Magic_Game/kiwano/2d/Node.cpp

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "Node.h"
#include "Action.h"
#include "Scene.h"
#include "../base/logs.h"
#include "../renderer/render.h"
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namespace kiwano
{
namespace
{
float default_anchor_x = 0.f;
float default_anchor_y = 0.f;
}
void Node::SetDefaultAnchor(float anchor_x, float anchor_y)
{
default_anchor_x = anchor_x;
default_anchor_y = anchor_y;
}
Node::Node()
: visible_(true)
, update_pausing_(false)
, hover_(false)
, pressed_(false)
, responsible_(false)
, dirty_transform_(false)
, dirty_transform_inverse_(false)
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, cascade_opacity_(false)
, parent_(nullptr)
, scene_(nullptr)
, hash_name_(0)
, z_order_(0)
, opacity_(1.f)
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, displayed_opacity_(1.f)
, anchor_(default_anchor_x, default_anchor_y)
{
}
void Node::Update(Duration dt)
{
if (!update_pausing_)
{
UpdateActions(this, dt);
UpdateTimers(dt);
if (cb_update_)
cb_update_(dt);
OnUpdate(dt);
}
if (!children_.IsEmpty())
{
NodePtr next;
for (auto child = children_.First(); child; child = next)
{
next = child->NextItem();
child->Update(dt);
}
}
}
void Node::Render()
{
if (!visible_)
return;
UpdateTransform();
if (children_.IsEmpty())
{
PrepareRender();
OnRender();
}
else
{
// render children those are less than 0 in Z-Order
Node* child = children_.First().Get();
while (child)
{
if (child->GetZOrder() >= 0)
break;
child->Render();
child = child->NextItem().Get();
}
PrepareRender();
OnRender();
while (child)
{
child->Render();
child = child->NextItem().Get();
}
}
}
void Node::Dispatch(Event& evt)
{
if (!visible_)
return;
NodePtr prev;
for (auto child = children_.Last(); child; child = prev)
{
prev = child->PrevItem();
child->Dispatch(evt);
}
if (responsible_ && MouseEvent::Check(evt.type))
{
if (evt.type == Event::MouseMove)
{
if (!evt.target && ContainsPoint(Point{ evt.mouse.x, evt.mouse.y }))
{
evt.target = this;
if (!hover_)
{
hover_ = true;
Event hover = evt;
hover.type = Event::MouseHover;
EventDispatcher::Dispatch(hover);
}
}
else if (hover_)
{
hover_ = false;
pressed_ = false;
Event out = evt;
out.target = this;
out.type = Event::MouseOut;
EventDispatcher::Dispatch(out);
}
}
if (evt.type == Event::MouseBtnDown && hover_)
{
pressed_ = true;
evt.target = this;
}
if (evt.type == Event::MouseBtnUp && pressed_)
{
pressed_ = false;
evt.target = this;
Event click = evt;
click.type = Event::Click;
EventDispatcher::Dispatch(click);
}
}
EventDispatcher::Dispatch(evt);
}
Matrix const & Node::GetTransformMatrix() const
{
UpdateTransform();
return transform_matrix_;
}
Matrix const & Node::GetTransformInverseMatrix() const
{
UpdateTransform();
if (dirty_transform_inverse_)
{
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transform_matrix_inverse_ = transform_matrix_.Invert();
dirty_transform_inverse_ = false;
}
return transform_matrix_inverse_;
}
void Node::UpdateTransform() const
{
if (!dirty_transform_)
return;
dirty_transform_ = false;
dirty_transform_inverse_ = true;
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if (is_fast_transform_)
{
transform_matrix_ = Matrix::Translation(transform_.position);
}
else
{
// matrix multiplication is optimized by expression template
transform_matrix_ = Matrix::Scaling(transform_.scale)
* Matrix::Skewing(transform_.skew)
* Matrix::Rotation(transform_.rotation)
* Matrix::Translation(transform_.position);
}
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transform_matrix_.Translate(Point{ -size_.x * anchor_.x, -size_.y * anchor_.y });
if (parent_)
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{
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())
child->dirty_transform_ = true;
}
void Node::UpdateOpacity()
{
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if (parent_ && parent_->IsCascadeOpacityEnabled())
{
displayed_opacity_ = opacity_ * parent_->displayed_opacity_;
}
else
{
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displayed_opacity_ = opacity_;
}
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for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
{
child->UpdateOpacity();
}
}
void Node::SetScene(Scene* scene)
{
if (scene && scene_ != scene)
{
scene_ = scene;
for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
{
child->scene_ = scene;
}
}
}
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void Node::Reorder()
{
if (parent_)
{
NodePtr me = this;
parent_->children_.Remove(me);
Node* sibling = parent_->children_.Last().Get();
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if (sibling && sibling->GetZOrder() > z_order_)
{
sibling = sibling->PrevItem().Get();
while (sibling)
{
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if (sibling->GetZOrder() <= z_order_)
break;
sibling = sibling->PrevItem().Get();
}
}
if (sibling)
{
parent_->children_.InsertAfter(me, sibling);
}
else
{
parent_->children_.PushFront(me);
}
}
}
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void Node::SetZOrder(int zorder)
{
if (z_order_ != zorder)
{
z_order_ = zorder;
Reorder();
}
}
void Node::SetOpacity(float opacity)
{
if (opacity_ == opacity)
return;
