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// Copyright (c) 2016-2018 Kiwano - Nomango
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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2019-03-31 01:37:06 +08:00
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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2019-03-31 01:37:06 +08:00
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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#pragma once
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#include <kiwano/core/ObjectBase.h>
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#include <kiwano/core/Time.h>
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#include <kiwano/core/TimerManager.h>
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#include <kiwano/core/EventDispatcher.h>
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#include <kiwano/math/Math.h>
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#include <kiwano/2d/action/ActionManager.h>
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#include <kiwano/2d/Component.h>
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2019-04-11 14:40:54 +08:00
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namespace kiwano
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{
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class Stage;
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class Director;
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class RenderContext;
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KGE_DECLARE_SMART_PTR(Actor);
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/// \~chinese
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/// @brief 角色列表
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typedef IntrusiveList<ActorPtr> ActorList;
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/**
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* \~chinese
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* \defgroup Actors 基础角色
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*/
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/**
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* \addtogroup Actors
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* @{
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*/
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/**
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* \~chinese
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* @brief 角色
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* @details
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* 角色是舞台上最基本的元素,是完成渲染、更新、事件分发等功能的最小单位,也是动画、定时器、事件监听等功能的载体
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*/
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class KGE_API Actor
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: public virtual ObjectBase
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, public TimerManager
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, public ActionManager
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, public EventDispatcher
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, protected IntrusiveListValue<ActorPtr>
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{
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friend class Director;
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friend class Transition;
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friend IntrusiveList<ActorPtr>;
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public:
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/// \~chinese
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/// @brief 角色更新回调函数
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typedef Function<void(Duration)> UpdateCallback;
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/// \~chinese
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/// @brief 创建角色
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static ActorPtr Create();
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Actor();
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virtual ~Actor();
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/// \~chinese
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/// @brief 更新角色
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/// @details 每帧画面刷新前调用该函数,重载该函数以实现角色的更新处理
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/// @param dt 距上一次更新的时间间隔
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virtual void OnUpdate(Duration dt);
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/// \~chinese
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/// @brief 渲染角色
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/// @details
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/// 每帧画面刷新时调用该函数,默认不进行渲染,重载该函数以实现具体渲染过程
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/// @param ctx 渲染上下文
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virtual void OnRender(RenderContext& ctx);
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/// \~chinese
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/// @brief 获取显示状态
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bool IsVisible() const;
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/// \~chinese
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/// @brief 获取响应状态
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bool IsResponsible() const;
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/// \~chinese
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/// @brief 是否启用级联透明度
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bool IsCascadeOpacityEnabled() const;
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/// \~chinese
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/// @brief 获取名称的 Hash 值
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size_t GetHashName() const;
