Magic_Game/src/kiwano/2d/Actor.h

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2019-04-11 14:40:54 +08:00
// 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.
#pragma once
#include "include-forwards.h"
#include "Transform.hpp"
#include "action/ActionManager.h"
#include "../base/TimerManager.h"
#include "../base/EventDispatcher.h"
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namespace kiwano
{
class Director;
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class Renderer;
// <20><>ɫ
class KGE_API Actor
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: public ObjectBase
, public TimerManager
, public ActionManager
, public EventDispatcher
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, public intrusive_list_item<ActorPtr>
{
friend class Director;
friend class Transition;
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friend class intrusive_list<ActorPtr>;
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using Children = intrusive_list<ActorPtr>;
using UpdateCallback = Function<void(Duration)>;
public:
Actor();
// <20><><EFBFBD>½<EFBFBD>ɫ
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virtual void OnUpdate(Duration dt) { KGE_UNUSED(dt); }
// <20><>Ⱦ<EFBFBD><C8BE>ɫ
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virtual void OnRender(Renderer* renderer) { KGE_UNUSED(renderer); }
// <20><>ȡ<EFBFBD><C8A1>ʾ״̬
bool IsVisible() const { return visible_; }
// <20><>ȡ<EFBFBD><C8A1>Ӧ״̬
bool IsResponsible() const { return responsible_; }
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// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
bool IsCascadeOpacityEnabled() const { return cascade_opacity_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>Ƶ<EFBFBD> Hash ֵ
size_t GetHashName() const { return hash_name_; }
// <20><>ȡ Z <20><>˳<EFBFBD><CBB3>
int GetZOrder() const { return z_order_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
Point GetPosition() const { return transform_.position; }
// <20><>ȡ x <20><><EFBFBD><EFBFBD>
float GetPositionX() const { return transform_.position.x; }
// <20><>ȡ y <20><><EFBFBD><EFBFBD>
float GetPositionY() const { return transform_.position.y; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
Point GetScale() const { return transform_.scale; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
float GetScaleX() const { return transform_.scale.x; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
float GetScaleY() const { return transform_.scale.y; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>нǶ<D0BD>
Point GetSkew() const { return transform_.skew; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>нǶ<D0BD>
float GetSkewX() const { return transform_.skew.x; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>нǶ<D0BD>
float GetSkewY() const { return transform_.skew.y; }
// <20><>ȡ<EFBFBD><C8A1>ת<EFBFBD>Ƕ<EFBFBD>
float GetRotation() const { return transform_.rotation; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>
float GetWidth() const { return size_.x; }
// <20><>ȡ<EFBFBD>߶<EFBFBD>
float GetHeight() const { return size_.y; }
// <20><>ȡ<EFBFBD><C8A1>С
Size GetSize() const { return size_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ź<EFBFBD><C5BA>Ŀ<EFBFBD><C4BF><EFBFBD>
float GetScaledWidth() const { return size_.x * transform_.scale.x; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ź<EFBFBD><C5BA>ĸ߶<C4B8>
float GetScaledHeight() const { return size_.y * transform_.scale.y; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ź<EFBFBD><C5BA>Ĵ<EFBFBD>С
Size GetScaledSize() const { return Size{ GetScaledWidth(), GetScaledHeight() }; }
// <20><>ȡê<C8A1><C3AA>
Point GetAnchor() const { return anchor_; }
// <20><>ȡ x <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>
float GetAnchorX() const { return anchor_.x; }
// <20><>ȡ y <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>
float GetAnchorY() const { return anchor_.y; }
// <20><>ȡ͸<C8A1><CDB8><EFBFBD><EFBFBD>
float GetOpacity() const { return opacity_; }
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// <20><>ȡ<EFBFBD><C8A1>ʾ͸<CABE><CDB8><EFBFBD><EFBFBD>
float GetDisplayedOpacity() const { return displayed_opacity_; }
// <20><>ȡ<EFBFBD>
Transform GetTransform() const { return transform_; }
// <20><>ȡ<EFBFBD>߿<EFBFBD>
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virtual Rect GetBounds() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>а<EFBFBD>Χ<EFBFBD><CEA7>
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virtual Rect GetBoundingBox() const;
// <20><>ȡ<EFBFBD><C8A1>ά<EFBFBD><EFBFBD><E4BBBB><EFBFBD><EFBFBD>
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Matrix3x2 const& GetTransformMatrix() const;
// <20><>ȡ<EFBFBD><C8A1>ά<EFBFBD><EFBFBD><E4BBBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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Matrix3x2 const& GetTransformInverseMatrix() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ɫ
inline Actor* GetParent() const { return parent_; }
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// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>̨
inline Stage* GetStage() const { return stage_; }
// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ʾ
void SetVisible(
bool val
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetName(
String const& name
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD>
void SetPositionX(
float x
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetPositionY(
float y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetPosition(
const Point & point
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
void SetPosition(
float x,
float y
);
// <20>ƶ<EFBFBD>
void Move(
float x,
float y
);
// <20>ƶ<EFBFBD>
void Move(
const Point & vector
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
void SetScaleX(
float scale_x
