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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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										 |  |  | // 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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							| 
									
										
										
										
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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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							|  |  |  | 
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										 |  |  | #include <kiwano/2d/Actor.h>
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							|  |  |  | #include <kiwano/2d/Stage.h>
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										 |  |  | #include <kiwano/core/Logger.h>
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										 |  |  | #include <kiwano/render/Renderer.h>
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										 |  |  | 
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										 |  |  | namespace kiwano | 
					
						
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										 |  |  | { | 
					
						
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										 |  |  | namespace | 
					
						
							|  |  |  | { | 
					
						
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										 |  |  | 
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										 |  |  | float default_anchor_x = 0.f; | 
					
						
							|  |  |  | float default_anchor_y = 0.f; | 
					
						
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										 |  |  | 
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										 |  |  | }  // namespace
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							|  |  |  | 
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							|  |  |  | void Actor::SetDefaultAnchor(float anchor_x, float anchor_y) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     default_anchor_x = anchor_x; | 
					
						
							|  |  |  |     default_anchor_y = anchor_y; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | ActorPtr Actor::Create() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     ActorPtr ptr = new (std::nothrow) Actor; | 
					
						
							|  |  |  |     return ptr; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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										 |  |  | Actor::Actor() | 
					
						
							|  |  |  |     : visible_(true) | 
					
						
							|  |  |  |     , visible_in_rt_(true) | 
					
						
							|  |  |  |     , update_pausing_(false) | 
					
						
							|  |  |  |     , hover_(false) | 
					
						
							|  |  |  |     , pressed_(false) | 
					
						
							|  |  |  |     , responsible_(false) | 
					
						
							|  |  |  |     , dirty_visibility_(true) | 
					
						
							|  |  |  |     , dirty_transform_(false) | 
					
						
							|  |  |  |     , dirty_transform_inverse_(false) | 
					
						
							|  |  |  |     , cascade_opacity_(false) | 
					
						
							|  |  |  |     , show_border_(false) | 
					
						
							|  |  |  |     , is_fast_transform_(true) | 
					
						
							|  |  |  |     , parent_(nullptr) | 
					
						
							|  |  |  |     , stage_(nullptr) | 
					
						
							|  |  |  |     , hash_name_(0) | 
					
						
							|  |  |  |     , z_order_(0) | 
					
						
							|  |  |  |     , opacity_(1.f) | 
					
						
							|  |  |  |     , displayed_opacity_(1.f) | 
					
						
							|  |  |  |     , anchor_(default_anchor_x, default_anchor_y) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | Actor::~Actor() {} | 
					
						
							|  |  |  | 
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							|  |  |  | void Actor::Update(Duration dt) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     UpdateActions(this, dt); | 
					
						
							|  |  |  |     UpdateTimers(dt); | 
					
						
							|  |  |  | 
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							|  |  |  |     if (!update_pausing_) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         if (cb_update_) | 
					
						
							|  |  |  |             cb_update_(dt); | 
					
						
							|  |  |  | 
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							|  |  |  |         OnUpdate(dt); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     if (!children_.empty()) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         ActorPtr next; | 
					
						
							|  |  |  |         for (auto child = children_.first_item(); child; child = next) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             next = child->next_item(); | 
					
						
							|  |  |  |             child->Update(dt); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void Actor::Render(RenderContext& ctx) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (!visible_) | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  | 
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							|  |  |  |     UpdateTransform(); | 
					
						
							|  |  |  | 
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							|  |  |  |     if (children_.empty()) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         if (CheckVisibility(ctx)) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             PrepareToRender(ctx); | 
					
						
							|  |  |  |             OnRender(ctx); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         // render children those are less than 0 in Z-Order
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							|  |  |  |         Actor* child = children_.first_item().get(); | 
					
						
							|  |  |  |         while (child) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             if (child->GetZOrder() >= 0) | 
					