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displayed_opacity_ = opacity_ = std::min(std::max(opacity, 0.f), 1.f);
UpdateOpacity();
}
void Node::SetCascadeOpacityEnabled(bool enabled)
{
if (cascade_opacity_ == enabled)
return;
cascade_opacity_ = enabled;
UpdateOpacity();
}
void Node::SetAnchorX(float anchor_x)
{
this->SetAnchor(anchor_x, anchor_.y);
}
void Node::SetAnchorY(float anchor_y)
{
this->SetAnchor(anchor_.x, anchor_y);
}
void Node::SetAnchor(float anchor_x, float anchor_y)
{
if (anchor_.x == anchor_x && anchor_.y == anchor_y)
return;
anchor_.x = anchor_x;
anchor_.y = anchor_y;
dirty_transform_ = true;
}
void Node::SetAnchor(Point const& anchor)
{
this->SetAnchor(anchor.x, anchor.y);
}
void Node::SetWidth(float width)
{
this->SetSize(width, size_.y);
}
void Node::SetHeight(float height)
{
this->SetSize(size_.x, height);
}
void Node::SetSize(const Size& size)
{
this->SetSize(size.x, size.y);
}
void Node::SetSize(float width, float height)
{
if (size_.x == width && size_.y == height)
return;
size_.x = width;
size_.y = height;
dirty_transform_ = true;
}
void Node::SetTransform(Transform const& transform)
{
transform_ = transform;
dirty_transform_ = true;
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is_fast_transform_ = false;
}
void Node::SetVisible(bool val)
{
visible_ = val;
}
void Node::SetName(String const& name)
{
if (!IsName(name))
{
Object::SetName(name);
hash_name_ = std::hash<String>{}(name);
}
}
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;
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is_fast_transform_ = false;
}
void Node::SetScale(Point const& scale)
{
this->SetScale(scale.x, scale.y);
}
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;
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is_fast_transform_ = false;
}
void Node::SetSkew(Point const& skew)
{
this->SetSkew(skew.x, skew.y);
}
void Node::SetRotation(float angle)
{
if (transform_.rotation == angle)
return;
transform_.rotation = angle;
dirty_transform_ = true;
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is_fast_transform_ = false;
}
void Node::AddChild(NodePtr child)
{
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KGE_ASSERT(child && "Node::AddChild failed, NULL pointer exception");
if (child)
{
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#ifdef KGE_DEBUG
if (child->parent_)
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KGE_ERROR_LOG(L"The node to be added already has a parent");
for (Node* parent = parent_; parent; parent = parent->parent_)
if (parent == child)
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KGE_ERROR_LOG(L"A node cannot be its own parent");
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#endif // KGE_DEBUG
children_.PushBack(child);
child->parent_ = this;
child->SetScene(this->scene_);
child->dirty_transform_ = true;
child->UpdateOpacity();
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child->Reorder();
}
}
void Node::AddChildren(Array<NodePtr> const& children)
{
for (const auto& node : children)
{
this->AddChild(node);
}
}
Rect Node::GetBounds() const
{
return Rect(Point{}, size_);
}
Rect Node::GetBoundingBox() const
{
return GetTransformMatrix().Transform(GetBounds());
}
Array<NodePtr> Node::GetChildren(String const& name) const
{
Array<NodePtr> children;
size_t hash_code = std::hash<String>{}(name);
for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
{
if (child->hash_name_ == hash_code && child->IsName(name))
{
children.push_back(child);
}
}
return children;
}
NodePtr Node::GetChild(String const& name) const
{
size_t hash_code = std::hash<String>{}(name);
for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
{
if (child->hash_name_ == hash_code && child->IsName(name))
{
return child;
}
}
return nullptr;
}
Node::Children const & Node::GetChildren() const
{
return children_;
}
void Node::RemoveFromParent()
{
if (parent_)
{
parent_->RemoveChild(this);
}
}
void Node::RemoveChild(NodePtr child)
{
RemoveChild(child.Get());
}
void Node::RemoveChild(Node * child)
{
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KGE_ASSERT(child && "Node::RemoveChild failed, NULL pointer exception");
if (children_.IsEmpty())
return;
if (child)
{
child->parent_ = nullptr;
if (child->scene_) child->SetScene(nullptr);
children_.Remove(NodePtr(child));
}
}
void Node::RemoveChildren(String const& child_name)
{
if (children_.IsEmpty())
{
return;
}
size_t hash_code = std::hash<String>{}(child_name);
Node* next;
for (Node* child = children_.First().Get(); child; child = next)
{
next = child->NextItem().Get();
if (child->hash_name_ == hash_code && child->IsName(child_name))
{
RemoveChild(child);
}
}
}
void Node::RemoveAllChildren()
{
children_.Clear();
}
void Node::SetResponsible(bool enable)
{
responsible_ = enable;
}
bool Node::ContainsPoint(const Point& point) const
{
if (size_.x == 0.f || size_.y == 0.f)
return false;
Point local = GetTransformInverseMatrix().Transform(point);
return GetBounds().ContainsPoint(local);
}
void VisualNode::PrepareRender()
{
Renderer::Instance().SetTransform(transform_matrix_);
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Renderer::Instance().SetOpacity(displayed_opacity_);
}
}