Magic_Game/Easy2D/2d/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 "include-forwards.h"
#include "Transform.hpp"
#include "ActionManager.h"
#include "../base/TimerManager.h"
#include "../base/EventDispatcher.h"
namespace easy2d
{
class Application;
// <20>ڵ<EFBFBD>
class E2D_API Node
: public virtual Object
, public TimerManager
, public ActionManager
, public EventDispatcher
, public IntrusiveListItem<NodePtr>
{
friend class Application;
friend class Transition;
friend class IntrusiveList<NodePtr>;
using Children = IntrusiveList<NodePtr>;
using UpdateCallback = std::function<void(Duration)>;
public:
Node();
// <20><><EFBFBD>½ڵ<C2BD>
virtual void OnUpdate(Duration dt) { E2D_NOT_USED(dt); }
// <20><>Ⱦ<EFBFBD>ڵ<EFBFBD>
virtual void OnRender() {}
// <20><>ȡ<EFBFBD><C8A1>ʾ״̬
bool IsVisible() const { return visible_; }
// <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 const& 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><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><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 const& 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><>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_; }
// <20><>ȡ<EFBFBD>
Transform const& GetTransform() const { return transform_; }
// <20><>ȡ<EFBFBD>߿<EFBFBD>
Rect GetBounds() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>а<EFBFBD>Χ<EFBFBD><CEA7>
Rect GetBoundingBox() const;
// <20><>ȡ<EFBFBD><C8A1>ά<EFBFBD><EFBFBD><E4BBBB><EFBFBD><EFBFBD>
Matrix const& GetTransformMatrix() const;
// <20><>ȡ<EFBFBD><C8A1>ά<EFBFBD><EFBFBD><E4BBBB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
Matrix const& GetTransformInverseMatrix() const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>
inline Node* GetParent() const { return parent_; }
// <20><>ȡ<EFBFBD><C8A1><EFBFBD>ڳ<EFBFBD><DAB3><EFBFBD>
inline Scene* GetScene() const { return scene_; }
// <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
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><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>޸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
);
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
);
// <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>ڽڵ<DABD><DAB5><EFBFBD>
bool ContainsPoint(
const Point& point
) const;
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>
void AddChild(
NodePtr const& child
);
// <20><><EFBFBD>Ӷ<EFBFBD><D3B6><EFBFBD><EFBFBD>ӽڵ<D3BD>
void AddChildren(
Array<NodePtr> const& children
);
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
Array<NodePtr> GetChildren(
String const& name
) const;
// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC><EFBFBD>ӽڵ<D3BD>
NodePtr GetChild(
String const& name
) const;
// <20><>ȡȫ<C8A1><C8AB><EFBFBD>ӽڵ<D3BD>
Children const& GetChildren() const;
// <20>Ƴ<EFBFBD><C6B3>ӽڵ<D3BD>
bool RemoveChild(
NodePtr const& child
);
// <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(
String const& child_name
);
// <20>Ƴ<EFBFBD><C6B3><EFBFBD><EFBFBD>нڵ<D0BD>
void RemoveAllChildren();
// <20>Ӹ<EFBFBD><D3B8>ڵ<EFBFBD><DAB5>Ƴ<EFBFBD>
void RemoveFromParent();
// <20><>ͣ<EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
inline void PauseUpdating() { update_pausing_ = true; }
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD>
inline void ResumeUpdating() { update_pausing_ = false; }
// <20>ڵ<EFBFBD><DAB5><EFBFBD><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 const& GetCallbackOnUpdate() { return cb_update_; }
// <20><><EFBFBD><EFBFBD>Ĭ<EFBFBD><C4AC>ê<EFBFBD><C3AA>
static void SetDefaultAnchor(
float anchor_x,
float anchor_y
);
public:
// <20>¼<EFBFBD><C2BC>ַ<EFBFBD>
void Dispatch(Event& evt) override;
protected:
virtual void PrepareRender() {}
void Update(Duration dt);
void Render();
void UpdateTransform() const;
void UpdateOpacity();
void SetScene(Scene* scene);
protected:
bool visible_;
bool hover_;
bool pressed_;
bool responsible_;
bool update_pausing_;
int z_order_;
float opacity_;
float display_opacity_;
size_t hash_name_;
Transform transform_;
Point anchor_;
Size size_;
Node* parent_;
Scene* scene_;
Children children_;
UpdateCallback cb_update_;
mutable bool dirty_transform_;
mutable bool dirty_transform_inverse_;
mutable Matrix transform_matrix_;
mutable Matrix transform_matrix_inverse_;
};
// <20><><EFBFBD>ӻ<EFBFBD><D3BB>ڵ<EFBFBD>
class E2D_API VisualNode
: public Node
{
public:
virtual void PrepareRender() override;
};
}