						
							|  |  |  |                 break; | 
					
						
							|  |  |  | 
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							|  |  |  |             child->Render(ctx); | 
					
						
							|  |  |  |             child = child->next_item().get(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
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							|  |  |  |         if (CheckVisibility(ctx)) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             PrepareToRender(ctx); | 
					
						
							|  |  |  |             OnRender(ctx); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
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							|  |  |  |         while (child) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             child->Render(ctx); | 
					
						
							|  |  |  |             child = child->next_item().get(); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void Actor::PrepareToRender(RenderContext& ctx) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     ctx.SetTransform(transform_matrix_); | 
					
						
							|  |  |  |     ctx.SetBrushOpacity(GetDisplayedOpacity()); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void Actor::RenderBorder(RenderContext& ctx) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (show_border_ && !size_.IsOrigin()) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         Rect bounds = GetBounds(); | 
					
						
							|  |  |  | 
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							|  |  |  |         ctx.SetTransform(transform_matrix_); | 
					
						
							|  |  |  | 
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							|  |  |  |         ctx.SetCurrentBrush(GetStage()->GetBorderFillBrush()); | 
					
						
							|  |  |  |         ctx.FillRectangle(bounds); | 
					
						
							|  |  |  | 
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							|  |  |  |         ctx.SetCurrentBrush(GetStage()->GetBorderStrokeBrush()); | 
					
						
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										 |  |  |         ctx.DrawRectangle(bounds, nullptr, 2.f); | 
					
						
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										 |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     for (auto child = children_.first_item(); child; child = child->next_item()) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         child->RenderBorder(ctx); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | bool Actor::CheckVisibility(RenderContext& ctx) const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (dirty_visibility_) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         dirty_visibility_ = false; | 
					
						
							|  |  |  | 
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							|  |  |  |         if (size_.IsOrigin()) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             visible_in_rt_ = false; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             visible_in_rt_ = ctx.CheckVisibility(GetBounds(), GetTransformMatrix()); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     return visible_in_rt_; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | bool Actor::DispatchEvent(Event* evt) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (!visible_) | 
					
						
							|  |  |  |         return true; | 
					
						
							|  |  |  | 
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							|  |  |  |     // Dispatch to children those are greater than 0 in Z-Order
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							|  |  |  |     Actor* child = children_.last_item().get(); | 
					
						
							|  |  |  |     while (child) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         if (child->GetZOrder() < 0) | 
					
						
							|  |  |  |             break; | 
					
						
							|  |  |  | 
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							|  |  |  |         if (!child->DispatchEvent(evt)) | 
					
						
							|  |  |  |             return false; | 
					
						
							|  |  |  | 
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							|  |  |  |         child = child->prev_item().get(); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     if (!EventDispatcher::DispatchEvent(evt)) | 
					
						
							|  |  |  |         return false; | 
					
						
							|  |  |  | 
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							|  |  |  |     HandleEvent(evt); | 
					
						
							|  |  |  | 
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							|  |  |  |     while (child) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         if (!child->DispatchEvent(evt)) | 
					
						
							|  |  |  |             return false; | 
					
						
							|  |  |  | 
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							|  |  |  |         child = child->prev_item().get(); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     return true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void Actor::HandleEvent(Event* evt) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (responsible_) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         if (evt->IsType<MouseMoveEvent>()) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             auto mouse_evt = dynamic_cast<MouseMoveEvent*>(evt); | 
					
						
							|  |  |  |             bool contains  = ContainsPoint(mouse_evt->pos); | 
					
						
							|  |  |  |             if (!hover_ && contains) | 
					
						
							|  |  |  |             { | 
					
						
							|  |  |  |                 hover_ = true; | 
					
						
							|  |  |  | 
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							|  |  |  |                 MouseHoverEventPtr hover = new MouseHoverEvent; | 
					
						
							|  |  |  |                 hover->pos               = mouse_evt->pos; | 
					
						
							|  |  |  |                 EventDispatcher::DispatchEvent(hover.get()); | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |             else if (hover_ && !contains) | 
					
