}
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void e2d::Node::SetScaleY(float scale_y)
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{
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this->SetScale(scale_.x, scale_y);
}
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void e2d::Node::SetScale(float scale)
{
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this->SetScale(scale, scale);
}
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void e2d::Node::SetScale(float scale_x, float scale_y)
{
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if (scale_.x == scale_x && scale_.y == scale_y)
return;
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scale_.x = scale_x;
scale_.y = scale_y;
need_transform_ = true;
}
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void e2d::Node::SetSkewX(float skew_x)
{
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this->SetSkew(skew_x, skew_.y);
}
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void e2d::Node::SetSkewY(float skew_y)
{
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this->SetSkew(skew_.x, skew_y);
}
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void e2d::Node::SetSkew(float skew_x, float skew_y)
{
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if (skew_.x == skew_x && skew_.y == skew_y)
return;
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skew_.x = skew_x;
skew_.y = skew_y;
need_transform_ = true;
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}
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void e2d::Node::SetRotation(float angle)
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{
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if (rotation_ == angle)
return;
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2018-09-04 22:42:34 +08:00
rotation_ = angle;
need_transform_ = true;
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}
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void e2d::Node::SetOpacity(float opacity)
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{
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if (real_opacity_ == opacity)
return;
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display_opacity_ = real_opacity_ = std::min(std::max(opacity, 0.f), 1.f);
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// <20><><EFBFBD>½ڵ<C2BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
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UpdateOpacity();
}
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void e2d::Node::SetAnchorX(float anchor_x)
{
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this->SetAnchor(anchor_x, anchor_.y);
}
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void e2d::Node::SetAnchorY(float anchor_y)
{
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this->SetAnchor(anchor_.x, anchor_y);
}
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void e2d::Node::SetAnchor(float anchor_x, float anchor_y)
{
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if (anchor_.x == anchor_x && anchor_.y == anchor_y)
return;
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anchor_.x = std::min(std::max(anchor_x, 0.f), 1.f);
anchor_.y = std::min(std::max(anchor_y, 0.f), 1.f);
need_transform_ = true;
}
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void e2d::Node::SetWidth(float width)
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{
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this->SetSize(width, size_.height);
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}
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void e2d::Node::SetHeight(float height)
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{
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this->SetSize(size_.width, height);
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}
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void e2d::Node::SetSize(float width, float height)
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{
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if (size_.width == width && size_.height == height)
return;
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size_.width = width;
size_.height = height;
need_transform_ = true;
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}
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void e2d::Node::SetSize(Size size)
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{
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this->SetSize(size.width, size.height);
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}
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void e2d::Node::SetProperty(Property prop)
{
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this->SetPos(prop.pos.x, prop.pos.y);
this->SetSize(prop.size.width, prop.size.height);
this->SetAnchor(prop.anchor.x, prop.anchor.y);
this->SetScale(prop.scale.x, prop.scale.y);
this->SetRotation(prop.rotation);
this->SetSkew(prop.skew.x, prop.skew.y);
}
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void e2d::Node::SetClipEnabled(bool enabled)
{
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clip_enabled_ = enabled;
}
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void e2d::Node::SetBorderColor(const Color & color)
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{
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border_color_ = color;
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}
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void e2d::Node::AddChild(Node * child, int order /* = 0 */)
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{
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WARN_IF(child == nullptr, "Node::AddChild NULL pointer exception.");
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if (child)
{
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if (child->parent_ != nullptr)
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{
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throw Exception("<EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>и<EFBFBD><EFBFBD>ڵ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>");
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}
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for (Node * parent = this; parent != nullptr; parent = parent->GetParent())
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{
