#include "..\e2dnode.h" #include "..\e2dmanager.h" #include "..\e2daction.h" const e2d::Node::Property e2d::Node::Property::Origin = { 0 }; e2d::Node::Property e2d::Node::Property::operator+(Property const & prop) const { Property result; result.posX = this->posX + prop.posX; result.posY = this->posY + prop.posY; result.width = this->width + prop.width; result.height = this->height + prop.height; result.pivotX = this->pivotX + prop.pivotX; result.pivotY = this->pivotY + prop.pivotY; result.scaleX = this->scaleX + prop.scaleX; result.scaleY = this->scaleY + prop.scaleY; result.rotation = this->rotation + prop.rotation; result.skewAngleX = this->skewAngleX + prop.skewAngleX; result.skewAngleY = this->skewAngleY + prop.skewAngleY; return std::move(result); } e2d::Node::Property e2d::Node::Property::operator-(Property const & prop) const { Property result; result.posX = this->posX - prop.posX; result.posY = this->posY - prop.posY; result.width = this->width - prop.width; result.height = this->height - prop.height; result.pivotX = this->pivotX - prop.pivotX; result.pivotY = this->pivotY - prop.pivotY; result.scaleX = this->scaleX - prop.scaleX; result.scaleY = this->scaleY - prop.scaleY; result.rotation = this->rotation - prop.rotation; result.skewAngleX = this->skewAngleX - prop.skewAngleX; result.skewAngleY = this->skewAngleY - prop.skewAngleY; return std::move(result); } e2d::Node::Node() : _order(0) , _posX(0) , _posY(0) , _width(0) , _height(0) , _scaleX(1.0f) , _scaleY(1.0f) , _rotation(0) , _skewAngleX(0) , _skewAngleY(0) , _displayOpacity(1.f) , _realOpacity(1.f) , _pivotX(0.f) , _pivotY(0.f) , _initialMatri(D2D1::Matrix3x2F::Identity()) , _finalMatri(D2D1::Matrix3x2F::Identity()) , _visible(true) , _parent(nullptr) , _parentScene(nullptr) , _hashName(0) , _clipEnabled(false) , _needSort(false) , _needTransform(false) , _autoUpdate(true) , _positionFixed(false) , _collider(this) , _extrapolate(Property::Origin) { } e2d::Node::~Node() { ActionManager::getInstance()->clearAllBindedWith(this); for (auto child : _children) { GC::getInstance()->safeRelease(child); } } void e2d::Node::_update() { if (!_visible) return; if (_children.empty()) { _updateSelf(); } else { // 遍历子节点 size_t i; for (i = 0; i < _children.size(); ++i) { auto child = _children[i]; // 访问 Order 小于零的节点 if (child->getOrder() < 0) { child->_update(); } else { break; } } _updateSelf(); // 访问其他节点 for (; i < _children.size(); ++i) _children[i]->_update(); } } void e2d::Node::_updateSelf() { if (_needTransform) { updateTransform(); if (_collider.isEnabled() && _collider.isCollisionNotify() && _collider.getShape() != Collider::Shape::None) { CollisionManager::getInstance()->__updateCollider(&_collider); } } if (_autoUpdate && !Game::getInstance()->isPaused()) { this->onUpdate(); } } void e2d::Node::_render() { if (!_visible) return; // 更新转换矩阵 updateTransform(); // 保留差别属性 _extrapolate = this->getProperty(); auto pRT = Renderer::getInstance()->getRenderTarget(); if (_clipEnabled) { pRT->SetTransform(_finalMatri); pRT->PushAxisAlignedClip( D2D1::RectF(0, 0, _width, _height), D2D1_ANTIALIAS_MODE_PER_PRIMITIVE ); } if (_children.empty()) { // 转换渲染器的转换矩阵 pRT->SetTransform(_finalMatri); // 渲染自身 this->onRender(); } else { // 子节点排序 _sortChildren(); size_t i; for (i = 0; i < _children.size(); ++i) { auto child = _children[i]; // 访问 Order 小于零的节点 if (child->getOrder() < 0) { child->_render(); } else { break; } } // 转换渲染器的转换矩阵 pRT->SetTransform(_finalMatri); // 渲染自身 this->onRender(); // 访问剩余节点 for (; i < _children.size(); ++i) _children[i]->_render(); } if (_clipEnabled) { pRT->PopAxisAlignedClip(); } } void e2d::Node::_renderOutline() { if (_visible) { auto renderer = Renderer::getInstance(); renderer->getRenderTarget()->SetTransform(_finalMatri); renderer->getRenderTarget()->DrawRectangle( D2D1::RectF(0, 0, _width, _height), renderer->getSolidColorBrush(), 1.5f ); // 渲染所有子节点的轮廓 for (auto child : _children) { child->_renderOutline(); } } } void e2d::Node::_renderCollider() { if (_visible) { _collider.render(); // 绘制所有子节点的几何碰撞体 for (auto child : _children) { child->_renderCollider(); } } } void e2d::Node::updateTransform() { if (!