						
							|  |  |  |             { | 
					
						
							|  |  |  |                 hover_   = false; | 
					
						
							|  |  |  |                 pressed_ = false; | 
					
						
							|  |  |  | 
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							|  |  |  |                 MouseOutEventPtr out = new MouseOutEvent; | 
					
						
							|  |  |  |                 out->pos             = mouse_evt->pos; | 
					
						
							|  |  |  |                 EventDispatcher::DispatchEvent(out.get()); | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
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							|  |  |  |         if (evt->IsType<MouseDownEvent>() && hover_) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             pressed_ = true; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
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							|  |  |  |         if (evt->IsType<MouseUpEvent>() && pressed_) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             pressed_ = false; | 
					
						
							|  |  |  | 
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							|  |  |  |             auto mouse_up_evt = dynamic_cast<MouseUpEvent*>(evt); | 
					
						
							|  |  |  | 
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							|  |  |  |             MouseClickEventPtr click = new MouseClickEvent; | 
					
						
							|  |  |  |             click->pos               = mouse_up_evt->pos; | 
					
						
							|  |  |  |             click->button            = mouse_up_evt->button; | 
					
						
							|  |  |  |             EventDispatcher::DispatchEvent(click.get()); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | Matrix3x2 const& Actor::GetTransformMatrix() const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     UpdateTransform(); | 
					
						
							|  |  |  |     return transform_matrix_; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | Matrix3x2 const& Actor::GetTransformInverseMatrix() const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     UpdateTransform(); | 
					
						
							|  |  |  |     if (dirty_transform_inverse_) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         transform_matrix_inverse_ = transform_matrix_.Invert(); | 
					
						
							|  |  |  |         dirty_transform_inverse_  = false; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     return transform_matrix_inverse_; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void Actor::UpdateTransform() const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (!dirty_transform_) | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  | 
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							|  |  |  |     dirty_transform_         = false; | 
					
						
							|  |  |  |     dirty_transform_inverse_ = true; | 
					
						
							|  |  |  |     dirty_visibility_        = true; | 
					
						
							|  |  |  | 
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							|  |  |  |     if (is_fast_transform_) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         transform_matrix_ = Matrix3x2::Translation(transform_.position); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         // matrix multiplication is optimized by expression template
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							|  |  |  |         transform_matrix_ = transform_.ToMatrix(); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     transform_matrix_.Translate(Point{ -size_.x * anchor_.x, -size_.y * anchor_.y }); | 
					
						
							|  |  |  | 
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							|  |  |  |     if (parent_) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         transform_matrix_ *= parent_->transform_matrix_; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     // update children's transform
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							|  |  |  |     for (auto child = children_.first_item().get(); child; child = child->next_item().get()) | 
					
						
							|  |  |  |         child->dirty_transform_ = true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void Actor::UpdateOpacity() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (parent_ && parent_->IsCascadeOpacityEnabled()) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         displayed_opacity_ = opacity_ * parent_->displayed_opacity_; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     else | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         displayed_opacity_ = opacity_; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
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							|  |  |  |     for (Actor* child = children_.first_item().get(); child; child = child->next_item().get()) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         child->UpdateOpacity(); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void Actor::SetStage(Stage* stage) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (stage_ != stage) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         stage_ = stage; | 
					
						
							|  |  |  |         for (Actor* child = children_.first_item().get(); child; child = child->next_item().get()) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             child->stage_ = stage; | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | void Actor::Reorder() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (parent_) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         ActorPtr me = this; | 
					
						
							|  |  |  | 
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							|  |  |  |         parent_->children_.remove(me); | 
					
						
							|  |  |  | 
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							|  |  |  |         Actor* sibling = parent_->children_.last_item().get(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         if (sibling && sibling->GetZOrder() > z_order_) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             sibling = sibling->prev_item().get(); | 
					
