// 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 "Action.hpp" #include "Factory.h" #include "Scene.h" #include "Task.h" #include "MouseEvent.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) , dirty_transform_(false) , dirty_transform_inverse_(false) , parent_(nullptr) , hash_name_(0) , z_order_(0) , opacity_(1.f) , display_opacity_(1.f) , pivot_(default_pivot_x, default_pivot_y) { } void Node::Update(Duration const & dt) { OnUpdate(dt); UpdateActions(this, dt); UpdateTasks(dt); if (!children_.IsEmpty()) { SpNode next; for (auto child = children_.First(); child; child = next) { next = child->NextItem(); child->Update(dt); } } } void Node::Render() { if (!visible_) return; UpdateTransform(); auto graphics = Graphics::Instance(); if (children_.IsEmpty()) { graphics->SetTransform(transform_matrix_); graphics->SetOpacity(display_opacity_); 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(); } graphics->SetTransform(transform_matrix_); graphics->SetOpacity(display_opacity_); OnRender(); while (child) { child->Render(); child = child->NextItem().Get(); } } } void Node::DispatchEvent(Event * e) { if (!visible_) return; SpNode prev; for (auto child = children_.Last(); child; child = prev) { prev = child->PrevItem(); child->DispatchEvent(e); } if (MouseEvent::Check(e)) { MouseEvent* me = static_cast(e); if (me->type == MouseEvent::Move) { if (!me->has_target && ContainsPoint(me->position)) { me->has_target = true; if (!hover_) { hover_ = true; MouseEvent hover = *me; hover.type = MouseEvent::Hover; DispatchEvent(&hover); } } else if (hover_) { hover_ = false; pressed_ = false; MouseEvent hover = *me; hover.type = MouseEvent::Out; DispatchEvent(&hover); } } if (me->type == MouseEvent::Down && hover_) { pressed_ = true; } if (me->type == MouseEvent::Up && pressed_) { pressed_ = false; MouseEvent click = *me; click.type = MouseEvent::Click; DispatchEvent(&click); } } EventDispatcher::DispatchEvent(e); } Matrix const & Node::GetTransformMatrix() const { UpdateTransform(); return transform_matrix_; } Matrix const & Node::GetTransformInverseMatrix() const { UpdateTransform(); if (dirty_transform_inverse_) { transform_matrix_inverse_ = Matrix::Invert(transform_matrix_); dirty_transform_inverse_ = false; } return transform_matrix_inverse_; } Node* Node::GetParent() const { return parent_; } Scene* Node::GetScene() const { return scene_; } void Node::UpdateTransform() const { if (!dirty_transform_) return; dirty_transform_ = false; dirty_transform_inverse_ = true; // matrix multiplication is optimized by expression template transform_matrix_ = Matrix::Scaling(transform_.scale) * Matrix::Skewing(transform_.skew.x, transform_.skew.y) * Matrix::Rotation(transform_.rotation) * Matrix::Translation(transform_.position); Point offset{ -size_.x * pivot_.x, -size_.y * pivot_.y }; transform_matrix_.Translate(offset); if (parent_) transform_matrix_ = transform_matrix_ * parent_->transform_matrix_; // update children's transform for (Node* child = children_.First().Get(); child; child = child->NextItem().Get()) child->dirty_transform_ = true; } void Node::UpdateOpacity() { if (parent_) { display_opacity_ = opacity_ * parent_->display_opacity_; } for (Node* child = children_.First().Get(); child; child = child->NextItem().Get()) { child->UpdateOpacity(); } } void Node::SetScene(Scene * scene) { scene_ = scene; for (Node* child = children_.First().Get(); child; child = child->NextItem().Get()) { child->scene_ = scene; } } void Node::SetZOrder(int zorder) { if (z_order_ == zorder) return; z_order_ = zorder; if (parent_) { SpNode me = this; parent_->children_.Remove(me); Node* sibling = parent_->children_.Last().Get(); if (sibling && sibling->GetZOrder() > zorder) { while (sibling = sibling->PrevItem().Get()) { if (sibling->GetZOrder() <= zorder) break; } } if (sibling) { parent_->children_.InsertAfter(me, SpNode(sibling)); } else { parent_->children_.PushFront(me); } } } void Node::SetOpacity(float opacity) { if (opacity_ == opacity) return; display_opacity_ = opacity_ = std::min(std::max(opacity, 0.f), 1.f); UpdateOpacity(); } void Node::SetPivotX(float pivot_x) { this->SetPivot(pivot_x, pivot_.y); } void Node::SetPivotY(float pivot_y) { this->SetPivot(pivot_.x, pivot_y); } void Node::SetPivot(float pivot_x, float pivot_y) { if (pivot_.x == pivot_x && pivot_.y == pivot_y) return; pivot_.x = pivot_x; pivot_.y = pivot_y; dirty_transform_ = true; } 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; } void Node::SetVisible(bool val) { visible_ = val; } void Node::SetName(String const& name) { if (name_ != name) { name_ = name; hash_name_ = std::hash{}(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; } 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::AddChild(SpNode const& child) { E2D_ASSERT(child && "Node::AddChild failed, NULL pointer exception"); 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(child); child->parent_ = this; child->SetScene(this->scene_); child->dirty_transform_ = true; child->UpdateOpacity(); child->SetZOrder(child->GetZOrder()); } } void Node::AddChildren(Array const& children) { for (const auto& node : children) { this->AddChild(node); } } Rect Node::GetBounds() const { return Rect(Point{}, size_); } Array Node::GetChildren(String const& name) const { Array children; size_t hash_code = std::hash{}(name); for (Node* child = children_.First().Get(); child; child = child->NextItem().Get()) { 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 (Node* child = children_.First().Get(); child; child = child->NextItem().Get()) { 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) { return RemoveChild(child.Get()); } bool Node::RemoveChild(Node * child) { E2D_ASSERT(child && "Node::RemoveChild failed, NULL pointer exception"); if (children_.IsEmpty()) return false; if (child) { child->parent_ = nullptr; if (child->scene_) child->SetScene(nullptr); children_.Remove(SpNode(child)); return true; } return false; } void Node::RemoveChildren(String const& child_name) { if (children_.IsEmpty()) { return; } size_t hash_code = std::hash{}(child_name); Node* next; for (Node* child = children_.First().Get(); child; child = next) { next = child->NextItem().Get(); if (child->hash_name_ == hash_code && child->name_ == child_name) { RemoveChild(child); } } } void Node::RemoveAllChildren() { children_.Clear(); } bool Node::ContainsPoint(const Point& point) const { if (size_.x == 0.f || size_.y == 0.f) return false; math::Vector2 local = GetTransformInverseMatrix().Transform(point); return GetBounds().ContainsPoint(local); } }