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/// \~chinese
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/// @brief 获取 Z 轴顺序
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int GetZOrder() const;
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/// \~chinese
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/// @brief 获取坐标
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virtual Point GetPosition() const;
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/// \~chinese
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/// @brief 获取 x 坐标
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float GetPositionX() const;
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/// \~chinese
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/// @brief 获取 y 坐标
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float GetPositionY() const;
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/// \~chinese
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/// @brief 获取大小
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virtual Size GetSize() const;
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/// \~chinese
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/// @brief 获取宽度
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float GetWidth() const;
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/// \~chinese
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/// @brief 获取高度
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float GetHeight() const;
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/// \~chinese
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/// @brief 获取缩放后的宽度
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float GetScaledWidth() const;
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/// \~chinese
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/// @brief 获取缩放后的高度
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float GetScaledHeight() const;
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/// \~chinese
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/// @brief 获取缩放后的大小
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Size GetScaledSize() const;
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/// \~chinese
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/// @brief 获取锚点
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virtual Point GetAnchor() const;
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/// \~chinese
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/// @brief 获取 x 方向锚点
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float GetAnchorX() const;
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/// \~chinese
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/// @brief 获取 y 方向锚点
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float GetAnchorY() const;
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/// \~chinese
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/// @brief 获取透明度
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virtual float GetOpacity() const;
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/// \~chinese
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/// @brief 获取显示透明度
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float GetDisplayedOpacity() const;
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/// \~chinese
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/// @brief 获取旋转角度
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virtual float GetRotation() const;
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/// \~chinese
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/// @brief 获取缩放比例
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virtual Point GetScale() const;
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/// \~chinese
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/// @brief 获取横向缩放比例
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float GetScaleX() const;
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/// \~chinese
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/// @brief 获取纵向缩放比例
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float GetScaleY() const;
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/// \~chinese
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/// @brief 获取错切角度
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virtual Point GetSkew() const;
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/// \~chinese
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/// @brief 获取横向错切角度
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float GetSkewX() const;
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/// \~chinese
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/// @brief 获取纵向错切角度
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float GetSkewY() const;
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/// \~chinese
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/// @brief 获取变换
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Transform GetTransform() const;
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/// \~chinese
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/// @brief 获取父角色
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Actor* GetParent() const;
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/// \~chinese
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/// @brief 获取所在舞台
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Stage* GetStage() const;
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/// \~chinese
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/// @brief 获取边框
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virtual Rect GetBounds() const;
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/// \~chinese
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/// @brief 获取外切包围盒