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if (child == parent)
{
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throw Exception("һ<EFBFBD><EFBFBD><EFBFBD>ڵ㲻<EFBFBD><EFBFBD>ͬʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD>ĸ<EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<EFBFBD>");
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}
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}
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child->Retain();
children_.push_back(child);
child->SetOrder(order);
child->parent_ = this;
if (this->parent_scene_)
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{
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child->SetParentScene(this->parent_scene_);
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}
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
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child->UpdateOpacity();
// <20><><EFBFBD>½ڵ<C2BD>ת<EFBFBD><D7AA>
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child->need_transform_ = true;
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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need_sort_ = true;
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}
}
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void e2d::Node::AddChild(const Nodes& nodes, int order)
{
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for (const auto& node : nodes)
{
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this->AddChild(node, order);
}
}
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e2d::Node * e2d::Node::GetParent() const
{
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return parent_;
}
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e2d::Scene * e2d::Node::GetParentScene() const
{
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return parent_scene_;
}
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e2d::Node::Nodes e2d::Node::GetChildren(const String& name) const
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{
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Nodes children;
size_t hash = name.GetHash();
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for (const auto& child : children_)
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{
// <20><>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ƿ<EFBFBD><C6BF>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC> Hash ֵ<><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱȽ<C8B1> Hash <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶ<EFBFBD>
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if (child->hash_name_ == hash && child->name_ == name)
{
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children.push_back(child);
}
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}
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return std::move(children);
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}
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e2d::Node * e2d::Node::GetChild(const String& name) const
2018-04-24 13:28:21 +08:00
{
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size_t hash = name.GetHash();
2018-04-24 13:28:21 +08:00
2018-09-04 22:42:34 +08:00
for (const auto& child : children_)
2018-04-24 13:28:21 +08:00
{
// <20><>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ƿ<EFBFBD><C6BF>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC> Hash ֵ<><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱȽ<C8B1> Hash <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶ<EFBFBD>
2018-09-04 22:42:34 +08:00
if (child->hash_name_ == hash && child->name_ == name)
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{
return child;
}
}
return nullptr;
}
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const std::vector<e2d::Node*>& e2d::Node::GetAllChildren() const
2018-02-03 22:04:43 +08:00
{
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return children_;
}
2018-02-03 22:04:43 +08:00
2018-09-04 22:42:34 +08:00
int e2d::Node::GetChildrenCount() const
{
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return static_cast<int>(children_.size());
2018-02-03 22:04:43 +08:00
}
2018-09-04 22:42:34 +08:00
void e2d::Node::RemoveFromParent()
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{
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if (parent_)
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{
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parent_->RemoveChild(this);
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}
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}
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bool e2d::Node::RemoveChild(Node * child)
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{
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WARN_IF(child == nullptr, "Node::RemoveChildren NULL pointer exception.");
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2018-09-04 22:42:34 +08:00
if (children_.empty())
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{
return false;
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}
if (child)
{
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auto iter = std::find(children_.begin(), children_.end(), child);
if (iter != children_.end())
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{
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children_.erase(iter);
child->parent_ = nullptr;
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2018-09-04 22:42:34 +08:00
if (child->parent_scene_)
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{
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child->SetParentScene(nullptr);
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}
2018-05-21 23:04:58 +08:00
2018-09-04 22:42:34 +08:00
child->Release();
return true;
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}
}
return false;
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}
2018-09-04 22:42:34 +08:00
void e2d::Node::RemoveChildren(const String& child_name)
2017-10-14 11:40:47 +08:00
{
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WARN_IF(child_name.IsEmpty(), "Invalid Node name.");
2017-10-14 18:43:32 +08:00
2018-09-04 22:42:34 +08:00
if (children_.empty())
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{
return;
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}
2017-10-17 21:22:25 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Hash ֵ
