Magic_Game/core/base/Node.cpp

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// Copyright (c) 2016-2018 Easy2D - 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.
#include "Node.h"
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#include "Action.hpp"
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#include "Factory.h"
#include "Scene.h"
#include "Task.h"
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#include "MouseEvent.hpp"
#include "render.h"
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#include "logs.h"
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namespace easy2d
{
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namespace
{
float default_pivot_x = 0.f;
float default_pivot_y = 0.f;
}
void Node::SetDefaultPivot(float pivot_x, float pivot_y)
{
default_pivot_x = pivot_x;
default_pivot_y = pivot_y;
}
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Node::Node()
: visible_(true)
, dirty_transform_(false)
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, dirty_transform_inverse_(false)
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, parent_(nullptr)
, hash_name_(0)
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, z_order_(0)
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, opacity_(1.f)
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, display_opacity_(1.f)
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, pivot_(default_pivot_x, default_pivot_y)
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{
}
void Node::Update(Duration const & dt)
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{
OnUpdate(dt);
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UpdateActions(this, dt);
UpdateTasks(dt);
if (!children_.IsEmpty())
{
spNode next;
for (auto child = children_.First(); child; child = next)
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{
next = child->NextItem();
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child->Update(dt);
}
}
}
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void Node::Render()
{
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if (!visible_)
return;
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UpdateTransform();
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auto graphics = Graphics::Instance();
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if (children_.IsEmpty())
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{
graphics->SetTransform(transform_matrix_);
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graphics->SetOpacity(display_opacity_);
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OnRender();
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}
else
{
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// render children those are less than 0 in Z-Order
Node* child = children_.First().Get();
while (child)
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{
if (child->GetZOrder() >= 0)
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break;
child->Render();
child = child->NextItem().Get();
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}
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graphics->SetTransform(transform_matrix_);
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graphics->SetOpacity(display_opacity_);
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OnRender();
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while (child)
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{
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child->Render();
child = child->NextItem().Get();
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}
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}
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}
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void Node::DispatchEvent(Event * e)
{
if (!visible_)
return;
spNode prev;
for (auto child = children_.Last(); child; child = prev)
{
prev = child->PrevItem();
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child->DispatchEvent(e);
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}
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if (MouseEvent::Check(e))
{
MouseEvent* me = static_cast<MouseEvent*>(e);
if (me->type == MouseEvent::Move)
{
if (!me->has_target && ContainsPoint(me->position))
{
me->has_target = true;
if (!hover_)
{
hover_ = true;
MouseEvent hover = *me;
hover.type = MouseEvent::Hover;
DispatchEvent(&hover);
}
}
else if (hover_)
{
hover_ = false;
pressed_ = false;
MouseEvent hover = *me;
hover.type = MouseEvent::Out;
DispatchEvent(&hover);
}
}
if (me->type == MouseEvent::Down && hover_)
{
pressed_ = true;
}
if (me->type == MouseEvent::Up && pressed_)
{
pressed_ = false;
MouseEvent click = *me;
click.type = MouseEvent::Click;
DispatchEvent(&click);
}
}
EventDispatcher::DispatchEvent(e);
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}
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Matrix const & Node::GetTransformMatrix() const
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{
UpdateTransform();
return transform_matrix_;
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}
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Matrix const & Node::GetTransformInverseMatrix() const
{
UpdateTransform();
if (dirty_transform_inverse_)
{
transform_matrix_inverse_ = Matrix::Invert(transform_matrix_);
dirty_transform_inverse_ = false;
}
return transform_matrix_inverse_;
}
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spNode Node::GetParent() const
{
return parent_;
}
spScene Node::GetScene() const
{
return scene_;
}
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void Node::UpdateTransform() const
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{
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if (!dirty_transform_)
return;
dirty_transform_ = false;
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dirty_transform_inverse_ = true;
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// matrix multiplication is optimized by expression template
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transform_matrix_ = Matrix::Scaling(transform_.scale)
* Matrix::Skewing(transform_.skew.x, transform_.skew.y)
* Matrix::Rotation(transform_.rotation)
* Matrix::Translation(transform_.position);
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Point offset{ -size_.x * pivot_.x, -size_.y * pivot_.y };
transform_matrix_.Translate(offset);