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virtual Rect GetBoundingBox() const;
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/// \~chinese
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/// @brief 获取二维变换矩阵
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const Matrix3x2& GetTransformMatrix() const;
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/// \~chinese
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/// @brief 获取二维变换的逆矩阵
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const Matrix3x2& GetTransformInverseMatrix() const;
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/// \~chinese
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/// @brief 设置角色是否可见
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void SetVisible(bool val);
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/// \~chinese
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/// @brief 设置名称
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void SetName(String const& name);
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/// \~chinese
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/// @brief 设置坐标
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virtual void SetPosition(Point const& point);
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/// \~chinese
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/// @brief 设置坐标
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void SetPosition(float x, float y);
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/// \~chinese
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/// @brief 设置横坐标
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void SetPositionX(float x);
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/// \~chinese
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2020-02-10 17:32:04 +08:00
|
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|
/// @brief 设置纵坐标
|
2020-01-21 10:09:55 +08:00
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|
void SetPositionY(float y);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 移动坐标
|
2020-01-21 10:09:55 +08:00
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void Move(Vec2 const& v);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 移动坐标
|
2020-01-21 10:09:55 +08:00
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void Move(float vx, float vy);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 设置缩放比例,默认为 (1.0, 1.0)
|
2020-01-21 10:09:55 +08:00
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virtual void SetScale(Vec2 const& scale);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 设置缩放比例,默认为 (1.0, 1.0)
|
2020-01-21 10:09:55 +08:00
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void SetScale(float scalex, float scaley);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 设置错切角度,默认为 (0, 0)
|
2020-01-21 10:09:55 +08:00
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virtual void SetSkew(Vec2 const& skew);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 设置错切角度,默认为 (0, 0)
|
2020-01-21 10:09:55 +08:00
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void SetSkew(float skewx, float skewy);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 设置旋转角度,默认为 0
|
2020-01-21 10:09:55 +08:00
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virtual void SetRotation(float rotation);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 设置锚点位置,默认为 (0, 0), 范围 [0, 1]
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2020-01-21 10:09:55 +08:00
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virtual void SetAnchor(Vec2 const& anchor);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 设置锚点位置,默认为 (0, 0), 范围 [0, 1]
|
2020-01-21 10:09:55 +08:00
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void SetAnchor(float anchorx, float anchory);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 修改大小
|
2020-01-21 10:09:55 +08:00
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virtual void SetSize(Size const& size);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 修改大小
|
2020-01-21 10:09:55 +08:00
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void SetSize(float width, float height);
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|
2020-02-17 12:06:29 +08:00
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/// \~chinese
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|
/// @brief 修改宽度
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void SetWidth(float width);
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/// \~chinese
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/// @brief 修改高度
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void SetHeight(float height);
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|
2020-01-21 10:09:55 +08:00
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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|
/// @brief 设置透明度,默认为 1.0, 范围 [0, 1]
|
2020-01-21 10:09:55 +08:00
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virtual void SetOpacity(float opacity);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 启用或禁用级联透明度
|
2020-01-21 10:09:55 +08:00
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|
void SetCascadeOpacityEnabled(bool enabled);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 设置二维仿射变换
|
2020-01-21 10:09:55 +08:00
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void SetTransform(Transform const& transform);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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/// @brief 设置 Z 轴顺序,默认为 0
|
2020-01-21 10:09:55 +08:00
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|
void SetZOrder(int zorder);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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|
/// @brief 设置角色是否可响应,默认为 false
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|
/// @details 可响应的角色会收到鼠标的 Hover | Out | Click 消息
|
2020-01-21 10:09:55 +08:00