2018-09-04 22:42:34 +08:00
size_t hash = child_name.GetHash();
2017-10-17 21:22:25 +08:00
2018-08-12 15:38:02 +08:00
auto iter = std::find_if(
2018-09-04 22:42:34 +08:00
children_.begin(),
children_.end(),
[child_name, hash](Node* child) ->bool { return child->hash_name_ == hash && child->name_ == child_name; }
2018-08-12 15:38:02 +08:00
);
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if (iter != children_.end())
2017-10-14 18:43:32 +08:00
{
2018-09-04 22:42:34 +08:00
(*iter)->parent_ = nullptr;
if ((*iter)->parent_scene_)
2017-10-14 18:43:32 +08:00
{
2018-09-04 22:42:34 +08:00
(*iter)->SetParentScene(nullptr);
2017-10-14 18:43:32 +08:00
}
2018-09-04 22:42:34 +08:00
(*iter)->Release();
children_.erase(iter);
2017-10-14 18:43:32 +08:00
}
2017-10-14 11:40:47 +08:00
}
2018-09-04 22:42:34 +08:00
void e2d::Node::RemoveAllChildren()
2017-10-17 21:22:25 +08:00
{
// <20><><EFBFBD>нڵ<D0BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
2018-09-04 22:42:34 +08:00
for (const auto& child : children_)
2017-10-17 21:22:25 +08:00
{
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child->Release();
2017-10-17 21:22:25 +08:00
}
// <20><><EFBFBD>մ<EFBFBD><D5B4><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-09-04 22:42:34 +08:00
children_.clear();
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}
2018-09-04 22:42:34 +08:00
void e2d::Node::RunAction(Action * action)
2017-10-19 00:50:04 +08:00
{
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ActionManager::GetInstance()->Start(action, this, false);
2017-10-19 00:50:04 +08:00
}
2018-09-04 22:42:34 +08:00
void e2d::Node::ResumeAction(const String& name)
{
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auto& actions = ActionManager::GetInstance()->Get(name);
2018-08-12 14:30:28 +08:00
for (const auto& action : actions)
{
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if (action->GetTarget() == this)
2018-03-06 09:56:17 +08:00
{
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action->Resume();
2018-03-06 09:56:17 +08:00
}
}
}
2018-09-04 22:42:34 +08:00
void e2d::Node::PauseAction(const String& name)
2018-03-06 09:56:17 +08:00
{
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auto& actions = ActionManager::GetInstance()->Get(name);
2018-08-12 14:30:28 +08:00
for (const auto& action : actions)
2018-03-06 09:56:17 +08:00
{
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if (action->GetTarget() == this)
2018-03-06 09:56:17 +08:00
{
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action->Pause();
2018-03-06 09:56:17 +08:00
}
}
}
2018-09-04 22:42:34 +08:00
void e2d::Node::StopAction(const String& name)
2018-03-06 09:56:17 +08:00
{
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auto& actions = ActionManager::GetInstance()->Get(name);
2018-08-12 14:30:28 +08:00
for (const auto& action : actions)
2018-03-06 09:56:17 +08:00
{
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if (action->GetTarget() == this)
2018-03-06 09:56:17 +08:00
{
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action->Stop();
2018-03-06 09:56:17 +08:00
}
}
}
2018-09-04 22:42:34 +08:00
bool e2d::Node::ContainsPoint(const Point& point)
2017-10-21 19:09:31 +08:00
{
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if (size_.width == 0.f || size_.height == 0.f)
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return false;
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UpdateTransform();
BOOL ret = 0;
2018-08-15 00:06:03 +08:00
ThrowIfFailed(
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border_->FillContainsPoint(
2018-07-28 20:06:27 +08:00
D2D1::Point2F(point.x, point.y),
2018-09-01 23:00:08 +08:00
D2D1::Matrix3x2F::Identity(),
&ret
2018-08-15 00:06:03 +08:00
)
);
return ret != 0;
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}
2018-09-04 22:42:34 +08:00
bool e2d::Node::Intersects(Node * node)
2018-03-06 09:56:17 +08:00
{
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if (size_.width == 0.f || size_.height == 0.f || node->size_.width == 0.f || node->size_.height == 0.f)
2018-09-01 23:00:08 +08:00
return false;
// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
2018-09-04 22:42:34 +08:00
UpdateTransform();
node->UpdateTransform();
2018-09-01 23:00:08 +08:00
// <20><>ȡ<EFBFBD>ཻ״̬
D2D1_GEOMETRY_RELATION relation = D2D1_GEOMETRY_RELATION_UNKNOWN;
2018-08-15 00:06:03 +08:00
ThrowIfFailed(
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border_->CompareWithGeometry(
node->border_,
2018-07-07 18:04:18 +08:00
D2D1::Matrix3x2F::Identity(),
&relation
2018-08-15 00:06:03 +08:00
)
);
return relation != D2D1_GEOMETRY_RELATION_UNKNOWN &&
relation != D2D1_GEOMETRY_RELATION_DISJOINT;
2018-03-06 09:56:17 +08:00
}
2018-09-04 22:42:34 +08:00
void e2d::Node::ResumeAllActions()
2017-10-21 19:09:31 +08:00
{
2018-09-04 22:42:34 +08:00
ActionManager::GetInstance()->ResumeAllBindedWith(this);
2017-10-21 19:09:31 +08:00
}
2018-09-04 22:42:34 +08:00
void e2d::Node::PauseAllActions()
2017-10-21 19:09:31 +08:00
{
2018-09-04 22:42:34 +08:00
ActionManager::GetInstance()->PauseAllBindedWith(this);
2017-10-21 19:09:31 +08:00
}
2018-09-04 22:42:34 +08:00
void e2d::Node::StopAllActions()
2017-10-21 19:09:31 +08:00
{
2018-09-04 22:42:34 +08:00
ActionManager::GetInstance()->StopAllBindedWith(this);
2017-10-21 19:09:31 +08:00
}
2018-09-04 22:42:34 +08:00
void e2d::Node::SetVisible(bool value)
{
2018-09-04 22:42:34 +08:00
visible_ = value;
}
2018-09-04 22:42:34 +08:00
void e2d::Node::SetName(const String& name)
2017-10-14 11:40:47 +08:00
{
2018-09-04 22:42:34 +08:00
WARN_IF(name.IsEmpty(), "Invalid Node name.");
2017-10-14 11:40:47 +08:00
2018-09-04 22:42:34 +08:00
if (!name.IsEmpty() && name_ != name)
2017-10-14 11:40:47 +08:00
{
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>
2018-09-04 22:42:34 +08:00
name_ = name;
2017-10-14 11:40:47 +08:00
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD> Hash <20><>
2018-09-04 22:42:34 +08:00
hash_name_ = name.GetHash();
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}
}
2017-10-17 21:22:25 +08:00
2018-09-04 22:42:34 +08:00
void e2d::Node::SetParentScene(Scene * scene)
2017-10-17 21:22:25 +08:00
{
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parent_scene_ = scene;
for (const auto& child : children_)
2017-10-17 21:22:25 +08:00
{
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child->SetParentScene(scene);
2017-10-17 21:22:25 +08:00
}
}