// 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. #include "Node.h" #include "Scene.h" #include "Task.h" #include "Action.hpp" #include "render.h" #include "logs.h" namespace easy2d { namespace { float default_pivot_x = 0.f; float default_pivot_y = 0.f; } void Node::SetDefaultPivot(float pivot_x, float pivot_y) { default_pivot_x = pivot_x; default_pivot_y = pivot_y; } Node::Node() : visible_(true) , parent_(nullptr) , hash_name_(0) , clip_enabled_(false) , dirty_sort_(false) , dirty_transform_(false) , order_(0) , transform_() , display_opacity_(1.f) , real_opacity_(1.f) , children_() , initial_matrix_() , final_matrix_() , border_color_(Color::Red, 0.6f) { transform_.pivot.x = default_pivot_x; transform_.pivot.y = default_pivot_y; } Node::~Node() { } void Node::Visit() { if (!visible_) return; auto graphics = devices::Graphics::Instance(); if (clip_enabled_) { graphics->PushClip(final_matrix_, transform_.size); } if (children_.IsEmpty()) { graphics->SetTransform(final_matrix_); OnDraw(); } else { // 子节点排序 if (dirty_sort_) { children_.Sort( [](spNode const& n1, spNode const& n2) { return n1->GetOrder() < n2->GetOrder(); } ); dirty_sort_ = false; } spNode child = children_.First(); for (spNode next; child; child = next) { next = child->NextItem(); if (child->GetOrder() < 0) { child->Visit(); } else { break; } } graphics->SetTransform(final_matrix_); OnDraw(); for (spNode next; child; child = next) { next = child->NextItem(); child->Visit(); } } if (clip_enabled_) { graphics->PopClip(); } } void Node::Update(Duration const& dt) { if (children_.IsEmpty()) { OnUpdate(dt); UpdateActions(this, dt); UpdateTasks(dt); UpdateTransform(); } else { // 访问 Order 小于零的节点 spNode child = children_.First(); for (spNode next; child; child = next) { if (child->GetOrder() < 0) { next = child->NextItem(); child->Update(dt); } else { break; } } OnUpdate(dt); UpdateActions(this, dt); UpdateTasks(dt); UpdateTransform(); for (spNode next; child; child = next) { next = child->NextItem(); child->Update(dt); } } } void Node::DrawBorder() { if (visible_) { if (border_) { devices::Graphics::Instance()->DrawGeometry(border_, border_color_, 1.f, 1.5f); } for (auto child = children_.First(); child; child = child->NextItem()) { child->DrawBorder(); } } } void Node::UpdateTransform() { if (!dirty_transform_) return; dirty_transform_ = false; final_matrix_ = transform_.ToMatrix(); initial_matrix_ = final_matrix_ * math::Matrix::Translation( Point{ transform_.size.width * transform_.pivot.x, transform_.size.height * transform_.pivot.y } ); if (parent_) { initial_matrix_ = initial_matrix_ * parent_->initial_matrix_; final_matrix_ = final_matrix_ * parent_->initial_matrix_; } // 重新构造轮廓 ThrowIfFailed( devices::Graphics::Instance()->CreateRectGeometry(border_, final_matrix_, transform_.size) ); for (auto child = children_.First(); child; child = child->NextItem()) { child->dirty_transform_ = true; } } bool Node::Dispatch(const MouseEvent & e, bool handled) { if (visible_) { spNode prev; for (auto child = children_.Last(); child; child = prev) { prev = child->PrevItem(); handled = child->Dispatch(e, handled); } auto handler = dynamic_cast(this); if (handler) handler->Handle(e); } return handled; } bool Node::Dispatch(const KeyEvent & e, bool handled) { if (visible_) { spNode prev; for (auto child = children_.Last(); child; child = prev) { prev = child->PrevItem(); handled = child->Dispatch(e, handled); } auto handler = dynamic_cast(this); if (handler) handler->Handle(e); } return handled; } void Node::UpdateOpacity() { if (parent_) { display_opacity_ = real_opacity_ * parent_->display_opacity_; } for (auto child = children_.First(); child; child = child->NextItem()) { child->UpdateOpacity(); } } bool Node::IsVisible() const { return visible_; } String const& Node::GetName() const { return name_; } size_t Node::GetHashName() const { return hash_name_; } const Point& Node::GetPosition() const { return transform_.position; } float Node::GetWidth() const { return transform_.size.width * transform_.scale.x; } float Node::GetHeight() const { return transform_.size.height * transform_.scale.y; } float Node::GetRealWidth() const { return transform_.size.width; } float Node::GetRealHeight() const { return transform_.size.height; } const Size& Node::GetRealSize() const { return transform_.size; } float Node::GetPivotX() const { return transform_.pivot.x; } float Node::GetPivotY() const { return transform_.pivot.y; } Size Node::GetSize() const { return Size{ GetWidth(), GetHeight() }; } float Node::GetScaleX() const { return transform_.scale.x; } float Node::GetScaleY() const { return transform_.scale.y; } float Node::GetSkewX() const { return transform_.skew.x; } float Node::GetSkewY() const { return transform_.skew.y; } float Node::GetRotation() const { return transform_.rotation; } float Node::GetOpacity() const { return real_opacity_; } float Node::GetDisplayOpacity() const { return display_opacity_; } int Node::GetOrder() const { return order_; } void Node::SetOrder(int order) { if (order_ == order) return; order_ = order; if (parent_) { parent_->dirty_sort_ = true; } } 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::MoveBy(float x, float y) { this->SetPosition(transform_.position.x + x, transform_.position.y + y); } void Node::MoveBy(const Point & v) { this->MoveBy(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; } 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; } void Node::SetRotation(float angle) { if (transform_.rotation == angle) return; transform_.rotation = angle; dirty_transform_ = true; } void Node::SetOpacity(float opacity) { if (real_opacity_ == opacity) return; display_opacity_ = real_opacity_ = std::min(std::max(opacity, 0.f), 1.f); // 更新节点透明度 UpdateOpacity(); } void Node::SetPivotX(float pivot_x) { this->SetPivot(pivot_x, transform_.pivot.y); } void Node::SetPivotY(float pivot_y) { this->SetPivot(transform_.pivot.x, pivot_y); } void Node::SetPivot(float pivot_x, float pivot_y) { if (transform_.pivot.x == pivot_x && transform_.pivot.y == pivot_y) return; transform_.pivot.x = pivot_x; transform_.pivot.y = pivot_y; dirty_transform_ = true; } void Node::SetWidth(float width) { this->SetSize(width, transform_.size.height); } void Node::SetHeight(float height) { this->SetSize(transform_.size.width, height); } void Node::SetSize(float width, float height) { if (transform_.size.width == width && transform_.size.height == height) return; transform_.size.width = width; transform_.size.height = height; dirty_transform_ = true; } void Node::SetSize(const Size& size) { this->SetSize(size.width, size.height); } Transform const& Node::GetTransform() const { return transform_; } void Node::SetTransform(Transform const& transform) { transform_ = transform; dirty_transform_ = true; } void Node::SetClipEnabled(bool enabled) { clip_enabled_ = enabled; } void Node::SetBorderColor(Color const& color) { border_color_ = color; } void Node::AddChild(spNode const& child, int order) { if (!child) logs::Warningln("Node::AddChild failed, child is nullptr"); if (child) { #ifdef E2D_DEBUG if (child->parent_) logs::Errorln("The node to be added already has a parent"); for (Node* parent = parent_; parent; parent = parent->parent_) if (parent == child) logs::Errorln("A node cannot be its own parent"); #endif // E2D_DEBUG children_.PushBack(Node::ItemType(child)); child->parent_ = this; child->dirty_transform_ = true; child->SetOrder(order); child->UpdateOpacity(); dirty_sort_ = true; } } void Node::AddChild(const Nodes& nodes, int order) { for (const auto& node : nodes) { this->AddChild(node, order); } } spNode Node::GetParent() const { return parent_; } Rect Node::GetBounds() { return Rect(Point{}, transform_.size); } Node::Nodes Node::GetChildren(String const& name) const { Nodes children; size_t hash_code = std::hash{}(name); for (auto child = children_.First(); child != children_.Last(); child = child->NextItem()) { if (child->hash_name_ == hash_code && child->name_ == name) { children.push_back(child); } } return children; } spNode Node::GetChild(String const& name) const { size_t hash_code = std::hash{}(name); for (auto child = children_.First(); child != children_.Last(); child = child->NextItem()) { if (child->hash_name_ == hash_code && child->name_ == name) { return child; } } return nullptr; } Node::Children const & Node::GetChildren() const { return children_; } void Node::RemoveFromParent() { if (parent_) { parent_->RemoveChild(this); } } bool Node::RemoveChild(spNode const& child) { if (!child) logs::Warningln("Node::RemoveChild failed, child is nullptr"); if (children_.IsEmpty()) { return false; } if (child) { children_.Remove(Node::ItemType(child)); return true; } return false; } void Node::RemoveChildren(String const& child_name) { if (children_.IsEmpty()) { return; } size_t hash_code = std::hash{}(child_name); spNode next; for (auto child = children_.First(); child; child = next) { next = child->NextItem(); if (child->hash_name_ == hash_code && child->name_ == child_name) children_.Remove(child); } } void Node::RemoveAllChildren() { children_.Clear(); } bool Node::ContainsPoint(const Point& point) { if (transform_.size.width == 0.f || transform_.size.height == 0.f) return false; UpdateTransform(); BOOL ret = 0; ThrowIfFailed( border_->FillContainsPoint( D2D1::Point2F(point.x, point.y), D2D1::Matrix3x2F::Identity(), &ret ) ); return ret != 0; } bool Node::Intersects(spNode const& node) { if (transform_.size.width == 0.f || transform_.size.height == 0.f || node->transform_.size.width == 0.f || node->transform_.size.height == 0.f) return false; // 更新转换矩阵 UpdateTransform(); node->UpdateTransform(); // 获取相交状态 D2D1_GEOMETRY_RELATION relation = D2D1_GEOMETRY_RELATION_UNKNOWN; ThrowIfFailed( border_->CompareWithGeometry( node->border_.Get(), D2D1::Matrix3x2F::Identity(), &relation ) ); return relation != D2D1_GEOMETRY_RELATION_UNKNOWN && relation != D2D1_GEOMETRY_RELATION_DISJOINT; } void Node::SetVisible(bool val) { visible_ = val; } void Node::SetName(String const& name) { if (name_ != name) { // 保存节点名 name_ = name; // 保存节点 Hash 名 hash_name_ = std::hash{}(name); } } }