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|
void SetResponsible(bool enable);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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|
/// @brief 添加子角色
|
2020-01-21 10:09:55 +08:00
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|
void AddChild(ActorPtr child, int zorder = 0);
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/// \~chinese
|
2020-02-10 17:32:04 +08:00
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|
/// @brief 添加子角色
|
2020-01-21 10:09:55 +08:00
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|
void AddChild(Actor* child, int zorder = 0);
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|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
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|
/// @brief 添加多个子角色
|
2020-01-21 10:09:55 +08:00
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|
void AddChildren(Vector<ActorPtr> const& children);
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|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
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|
/// @brief 获取名称相同的子角色
|
2020-02-15 17:32:32 +08:00
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|
|
ActorPtr GetChild(String const& name) const;
|
2020-01-21 10:09:55 +08:00
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|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
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|
|
/// @brief 获取所有名称相同的子角色
|
2020-01-21 10:09:55 +08:00
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|
|
|
Vector<ActorPtr> GetChildren(String const& name) const;
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|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 获取全部子角色
|
2020-02-18 12:53:18 +08:00
|
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|
|
ActorList& GetAllChildren();
|
2020-01-21 10:09:55 +08:00
|
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
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|
|
/// @brief 获取全部子角色
|
2020-02-18 12:53:18 +08:00
|
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|
|
ActorList const& GetAllChildren() const;
|
2020-01-21 10:09:55 +08:00
|
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 移除子角色
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void RemoveChild(ActorPtr child);
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 移除子角色
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void RemoveChild(Actor* child);
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 移除所有名称相同的子角色
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void RemoveChildren(String const& child_name);
|
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 移除所有角色
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void RemoveAllChildren();
|
|
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|
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 从父角色移除
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void RemoveFromParent();
|
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|
|
|
2020-02-18 12:53:18 +08:00
|
|
|
|
/// \~chinese
|
|
|
|
|
|
/// @brief 添加组件
|
|
|
|
|
|
/// @param component 组件
|
|
|
|
|
|
Component* AddComponent(ComponentPtr component);
|
|
|
|
|
|
|
|
|
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|
|
/// \~chinese
|
|
|
|
|
|
/// @brief 添加组件
|
|
|
|
|
|
/// @param component 组件
|
|
|
|
|
|
Component* AddComponent(Component* component);
|
|
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|
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|
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|
|
|
|
/// \~chinese
|
|
|
|
|
|
/// @brief 获取所有组件
|
|
|
|
|
|
ComponentList& GetAllComponents();
|
|
|
|
|
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|
|
|
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|
|
/// \~chinese
|
|
|
|
|
|
/// @brief 获取所有组件
|
|
|
|
|
|
const ComponentList& GetAllComponents() const;
|
|
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|
|
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|
|
/// \~chinese
|
|
|
|
|
|
/// @brief 移除组件
|
|
|
|
|
|
/// @param name 组件名称
|
|
|
|
|
|
void RemoveComponents(String const& name);
|
|
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|
|
|
|
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|
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|
|
/// \~chinese
|
|
|
|
|
|
/// @brief 移除所有组件
|
|
|
|
|
|
void RemoveAllComponents();
|
|
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 暂停角色更新
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void PauseUpdating();
|
|
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|
|
|
|
|
|
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 继续角色更新
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void ResumeUpdating();
|
|
|
|
|
|
|
|
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 角色更新是否暂停
|
2020-01-21 10:09:55 +08:00
|
|
|
|
bool IsUpdatePausing() const;
|
|
|
|
|
|
|
|
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 设置更新时的回调函数
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void SetCallbackOnUpdate(UpdateCallback const& cb);
|
|
|
|
|
|
|
|
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 获取更新时的回调函数
|
2020-01-21 10:09:55 +08:00
|
|
|
|
UpdateCallback GetCallbackOnUpdate() const;
|
|
|
|
|
|
|
|
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 判断点是否在角色内
|
2020-01-21 10:09:55 +08:00
|
|
|
|
virtual bool ContainsPoint(const Point& point) const;
|
|
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|
|
|
|
|
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 渲染角色边界
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void ShowBorder(bool show);
|
|
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|
|
|
|
|
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 分发事件
|
|
|
|
|
|
/// @param evt 事件
|
|
|
|
|
|
/// @return 是否继续分发该事件
|
2020-01-21 10:09:55 +08:00
|
|
|
|