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
void SetScaleY(
float scale_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ (1.0, 1.0)
void SetScale(
float scale_x,
float scale_y
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ (1.0, 1.0)
void SetScale(
Point const& scale
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ű<EFBFBD><C5B1><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0
void SetScale(
float scale
);
// <20><><EFBFBD>ú<EFBFBD><C3BA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>нǶ<D0BD>
// Ĭ<><C4AC>Ϊ 0
void SetSkewX(
float skew_x
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>нǶ<D0BD>
// Ĭ<><C4AC>Ϊ 0
void SetSkewY(
float skew_y
);
// <20><><EFBFBD>ô<EFBFBD><C3B4>нǶ<D0BD>
// Ĭ<><C4AC>Ϊ (0, 0)
void SetSkew(
float skew_x,
float skew_y
);
// <20><><EFBFBD>ô<EFBFBD><C3B4>нǶ<D0BD>
// Ĭ<><C4AC>Ϊ (0, 0)
void SetSkew(
Point const& skew
);
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD>Ƕ<EFBFBD>
// Ĭ<><C4AC>Ϊ 0
void SetRotation(
float rotation
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD>ĺ<EFBFBD><C4BA><EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
void SetAnchorX(
float anchor_x
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ 0, <20><>Χ [0, 1]
void SetAnchorY(
float anchor_y
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
void SetAnchor(
float anchor_x,
float anchor_y
);
// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA>λ<EFBFBD><CEBB>
// Ĭ<><C4AC>Ϊ (0, 0), <20><>Χ [0, 1]
void SetAnchor(
Point const& anchor
);
// <20>޸Ŀ<DEB8><C4BF><EFBFBD>
void SetWidth(
float width
);
// <20>޸ĸ߶<C4B8>
void SetHeight(
float height
);
// <20>޸Ĵ<DEB8>С
void SetSize(
float width,
float height
);
// <20>޸Ĵ<DEB8>С
void SetSize(
const Size & size
);
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// <20><><EFBFBD>ö<EFBFBD>ά<EFBFBD><CEAC><EFBFBD><EFBFBD><EFBFBD>
void SetTransform(
Transform const& transform
);
// <20><><EFBFBD><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
// Ĭ<><C4AC>Ϊ 1.0, <20><>Χ [0, 1]
void SetOpacity(
float opacity
);
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// <20><><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
void SetCascadeOpacityEnabled(
bool enabled
);
// <20><><EFBFBD><EFBFBD> Z <20><>˳<EFBFBD><CBB3>
// Ĭ<><C4AC>Ϊ 0
void SetZOrder(
int zorder
);
// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>Ӧ (<28><><EFBFBD><EFBFBD> Hover | Out | Click <20><>Ϣ)
// Ĭ<><C4AC>Ϊ false
void SetResponsible(
bool enable
);
// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ڽ<EFBFBD>ɫ<EFBFBD><C9AB>
bool ContainsPoint(
const Point& point
) const;
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽ<EFBFBD>ɫ
void AddChild(
ActorPtr child
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ӽ<EFBFBD>ɫ
void AddChildren(
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Vector<ActorPtr> const& children
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽ<EFBFBD>ɫ
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Vector<ActorPtr> GetChildren(
String const& name
) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽ<EFBFBD>ɫ
ActorPtr GetChild(
String const& name
) const;
// <20><>ȡȫ<C8A1><C8AB><EFBFBD>ӽ<EFBFBD>ɫ
Children const& GetChildren() const;
// <20>Ƴ<EFBFBD><C6B3>ӽ<EFBFBD>ɫ
void RemoveChild(
ActorPtr child
);
// <20>Ƴ<EFBFBD><C6B3>ӽ<EFBFBD>ɫ
void RemoveChild(
Actor* child
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽ<EFBFBD>ɫ
void RemoveChildren(
String const& child_name
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>н<EFBFBD>ɫ
void RemoveAllChildren();
// <20>Ӹ<EFBFBD><D3B8><EFBFBD>ɫ<EFBFBD>Ƴ<EFBFBD>
void RemoveFromParent();
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// <20>¼<EFBFBD><C2BC>ַ<EFBFBD>
void Dispatch(Event& evt) override;
// <20><>ͣ<EFBFBD><CDA3>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
inline void PauseUpdating() { update_pausing_ = true; }
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD>
inline void ResumeUpdating() { update_pausing_ = false; }
// <20><>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ͣ
inline bool IsUpdatePausing() const { return update_pausing_; }
// <20><><EFBFBD>ø<EFBFBD><C3B8><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
inline void SetCallbackOnUpdate(UpdateCallback const& cb) { cb_update_ = cb; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>ʱ<EFBFBD>Ļص<C4BB><D8B5><EFBFBD><EFBFBD><EFBFBD>
inline UpdateCallback GetCallbackOnUpdate() const { return cb_update_; }
// <20><>Ⱦ<EFBFBD><C8BE>ɫ<EFBFBD>߽<EFBFBD>
inline void ShowBorder(bool show) { show_border_ = show; }
// <20><><EFBFBD><EFBFBD>Ĭ<EFBFBD><C4AC>ê<EFBFBD><C3AA>
static void SetDefaultAnchor(
float anchor_x,
float anchor_y
);
protected:
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virtual void Update(Duration dt);
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virtual void Render(Renderer* renderer);
void PrepareRender(Renderer* renderer);
void RenderBorder();
void UpdateTransform() const;
void UpdateOpacity();
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void Reorder();
void SetStage(Stage* scene);
protected:
bool visible_;
bool hover_;
bool pressed_;
bool responsible_;
bool update_pausing_;
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bool cascade_opacity_;
bool show_border_;
int z_order_;
float opacity_;
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float displayed_opacity_;
Actor* parent_;
Stage* stage_;
size_t hash_name_;
Point anchor_;
Size size_;
Children children_;
UpdateCallback cb_update_;
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Transform transform_;
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bool is_fast_transform_;
mutable bool dirty_transform_;
mutable bool dirty_transform_inverse_;
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mutable Matrix3x2 transform_matrix_;
mutable Matrix3x2 transform_matrix_inverse_;
};
}