// 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 "Factory.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; bool border_enabled = false; } void Node::SetDefaultPivot(float pivot_x, float pivot_y) { default_pivot_x = pivot_x; default_pivot_y = pivot_y; } void easy2d::Node::EnableBorder() { border_enabled = true; } void easy2d::Node::DisableBorder() { border_enabled = false; } Node::Node() : inited_(false) , visible_(true) , dirty_sort_(false) , parent_(nullptr) , hash_name_(0) , z_order_(0) , opacity_(1.f) , display_opacity_(1.f) , children_() , border_color_(Color::Red, 0.6f) , initial_matrix_() , final_matrix_() , pivot_(default_pivot_x, default_pivot_y) , size_() { } void Node::Init() { inited_ = true; } void Node::OnRender() { // normal node renders nothing } void Node::Update(Duration const & dt) { if (!inited_) { Init(); } UpdateActions(this, dt); UpdateTasks(dt); if (!children_.IsEmpty()) { for (auto child = children_.First(); child; child = child->NextItem()) { child->Update(dt); } } } void Node::Render() { if (!visible_) return; UpdateTransform(); auto graphics = Graphics::Instance(); if (children_.IsEmpty()) { graphics->SetTransform(final_matrix_); graphics->SetOpacity(display_opacity_); OnRender(); } else { SortChildren(); // render children those are less than 0 in Z-Order spNode child = children_.First(); for (spNode next; child; child = next) { next = child->NextItem(); if (child->GetZOrder() < 0) { child->Render(); } else { break; } } graphics->SetTransform(final_matrix_); graphics->SetOpacity(display_opacity_); OnRender(); for (spNode next; child; child = next) { next = child->NextItem(); child->Render(); } } } void Node::DispatchEvent(Event * e) { if (!visible_) return; this->HandleEvent(e); if (!e->has_target) { EventDispatcher::DispatchEvent(e); } } void Node::HandleEvent(Event * e) { spNode prev; for (auto child = children_.Last(); child; child = prev) { prev = child->PrevItem(); child->HandleEvent(e); } } void Node::DrawBorder() { if (visible_) { if (border_) { Graphics::Instance()->DrawGeometry(border_, border_color_, 1.5f); } for (auto child = children_.First(); child; child = child->NextItem()) { child->DrawBorder(); } } } void Node::SortChildren() { if (dirty_sort_) { children_.Sort( [](spNode const& n1, spNode const& n2) { return n1->GetZOrder() < n2->GetZOrder(); } ); dirty_sort_ = false; } } math::Matrix const & Node::GetTransformMatrix() { UpdateTransform(); return final_matrix_; } spNode Node::GetParent() const { return parent_; } spScene Node::GetScene() const { return scene_; } void Node::UpdateTransform() { if (!dirty_transform_) return; dirty_transform_ = false; Point center{ size_.width * pivot_.x, size_.height * pivot_.y }; final_matrix_ = math::Matrix::Scaling(transform_.scale, center) * math::Matrix::Skewing(transform_.skew.x, transform_.skew.y, center) * math::Matrix::Rotation(transform_.rotation, center) * math::Matrix::Translation(transform_.position - center); initial_matrix_ = final_matrix_ * math::Matrix::Translation( Point{ size_.width * pivot_.x, size_.height * pivot_.y } ); if (parent_) { initial_matrix_ = initial_matrix_ * parent_->initial_matrix_; final_matrix_ = final_matrix_ * parent_->initial_matrix_; } // update children's transform for (auto child = children_.First(); child; child = child->NextItem()) { child->dirty_transform_ = true; } // update border if (border_enabled) { UpdateBorder(); } } void Node::UpdateBorder() { cpRectangleGeometry rect; cpTransformedGeometry transformed; HRESULT hr = Factory::Instance()->CreateRectangleGeometry( rect, Rect(Point{}, size_) ); if (SUCCEEDED(hr)) { hr = Factory::Instance()->CreateTransformedGeometry( transformed, final_matrix_, rect ); } if (SUCCEEDED(hr)) { border_ = transformed; } } void Node::UpdateOpacity() { if (parent_) { display_opacity_ = opacity_ * parent_->display_opacity_; } for (auto child = children_.First(); child; child = child->NextItem()) { child->UpdateOpacity(); } } void Node::SetScene(Scene * scene) { scene_ = scene; for (auto child = children_.First(); child; child = child->NextItem()) { child->scene_ = scene; } } void Node::SetZOrder(int order) { if (z_order_ == order) return; z_order_ = order; if (parent_) { parent_->dirty_sort_ = true; } } 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_.height); } void Node::SetHeight(float height) { this->SetSize(size_.width, height); } void Node::SetSize(const Size& size) { this->SetSize(size.width, size.height); } void Node::SetSize(float width, float height) { if (size_.width == width && size_.height == height) return; size_.width = width; size_.height = height; dirty_transform_ = true; } void Node::SetTransform(Transform const& transform) { transform_ = transform; dirty_transform_ = true; } void Node::SetBorderColor(Color const& color) { border_color_ = color; } 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::AddChild(spNode const& child, int z_order) { 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(Node::ItemType(child)); child->parent_ = this; child->SetScene(this->scene_); child->dirty_transform_ = true; child->SetZOrder(z_order); child->UpdateOpacity(); dirty_sort_ = true; } } void Node::AddChild(const Nodes& nodes, int z_order) { for (const auto& node : nodes) { this->AddChild(node, z_order); } } Rect Node::GetBounds() { return Rect(Point{}, 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) { 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(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) { RemoveChild(child); } } } void Node::RemoveAllChildren() { children_.Clear(); } bool Node::ContainsPoint(const Point& point) { if (size_.width == 0.f || size_.height == 0.f) return false; UpdateTransform(); cpRectangleGeometry border; ThrowIfFailed( Factory::Instance()->CreateRectangleGeometry( border, Rect(Point{}, size_) ) ); BOOL ret = 0; // no matter it failed or not border->FillContainsPoint( point, ConvertToD2DMatrix(final_matrix_), &ret ); return !!ret; } }