virtual bool DispatchEvent(Event* evt);
|
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|
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|
|
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 设置默认锚点
|
2020-01-21 10:09:55 +08:00
|
|
|
|
static void SetDefaultAnchor(float anchor_x, float anchor_y);
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|
protected:
|
|
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|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 更新自身和所有子角色
|
2020-01-21 10:09:55 +08:00
|
|
|
|
virtual void Update(Duration dt);
|
|
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|
|
|
|
|
|
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 渲染自身和所有子角色
|
2020-01-21 10:09:55 +08:00
|
|
|
|
virtual void Render(RenderContext& ctx);
|
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|
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 绘制自身和所有子角色的边界
|
2020-01-21 10:09:55 +08:00
|
|
|
|
virtual void RenderBorder(RenderContext& ctx);
|
|
|
|
|
|
|
|
|
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|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 检查是否在渲染上下文的视区内
|
2020-01-21 10:09:55 +08:00
|
|
|
|
virtual bool CheckVisibility(RenderContext& ctx) const;
|
|
|
|
|
|
|
|
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 渲染前初始化渲染上下文状态,仅当 CheckVisibility 返回真时调用该函数
|
2020-01-21 10:09:55 +08:00
|
|
|
|
virtual void PrepareToRender(RenderContext& ctx);
|
|
|
|
|
|
|
|
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 更新自己的二维变换,并通知所有子角色
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void UpdateTransform() const;
|
|
|
|
|
|
|
|
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 更新自己和所有子角色的透明度
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void UpdateOpacity();
|
|
|
|
|
|
|
|
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 将所有子角色按Z轴顺序排序
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void Reorder();
|
|
|
|
|
|
|
|
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 设置节点所在舞台
|
2020-01-21 10:09:55 +08:00
|
|
|
|
void SetStage(Stage* stage);
|
|
|
|
|
|
|
|
|
|
|
|
/// \~chinese
|
2020-02-10 17:32:04 +08:00
|
|
|
|
/// @brief 处理事件
|
2020-02-18 12:53:18 +08:00
|
|
|
|
bool HandleEvent(Event* evt);
|
2020-01-21 10:09:55 +08:00
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
|
|
bool visible_;
|
|
|
|
|
|
bool update_pausing_;
|
|
|
|
|
|
bool cascade_opacity_;
|
|
|
|
|
|
bool show_border_;
|
|
|
|
|
|
bool hover_;
|
|
|
|
|
|
bool pressed_;
|
|
|
|
|
|
bool responsible_;
|
|
|
|
|
|
int z_order_;
|
|
|
|
|
|
float opacity_;
|
|
|
|
|
|
float displayed_opacity_;
|
|
|
|
|
|
Actor* parent_;
|
|
|
|
|
|
Stage* stage_;
|
|
|
|
|
|
size_t hash_name_;
|
|
|
|
|
|
Point anchor_;
|
|
|
|
|
|
Size size_;
|
2020-02-18 12:53:18 +08:00
|
|
|
|
ActorList children_;
|
|
|
|
|
|
ComponentList components_;
|
2020-01-21 10:09:55 +08:00
|
|
|
|
UpdateCallback cb_update_;
|
|
|
|
|
|
Transform transform_;
|
|
|
|
|
|
|
|
|
|
|
|
bool is_fast_transform_;
|
|
|
|
|
|
mutable bool visible_in_rt_;
|
|
|
|
|
|
mutable bool dirty_visibility_;
|
|
|
|
|
|
mutable bool dirty_transform_;
|
|
|
|
|
|
mutable bool dirty_transform_inverse_;
|
|
|
|
|
|
mutable Matrix3x2 transform_matrix_;
|
|
|
|
|
|
mutable Matrix3x2 transform_matrix_inverse_;
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
/** @} */
|
|
|
|
|
|
|
|
|
|
|
|
inline void Actor::OnUpdate(Duration dt)
|
|
|
|
|
|
{
|
|
|
|
|
|
KGE_NOT_USED(dt);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
inline void Actor::OnRender(RenderContext& ctx)
|
|
|
|
|
|
{
|
|
|
|
|
|
KGE_NOT_USED(ctx);
|
|
|
|
|
|
}
|
2019-03-31 01:37:06 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline bool Actor::IsVisible() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return visible_;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
inline bool Actor::IsResponsible() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return responsible_;
|
|
|
|
|
|
}
|
2019-07-29 13:42:13 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline bool Actor::IsCascadeOpacityEnabled() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return cascade_opacity_;
|
|
|
|
|
|
}
|
2020-01-09 08:45:00 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline size_t Actor::GetHashName() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return hash_name_;
|
|
|
|
|
|
}
|
2020-01-09 08:45:00 +08:00
|
|
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|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline int Actor::GetZOrder() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return z_order_;
|
|
|
|
|
|
}
|
2020-01-09 08:45:00 +08:00
|
|
|
|
|
2020-02-17 12:06:29 +08:00
|
|
|
|
inline Point Actor::GetPosition() const
|
2020-01-21 10:09:55 +08:00
|
|
|
|
{
|
|
|
|
|
|
return transform_.position;
|
|
|
|
|
|
}
|
2020-01-09 08:45:00 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetPositionX() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetPosition().x;
|
|
|
|
|
|
}
|
2020-01-09 08:45:00 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetPositionY() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetPosition().y;
|
|
|
|
|
|
}
|
2020-01-09 08:45:00 +08:00
|
|
|
|
|
2020-02-17 12:06:29 +08:00
|
|
|
|
inline Point Actor::GetScale() const
|
2020-01-21 10:09:55 +08:00
|
|
|
|
{
|
|
|
|
|
|
return transform_.scale;
|
|
|
|
|
|
}
|
2020-01-09 08:45:00 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetScaleX() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetScale().x;
|
|
|
|
|
|
}
|
2019-09-29 22:23:13 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetScaleY() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetScale().y;
|
|
|
|
|
|
}
|
2019-09-29 22:23:13 +08:00
|
|
|
|
|
2020-02-17 12:06:29 +08:00
|
|
|
|
inline Point Actor::GetSkew() const
|
2020-01-21 10:09:55 +08:00
|
|
|
|
{
|
|
|
|
|
|
return transform_.skew;
|
|
|
|
|
|
}
|