						
							|  |  |  |             while (sibling) | 
					
						
							|  |  |  |             { | 
					
						
							|  |  |  |                 if (sibling->GetZOrder() <= z_order_) | 
					
						
							|  |  |  |                     break; | 
					
						
							|  |  |  |                 sibling = sibling->prev_item().get(); | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         if (sibling) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             parent_->children_.insert_after(me, sibling); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |         else | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             parent_->children_.push_front(me); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetZOrder(int zorder) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (z_order_ != zorder) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         z_order_ = zorder; | 
					
						
							|  |  |  |         Reorder(); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetOpacity(float opacity) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (opacity_ == opacity) | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     displayed_opacity_ = opacity_ = std::min(std::max(opacity, 0.f), 1.f); | 
					
						
							|  |  |  |     UpdateOpacity(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetCascadeOpacityEnabled(bool enabled) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (cascade_opacity_ == enabled) | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     cascade_opacity_ = enabled; | 
					
						
							|  |  |  |     UpdateOpacity(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetAnchor(Vec2 const& anchor) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (anchor_ == anchor) | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     anchor_          = anchor; | 
					
						
							|  |  |  |     dirty_transform_ = true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetWidth(float width) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     SetSize(Size{ width, size_.y }); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetHeight(float height) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     SetSize(Size{ size_.x, height }); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetSize(Size const& size) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (size_ == size) | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     size_            = size; | 
					
						
							|  |  |  |     dirty_transform_ = true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetTransform(Transform const& transform) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     transform_         = transform; | 
					
						
							|  |  |  |     dirty_transform_   = true; | 
					
						
							|  |  |  |     is_fast_transform_ = false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetVisible(bool val) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     visible_ = val; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetName(String const& name) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (!IsName(name)) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         ObjectBase::SetName(name); | 
					
						
							|  |  |  |         hash_name_ = std::hash<String>{}(name); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetPosition(const Point& pos) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (transform_.position == pos) | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     transform_.position = pos; | 
					
						
							|  |  |  |     dirty_transform_    = true; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetPositionX(float x) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     SetPosition(Point{ x, transform_.position.y }); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetPositionY(float y) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     SetPosition(Point{ transform_.position.x, y }); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::Move(Vec2 const& v) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     this->SetPosition(Point{ transform_.position.x + v.x, transform_.position.y + v.y }); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetScale(Vec2 const& scale) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (transform_.scale == scale) | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     transform_.scale   = scale; | 
					
						
							|  |  |  |     dirty_transform_   = true; | 
					
						
							|  |  |  |     is_fast_transform_ = false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetSkew(Vec2 const& skew) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (transform_.skew == skew) | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     transform_.skew    = skew; | 
					
						
							|  |  |  |     dirty_transform_   = true; | 
					
						
							|  |  |  |     is_fast_transform_ = false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetRotation(float angle) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (transform_.rotation == angle) | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     transform_.rotation = angle; | 
					
						
							|  |  |  |     dirty_transform_    = true; | 
					
						
							|  |  |  |     is_fast_transform_  = false; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::AddChild(Actor* child, int zorder) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     KGE_ASSERT(child && "Actor::AddChild failed, NULL pointer exception"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     if (child) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         KGE_ASSERT(!child->parent_ && "Actor::AddChild failed, the actor to be added already has a parent"); | 
					
						
							| 
									
										
										
										
											2019-03-31 01:37:06 +08:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2019-10-21 11:15:22 +08:00
										 |  |  | #ifdef KGE_DEBUG
 | 
					
						
							| 
									
										
										
										
											2019-03-31 01:37:06 +08:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-01-21 10:09:55 +08:00
										 |  |  |         for (Actor* parent = parent_; parent; parent = parent->parent_) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             if (parent == child) | 
					
						
							|  |  |  |             { | 
					
						
							| 
									
										
										