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if (parent_)
transform_matrix_ = transform_matrix_ * parent_->transform_matrix_;
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// update children's transform
for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
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child->dirty_transform_ = true;
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}
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void Node::UpdateOpacity()
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{
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if (parent_)
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{
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display_opacity_ = opacity_ * parent_->display_opacity_;
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}
for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
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{
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child->UpdateOpacity();
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}
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}
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void Node::SetScene(Scene * scene)
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{
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scene_ = scene;
for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
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{
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child->scene_ = scene;
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}
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}
void Node::SetZOrder(int zorder)
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{
if (z_order_ == zorder)
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return;
z_order_ = zorder;
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if (parent_)
{
spNode me = this;
parent_->children_.Remove(me);
Node* sibling = parent_->children_.Last().Get();
if (sibling && sibling->GetZOrder() > zorder)
{
while (sibling = sibling->PrevItem().Get())
{
if (sibling->GetZOrder() <= zorder)
break;
}
}
if (sibling)
{
parent_->children_.InsertAfter(me, spNode(sibling));
}
else
{
parent_->children_.PushFront(me);
}
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}
}
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void Node::SetOpacity(float opacity)
{
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if (opacity_ == opacity)
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return;
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display_opacity_ = opacity_ = std::min(std::max(opacity, 0.f), 1.f);
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UpdateOpacity();
}
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void Node::SetPivotX(float pivot_x)
{
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this->SetPivot(pivot_x, pivot_.y);
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}
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void Node::SetPivotY(float pivot_y)
{
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this->SetPivot(pivot_.x, pivot_y);
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}
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void Node::SetPivot(float pivot_x, float pivot_y)
{
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if (pivot_.x == pivot_x && pivot_.y == pivot_y)
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return;
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pivot_.x = pivot_x;
pivot_.y = pivot_y;
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dirty_transform_ = true;
}
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void Node::SetWidth(float width)
{
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this->SetSize(width, size_.y);
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}
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void Node::SetHeight(float height)
{
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this->SetSize(size_.x, height);
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}
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void Node::SetSize(const Size& size)
{
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this->SetSize(size.x, size.y);
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}
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void Node::SetSize(float width, float height)
{
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if (size_.x == width && size_.y == height)
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return;
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size_.x = width;
size_.y = height;
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dirty_transform_ = true;
}
void Node::SetTransform(Transform const& transform)
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{
transform_ = transform;
dirty_transform_ = true;
}
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void Node::SetVisible(bool val)
{
visible_ = val;
}
void Node::SetName(std::wstring const& name)
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{
if (name_ != name)
{
name_ = name;
hash_name_ = std::hash<std::wstring>{}(name);
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}
}
void Node::SetPositionX(float x)
{
this->SetPosition(x, transform_.position.y);
}
void Node::SetPositionY(float y)
{
this->SetPosition(transform_.position.x, y);
}
void Node::SetPosition(const Point & p)
{
this->SetPosition(p.x, p.y);
}
void Node::SetPosition(float x, float y)
{
if (transform_.position.x == x && transform_.position.y == y)
return;
transform_.position.x = x;
transform_.position.y = y;
dirty_transform_ = true;
}
void Node::Move(float x, float y)
{
this->SetPosition(transform_.position.x + x, transform_.position.y + y);
}
void Node::Move(const Point & v)
{
this->Move(v.x, v.y);
}
void Node::SetScaleX(float scale_x)
{
this->SetScale(scale_x, transform_.scale.y);
}
void Node::SetScaleY(float scale_y)
{
this->SetScale(transform_.scale.x, scale_y);
}
void Node::SetScale(float scale)
{
this->SetScale(scale, scale);
}
void Node::SetScale(float scale_x, float scale_y)
{
if (transform_.scale.x == scale_x && transform_.scale.y == scale_y)
return;
transform_.scale.x = scale_x;
transform_.scale.y = scale_y;
dirty_transform_ = true;
}
void Node::SetSkewX(float skew_x)
{
this->SetSkew(skew_x, transform_.skew.y);
}
void Node::SetSkewY(float skew_y)
{
this->SetSkew(transform_.skew.x, skew_y);
}