2019-03-31 01:37:06 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetSkewX() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetSkew().x;
|
|
|
|
|
|
}
|
2019-03-31 01:37:06 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetSkewY() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetSkew().y;
|
|
|
|
|
|
}
|
2019-03-31 01:37:06 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetRotation() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return transform_.rotation;
|
|
|
|
|
|
}
|
2019-03-31 01:37:06 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetWidth() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetSize().x;
|
|
|
|
|
|
}
|
2019-03-31 01:37:06 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetHeight() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetSize().y;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-02-17 12:06:29 +08:00
|
|
|
|
inline Size Actor::GetSize() const
|
2020-01-21 10:09:55 +08:00
|
|
|
|
{
|
|
|
|
|
|
return size_;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetScaledWidth() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetWidth() * GetScaleX();
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetScaledHeight() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetHeight() * GetScaleY();
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline Size Actor::GetScaledSize() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return Size{ GetScaledWidth(), GetScaledHeight() };
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-02-17 12:06:29 +08:00
|
|
|
|
inline Point Actor::GetAnchor() const
|
2020-01-21 10:09:55 +08:00
|
|
|
|
{
|
|
|
|
|
|
return anchor_;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetAnchorX() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetAnchor().x;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetAnchorY() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return GetAnchor().y;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetOpacity() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return opacity_;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline float Actor::GetDisplayedOpacity() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return displayed_opacity_;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline Transform Actor::GetTransform() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return transform_;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline Actor* Actor::GetParent() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return parent_;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline Stage* Actor::GetStage() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return stage_;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline void Actor::PauseUpdating()
|
|
|
|
|
|
{
|
|
|
|
|
|
update_pausing_ = true;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline void Actor::ResumeUpdating()
|
|
|
|
|
|
{
|
|
|
|
|
|
update_pausing_ = false;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline bool Actor::IsUpdatePausing() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return update_pausing_;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline void Actor::SetCallbackOnUpdate(UpdateCallback const& cb)
|
|
|
|
|
|
{
|
|
|
|
|
|
cb_update_ = cb;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline Actor::UpdateCallback Actor::GetCallbackOnUpdate() const
|
|
|
|
|
|
{
|
|
|
|
|
|
return cb_update_;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline void Actor::ShowBorder(bool show)
|
|
|
|
|
|
{
|
|
|
|
|
|
show_border_ = show;
|
|
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline void Actor::SetPosition(float x, float y)
|
|
|
|
|
|
{
|
2020-02-18 12:53:18 +08:00
|
|
|
|
this->SetPosition(Point(x, y));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
inline void Actor::SetPositionX(float x)
|
|
|
|
|
|
{
|
|
|
|
|
|
this->SetPosition(Point(x, transform_.position.y));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
inline void Actor::SetPositionY(float y)
|
|
|
|
|
|
{
|
|
|
|
|
|
this->SetPosition(Point(transform_.position.x, y));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
inline void Actor::Move(Vec2 const& v)
|
|
|
|
|
|
{
|
|
|
|
|
|
this->SetPosition(transform_.position.x + v.x, transform_.position.y + v.y);
|
2020-01-21 10:09:55 +08:00
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline void Actor::Move(float vx, float vy)
|
|
|
|
|
|
{
|
2020-02-18 12:53:18 +08:00
|
|
|
|
this->Move(Vec2(vx, vy));
|
2020-01-21 10:09:55 +08:00
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline void Actor::SetScale(float scalex, float scaley)
|
|
|
|
|
|
{
|
2020-02-18 12:53:18 +08:00
|
|
|
|
this->SetScale(Vec2(scalex, scaley));
|
2020-01-21 10:09:55 +08:00
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline void Actor::SetAnchor(float anchorx, float anchory)
|
|
|
|
|
|
{
|
2020-02-18 12:53:18 +08:00
|
|
|
|
this->SetAnchor(Vec2(anchorx, anchory));
|
2020-01-21 10:09:55 +08:00
|
|
|
|
}
|
2019-12-23 18:05:08 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline void Actor::SetSize(float width, float height)
|
|
|
|
|
|
{
|
2020-02-18 12:53:18 +08:00
|
|
|
|
this->SetSize(Size(width, height));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
inline void Actor::SetWidth(float width)
|
|
|
|
|
|
{
|
|
|
|
|
|
this->SetSize(Size(width, size_.y));
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
inline void Actor::SetHeight(float height)
|
|
|
|
|
|
{
|
|
|
|
|
|
this->SetSize(Size(size_.x, height));
|
2020-01-21 10:09:55 +08:00
|
|
|
|
}
|
2019-11-07 18:16:28 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
inline void Actor::SetSkew(float skewx, float skewy)
|
|
|
|
|
|
{
|
2020-02-18 12:53:18 +08:00
|
|
|
|
this->SetSkew(Vec2(skewx, skewy));
|
2019-03-31 01:37:06 +08:00
|
|
|
|
}
|
2020-02-17 12:06:29 +08:00
|
|
|
|
|
2020-01-21 10:09:55 +08:00
|
|
|
|
} // namespace kiwano
|