										
											2020-02-10 13:47:00 +08:00
										 |  |  |                 KGE_ERROR("A actor cannot be its own parent"); | 
					
						
							| 
									
										
										
										
											2020-01-21 10:09:55 +08:00
										 |  |  |                 return; | 
					
						
							|  |  |  |             } | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | #endif  // KGE_DEBUG
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         children_.push_back(child); | 
					
						
							|  |  |  |         child->parent_ = this; | 
					
						
							|  |  |  |         child->SetStage(this->stage_); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         child->dirty_transform_ = true; | 
					
						
							|  |  |  |         child->z_order_         = zorder; | 
					
						
							|  |  |  |         child->Reorder(); | 
					
						
							|  |  |  |         child->UpdateOpacity(); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							| 
									
										
										
										
											2019-03-31 01:37:06 +08:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2020-01-21 10:09:55 +08:00
										 |  |  | void Actor::AddChild(ActorPtr child, int zorder) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     AddChild(child.get()); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::AddChildren(Vector<ActorPtr> const& children) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     for (const auto& actor : children) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         this->AddChild(actor); | 
					
						
							|  |  |  |     } | 
					
						
							| 
									
										
										
										
											2019-03-31 01:37:06 +08:00
										 |  |  | } | 
					
						
							| 
									
										
										
										
											2020-01-21 10:09:55 +08:00
										 |  |  | 
 | 
					
						
							|  |  |  | Rect Actor::GetBounds() const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return Rect{ Point{}, size_ }; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Rect Actor::GetBoundingBox() const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return GetTransformMatrix().Transform(GetBounds()); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Vector<ActorPtr> Actor::GetChildren(String const& name) const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     Vector<ActorPtr> children; | 
					
						
							|  |  |  |     size_t           hash_code = std::hash<String>{}(name); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     for (auto child = children_.first_item().get(); child; child = child->next_item().get()) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         if (child->hash_name_ == hash_code && child->IsName(name)) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             children.push_back(const_cast<Actor*>(child)); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     return children; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Actor* Actor::GetChild(String const& name) const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     size_t hash_code = std::hash<String>{}(name); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     for (auto child = children_.first_item().get(); child; child = child->next_item().get()) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         if (child->hash_name_ == hash_code && child->IsName(name)) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             return const_cast<Actor*>(child); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  |     return nullptr; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Actor::Children& Actor::GetAllChildren() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return children_; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Actor::Children const& Actor::GetAllChildren() const | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     return children_; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::RemoveFromParent() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (parent_) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         parent_->RemoveChild(this); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::RemoveChild(ActorPtr child) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     RemoveChild(child.get()); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::RemoveChild(Actor* child) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     KGE_ASSERT(child && "Actor::RemoveChild failed, NULL pointer exception"); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     if (children_.empty()) | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     if (child) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         child->parent_ = nullptr; | 
					
						
							|  |  |  |         if (child->stage_) | 
					
						
							|  |  |  |             child->SetStage(nullptr); | 
					
						
							|  |  |  |         children_.remove(ActorPtr(child)); | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::RemoveChildren(String const& child_name) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     if (children_.empty()) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         return; | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     size_t hash_code = std::hash<String>{}(child_name); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     Actor* next; | 
					
						
							|  |  |  |     for (Actor* child = children_.first_item().get(); child; child = next) | 
					
						
							|  |  |  |     { | 
					
						
							|  |  |  |         next = child->next_item().get(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         if (child->hash_name_ == hash_code && child->IsName(child_name)) | 
					
						
							|  |  |  |         { | 
					
						
							|  |  |  |             RemoveChild(child); | 
					
						
							|  |  |  |         } | 
					
						
							|  |  |  |     } | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::RemoveAllChildren() | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     children_.clear(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void Actor::SetResponsible(bool enable) | 
					
						
							|  |  |  | { | 
					
						
							|  |  |  |     responsible_ = enable; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | bool Actor::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); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | }  // namespace kiwano
 |