void Node::SetSkew(float skew_x, float skew_y)
{
if (transform_.skew.x == skew_x && transform_.skew.y == skew_y)
return;
transform_.skew.x = skew_x;
transform_.skew.y = skew_y;
dirty_transform_ = true;
}
void Node::SetRotation(float angle)
{
if (transform_.rotation == angle)
return;
transform_.rotation = angle;
dirty_transform_ = true;
}
void Node::AddChild(spNode const& child)
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{
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E2D_ASSERT(child && "Node::AddChild failed, NULL pointer exception");
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if (child)
{
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#ifdef E2D_DEBUG
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if (child->parent_)
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logs::Errorln("The node to be added already has a parent");
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for (Node* parent = parent_; parent; parent = parent->parent_)
if (parent == child)
logs::Errorln("A node cannot be its own parent");
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#endif // E2D_DEBUG
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children_.PushBack(Node::ItemType(child));
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child->parent_ = this;
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child->SetScene(this->scene_);
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child->dirty_transform_ = true;
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child->UpdateOpacity();
child->SetZOrder(child->GetZOrder());
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}
}
void Node::AddChildren(const Nodes& children)
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{
for (const auto& node : children)
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{
this->AddChild(node);
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}
}
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Rect Node::GetBounds() const
{
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return Rect(Point{}, size_);
}
Node::Nodes Node::GetChildren(std::wstring const& name) const
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{
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Nodes children;
size_t hash_code = std::hash<std::wstring>{}(name);
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for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
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{
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if (child->hash_name_ == hash_code && child->name_ == name)
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{
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children.push_back(child);
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}
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}
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return children;
}
spNode Node::GetChild(std::wstring const& name) const
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{
size_t hash_code = std::hash<std::wstring>{}(name);
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for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
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{
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if (child->hash_name_ == hash_code && child->name_ == name)
{
return child;
}
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}
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return nullptr;
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}
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Node::Children const & Node::GetChildren() const
{
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return children_;
}
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void 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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}
}
bool Node::RemoveChild(spNode const& child)
{
return RemoveChild(child.Get());
}
bool Node::RemoveChild(Node * child)
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{
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E2D_ASSERT(child && "Node::RemoveChild failed, NULL pointer exception");
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if (children_.IsEmpty())
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return false;
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if (child)
{
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child->parent_ = nullptr;
if (child->scene_) child->SetScene(nullptr);
children_.Remove(spNode(child));
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return true;
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}
return false;
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}
void Node::RemoveChildren(std::wstring const& child_name)
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{
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if (children_.IsEmpty())
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{
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return;
}
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size_t hash_code = std::hash<std::wstring>{}(child_name);
Node* next;
for (Node* child = children_.First().Get(); child; child = next)
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{
next = child->NextItem().Get();
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if (child->hash_name_ == hash_code && child->name_ == child_name)
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{
RemoveChild(child);
}
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}
}
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void Node::RemoveAllChildren()
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{
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children_.Clear();
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}
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bool Node::ContainsPoint(const Point& point) const
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{
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if (size_.x == 0.f || size_.y == 0.f)
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return false;
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math::Vector2 local = GetTransformInverseMatrix().Transform(point);
return GetBounds().ContainsPoint(local);
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}
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}