Magic_Game/core/base/Node.h

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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.
#pragma once
#include "base.h"
#include "RefCounter.h"
#include "KeyEvent.h"
#include "MouseEvent.h"
#include "../math/Transform.h"
#include "../math/Matrix.hpp"
namespace easy2d
{
class Game;
class Scene;
class Action;
class Task;
// <20>ڵ<EFBFBD>
class Node
: public RefCounter
{
friend class Game;
friend class Scene;
2018-11-12 20:46:54 +08:00
E2D_DISABLE_COPY(Node);
public:
typedef std::vector<Node*> Nodes;
typedef std::vector<Action*> Actions;
typedef std::vector<Task*> Tasks;
Node();
virtual ~Node();
// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD>
virtual void OnDraw() const {}
// <20><><EFBFBD>½ڵ<C2BD>
virtual void OnUpdate(float dt) {}
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ʾ״̬
bool IsVisible() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
const String& GetName() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>Ƶ<EFBFBD> Hash ֵ
size_t GetHashName() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
int GetOrder() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
const Point& GetPosition() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
float GetWidth() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶<EFBFBD>
float GetHeight() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ȣ<EFBFBD><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
float GetRealWidth() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5>߶ȣ<DFB6><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
float GetRealHeight() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С<EFBFBD><D0A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ţ<EFBFBD>
const Size& GetRealSize() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>֧<EFBFBD><D6A7>
float GetPivotX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>֧<EFBFBD><D6A7>
float GetPivotY() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>С
Size GetSize() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
float GetScaleX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
float GetScaleY() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
float GetSkewX() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
float GetSkewY() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
float GetRotation() const;
// <20><>ȡ<EFBFBD><C8A1>άת<CEAC><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const math::Transform& GetTransform() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
float GetOpacity() const;
// <20><>ȡ<EFBFBD><C8A1>ʾ͸<CABE><CDB8><EFBFBD><EFBFBD>
float GetDisplayOpacity() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
Node * GetParent() const;
// <20><>ȡ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
Scene * GetParentScene() const;
// <20><><EFBFBD>ýڵ<C3BD><DAB5>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ
void SetVisible(
bool val
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
void SetName(
const String& name
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void SetPositionX(
float x
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
virtual void SetPositionY(
float y
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void SetPosition(
const Point & point
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void SetPosition(
float x,
float y
);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
virtual void MoveBy(
float x,
float y
);
// <20>ƶ<EFBFBD><C6B6>ڵ<EFBFBD>
virtual void MoveBy(
const Point & vector
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>ͼ˳<CDBC><CBB3>
// Ĭ<><C4AC>Ϊ 0
virtual void SetOrder(
int order
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
virtual void SetScaleX(
float scale_x
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
virtual void SetScaleY(
float scale_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ (1.0, 1.0)
virtual void SetScale(
float scale_x,
float scale_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
virtual void SetScale(
float scale
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
virtual void SetSkewX(
float skew_x
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
virtual void SetSkewY(
float skew_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ (0, 0)
virtual void SetSkew(
float skew_x,
float skew_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
virtual void SetRotation(
float rotation
);
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0, <20><>Χ [0, 1]
virtual void SetOpacity(
float opacity
);
// <20><><EFBFBD><EFBFBD>֧<EFBFBD><D6A7><EFBFBD>ĺ<EFBFBD><C4BA><EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
virtual void SetPivotX(
float pivot_x
);
// <20><><EFBFBD><EFBFBD>֧<EFBFBD><D6A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
virtual void SetPivotY(
float pivot_y
);
// <20><><EFBFBD><EFBFBD>֧<EFBFBD><D6A7>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
virtual void SetPivot(
float pivot_x,
float pivot_y
);
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
virtual void SetWidth(
float width
);
// <20>޸Ľڵ<C4BD><DAB5>߶<EFBFBD>
virtual void SetHeight(
float height
);
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD>С
virtual void SetSize(
float width,
float height
);
// <20>޸Ľڵ<C4BD><DAB5><EFBFBD>С
virtual void SetSize(
const Size & size
);
// <20><><EFBFBD>ö<EFBFBD>άת<CEAC><D7AA>
virtual void SetTransform(
const math::Transform& transform
);
// <20><><EFBFBD>û<EFBFBD><C3BB>ر<EFBFBD><D8B1><EFBFBD>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD>
virtual void SetClipEnabled(
bool enabled
);
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD>Ե<EFBFBD><D4B5>ɫ
virtual void SetBorderColor(
const Color& color
);
// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ڽڵ<DABD><DAB5><EFBFBD>
bool ContainsPoint(
const Point& point
);
// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>
bool Intersects(
Node * node
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
void AddChild(
Node * child,
int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ӽڵ<D3BD>
void AddChild(
const Nodes& nodes, /* <20>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD> */
int order = 0 /* <20><>Ⱦ˳<C8BE><CBB3> */
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
Nodes GetChildren(
const String& name
) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
Node* GetChild(
const String& name
) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
const Nodes& GetAllChildren() const;
// <20><>ȡ<EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
int GetChildrenCount() const;
// <20>Ƴ<EFBFBD><C6B3>ӽڵ<D3BD>
bool RemoveChild(
Node * child
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
void RemoveChildren(
const String& child_name
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>нڵ<D0BD>
void RemoveAllChildren();
// <20>Ӹ<EFBFBD><D3B8>ڵ<EFBFBD><DAB5>Ƴ<EFBFBD>
void RemoveFromParent();
// ִ<>ж<EFBFBD><D0B6><EFBFBD>
void RunAction(
Action * action
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void ResumeAction(
const String& name
);
// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
void PauseAction(
const String& name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
void StopAction(
const String& name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD>
void ResumeAllActions();
// <20><>ͣ<EFBFBD><CDA3><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
void PauseAllActions();
// ֹͣ<CDA3><D6B9><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
void StopAllActions();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ж<EFBFBD><D0B6><EFBFBD>
const Actions& GetAllActions() const;
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void AddTask(
Task * task
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void StartTasks(
const String& task_name
);
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
void StopTasks(
const String& task_name
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD>
void RemoveTasks(
const String& task_name
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void StartAllTasks();
// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void StopAllTasks();
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void RemoveAllTasks();
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
const Tasks& GetAllTasks() const;
protected:
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>
virtual void Visit();
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual bool Dispatch(
const MouseEvent& e,
bool handled
);
// <20>ַ<EFBFBD><D6B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ
virtual bool Dispatch(
const KeyEvent& e,
bool handled
);
private:
// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>Ե
void DrawBorder();
// <20><><EFBFBD>ýڵ<C3BD><DAB5><EFBFBD><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
void SetParentScene(
Scene * scene
);
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
void UpdateChildren(float dt);
// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UpdateTransform();
// <20><><EFBFBD>½ڵ<C2BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void UpdateOpacity();
// <20><><EFBFBD><EFBFBD><C2B6><EFBFBD>
void UpdateActions();
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void UpdateTasks();
// <20><><EFBFBD>½ڵ<C2BD>ʱ<EFBFBD><CAB1>
void UpdateTime();
private:
String name_;
size_t hash_name_;
float display_opacity_;
float real_opacity_;
int order_;
bool visible_;
bool clip_enabled_;
bool dirty_sort_;
bool dirty_transform_;
Scene* parent_scene_;
Node* parent_;
Color border_color_;
Actions actions_;
Tasks tasks_;
Nodes children_;
ID2D1Geometry* border_;
math::Transform transform_;
math::Matrix initial_matrix_;
math::Matrix final_matrix_;
};
}