// Copyright (c) 2016-2018 Kiwano - 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 "Actor.h" #include "Stage.h" #include "../base/Logger.h" #include "../renderer/Renderer.h" namespace kiwano { namespace { Float32 default_anchor_x = 0.f; Float32 default_anchor_y = 0.f; } void Actor::SetDefaultAnchor(Float32 anchor_x, Float32 anchor_y) { default_anchor_x = anchor_x; default_anchor_y = anchor_y; } 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) { } void Actor::Update(Duration dt) { if (!update_pausing_) { UpdateActions(this, dt); UpdateTimers(dt); if (cb_update_) cb_update_(dt); OnUpdate(dt); } if (!children_.empty()) { ActorPtr next; for (auto child = children_.first_item(); child; child = next) { next = child->next_item(); child->Update(dt); } } } void Actor::Render(RenderTarget* rt) { if (!visible_) return; UpdateTransform(); if (children_.empty()) { OnRender(rt); } else { // render children those are less than 0 in Z-Order Actor* child = children_.first_item().get(); while (child) { if (child->GetZOrder() >= 0) break; child->Render(rt); child = child->next_item().get(); } OnRender(rt); while (child) { child->Render(rt); child = child->next_item().get(); } } } void Actor::PrepareRender(RenderTarget* rt) { rt->SetTransform(transform_matrix_); rt->SetOpacity(displayed_opacity_); } void Actor::RenderBorder(RenderTarget* rt) { if (show_border_ && !size_.IsOrigin()) { Rect bounds = GetBounds(); rt->SetTransform(transform_matrix_); rt->SetDefaultBrushColor(Color(Color::Red, .4f)); rt->FillRectangle(bounds); rt->SetDefaultBrushColor(Color(Color::Red, .8f)); rt->DrawRectangle(bounds, 2.f); } for (auto child = children_.first_item(); child; child = child->next_item()) { child->RenderBorder(rt); } } bool Actor::CheckVisibilty(RenderTarget* rt) const { if (dirty_visibility_) { dirty_visibility_ = false; visible_in_rt_ = rt->CheckVisibility(GetBounds(), GetTransformMatrix()); } return visible_in_rt_; } void Actor::Dispatch(Event& evt) { if (!visible_) return; ActorPtr prev; for (auto child = children_.last_item(); child; child = prev) { prev = child->prev_item(); child->Dispatch(evt); } if (responsible_ && MouseEvent::Check(evt.type)) { if (evt.type == Event::MouseMove) { if (!evt.target && ContainsPoint(Point{ evt.mouse.x, evt.mouse.y })) { evt.target = this; if (!hover_) { hover_ = true; Event hover = evt; hover.type = Event::MouseHover; EventDispatcher::Dispatch(hover); } } else if (hover_) { hover_ = false; pressed_ = false; Event out = evt; out.target = this; out.type = Event::MouseOut; EventDispatcher::Dispatch(out); } } if (evt.type == Event::MouseBtnDown && hover_) { pressed_ = true; evt.target = this; } if (evt.type == Event::MouseBtnUp && pressed_) { pressed_ = false; evt.target = this; Event click = evt; click.type = Event::Click; EventDispatcher::Dispatch(click); } } EventDispatcher::Dispatch(evt); } Matrix3x2 const & Actor::GetTransformMatrix() const { UpdateTransform(); return transform_matrix_; } Matrix3x2 const & Actor::GetTransformInverseMatrix() const { UpdateTransform(); if (dirty_transform_inverse_) { transform_matrix_inverse_ = transform_matrix_.Invert(); dirty_transform_inverse_ = false; } return transform_matrix_inverse_; } void Actor::UpdateTransform() const { if (!dirty_transform_) return; dirty_transform_ = false; dirty_transform_inverse_ = true; dirty_visibility_ = true; if (is_fast_transform_) { transform_matrix_ = Matrix3x2::Translation(transform_.position); } else { // matrix multiplication is optimized by expression template transform_matrix_ = transform_.ToMatrix(); } transform_matrix_.Translate(Point{ -size_.x * anchor_.x, -size_.y * anchor_.y }); if (parent_) { transform_matrix_ *= parent_->transform_matrix_; } // update children's transform for (Actor* child = children_.first_item().get(); child; child = child->next_item().get()) child->dirty_transform_ = true; } void Actor::UpdateOpacity() { if (parent_ && parent_->IsCascadeOpacityEnabled()) { displayed_opacity_ = opacity_ * parent_->displayed_opacity_; } else { displayed_opacity_ = opacity_; } for (Actor* child = children_.first_item().get(); child; child = child->next_item().get()) { child->UpdateOpacity(); } } void Actor::SetStage(Stage* stage) { if (stage && stage_ != stage) { stage_ = stage; for (Actor* child = children_.first_item().get(); child; child = child->next_item().get()) { child->stage_ = stage; } } } void Actor::Reorder() { if (parent_) { ActorPtr me = this; parent_->children_.remove(me); 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(Int32 zorder) { if (z_order_ != zorder) { z_order_ = zorder; Reorder(); } } void Actor::SetOpacity(Float32 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(Float32 width) { SetSize(Size{ width, size_.y }); } void Actor::SetHeight(Float32 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{}(name); } } void Actor::SetPosition(const Point & pos) { if (transform_.position == pos) return; transform_.position = pos; dirty_transform_ = true; } void Actor::SetPositionX(Float32 x) { SetPosition(Point{ x, transform_.position.y }); } void Actor::SetPositionY(Float32 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(Float32 angle) { if (transform_.rotation == angle) return; transform_.rotation = angle; dirty_transform_ = true; is_fast_transform_ = false; } void Actor::AddChild(ActorPtr child) { KGE_ASSERT(child && "Actor::AddChild failed, NULL pointer exception"); if (child) { #ifdef KGE_DEBUG if (child->parent_) KGE_ERROR_LOG(L"The actor to be added already has a parent"); for (Actor* parent = parent_; parent; parent = parent->parent_) if (parent == child) KGE_ERROR_LOG(L"A actor cannot be its own parent"); #endif // KGE_DEBUG children_.push_back(child); child->parent_ = this; child->SetStage(this->stage_); child->dirty_transform_ = true; child->UpdateOpacity(); child->Reorder(); } } void Actor::AddChildren(Vector const& children) { for (const auto& actor : children) { this->AddChild(actor); } } Rect Actor::GetBounds() const { return Rect{ Point{}, size_ }; } Rect Actor::GetBoundingBox() const { return GetTransformMatrix().Transform(GetBounds()); } Vector Actor::GetChildren(String const& name) const { Vector children; UInt32 hash_code = std::hash{}(name); for (Actor* child = children_.first_item().get(); child; child = child->next_item().get()) { if (child->hash_name_ == hash_code && child->IsName(name)) { children.push_back(child); } } return children; } ActorPtr Actor::GetChild(String const& name) const { UInt32 hash_code = std::hash{}(name); for (Actor* child = children_.first_item().get(); child; child = child->next_item().get()) { if (child->hash_name_ == hash_code && child->IsName(name)) { return child; } } return nullptr; } Actor::Children const & Actor::GetChildren() 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; } UInt32 hash_code = std::hash{}(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); } }