_needTransform) return; _needTransform = false; // 计算中心点坐标 D2D1_POINT_2F pivot = { _width * _pivotX, _height * _pivotY }; // 变换 Initial 矩阵,子节点将根据这个矩阵进行变换 _initialMatri = D2D1::Matrix3x2F::Scale( _scaleX, _scaleY, pivot ) * D2D1::Matrix3x2F::Skew( _skewAngleX, _skewAngleY, pivot ) * D2D1::Matrix3x2F::Rotation( _rotation, pivot ) * D2D1::Matrix3x2F::Translation( _posX, _posY ); // 根据自身中心点变换 Final 矩阵 _finalMatri = _initialMatri * D2D1::Matrix3x2F::Translation(-pivot.x, -pivot.y); // 和父节点矩阵相乘 if (!_positionFixed && _parent) { _initialMatri = _initialMatri * _parent->_initialMatri; _finalMatri = _finalMatri * _parent->_initialMatri; } // 更新碰撞体 _collider.recreate(); // 通知子节点进行转换 for (auto& child : _children) { child->_needTransform = true; } } void e2d::Node::dispatch(const MouseEvent & e) { if (!onMouseEvent(e)) return; if (!_children.empty()) { for (auto child : _children) { child->dispatch(e); } } } void e2d::Node::dispatch(const KeyEvent & e) { if (!onKeyEvent(e)) return; if (!_children.empty()) { for (auto child : _children) { child->dispatch(e); } } } void e2d::Node::_sortChildren() { if (_needSort) { std::sort( std::begin(_children), std::end(_children), [](Node * n1, Node * n2) { return n1->getOrder() < n2->getOrder(); } ); _needSort = false; } } void e2d::Node::_updateOpacity() { if (_parent) { _displayOpacity = _realOpacity * _parent->_displayOpacity; } for (auto child : _children) { child->_updateOpacity(); } } bool e2d::Node::isVisible() const { return _visible; } e2d::String e2d::Node::getName() const { return _name; } size_t e2d::Node::getHashName() const { return _hashName; } float e2d::Node::getPosX() const { return _posX; } float e2d::Node::getPosY() const { return _posY; } e2d::Point e2d::Node::getPos() const { return Point(_posX, _posY); } float e2d::Node::getWidth() const { return _width * _scaleX; } float e2d::Node::getHeight() const { return _height * _scaleY; } float e2d::Node::getRealWidth() const { return _width; } float e2d::Node::getRealHeight() const { return _height; } e2d::Size e2d::Node::getRealSize() const { return Size(_width, _height); } float e2d::Node::getPivotX() const { return _pivotX; } float e2d::Node::getPivotY() const { return _pivotY; } e2d::Size e2d::Node::getSize() const { return Size(getWidth(), getHeight()); } float e2d::Node::getScaleX() const { return _scaleX; } float e2d::Node::getScaleY() const { return _scaleY; } float e2d::Node::getSkewX() const { return _skewAngleX; } float e2d::Node::getSkewY() const { return _skewAngleY; } float e2d::Node::getRotation() const { return _rotation; } float e2d::Node::getOpacity() const { return _realOpacity; } e2d::Node::Property e2d::Node::getProperty() const { Property prop; prop.posX = _posX; prop.posY = _posY; prop.width = _width; prop.height = _height; prop.pivotX = _pivotX; prop.pivotY = _pivotY; prop.scaleX = _scaleX; prop.scaleY = _scaleY; prop.rotation = _rotation; prop.skewAngleX = _skewAngleX; prop.skewAngleY = _skewAngleY; return std::move(prop); } e2d::Node::Property e2d::Node::getExtrapolate() const { return this->getProperty() - _extrapolate; } e2d::Collider* e2d::Node::getCollider() { return &_collider; } int e2d::Node::getOrder() const { return _order; } void e2d::Node::setOrder(int order) { if (_order == order) return; _order = order; if (_parent) { _parent->_needSort = true; } } void e2d::Node::setPosX(float x) { this->setPos(x, _posY); } void e2d::Node::setPosY(float y) { this->setPos(_posX, y); } void e2d::Node::setPos(const Point & p) { this->setPos(p.x, p.y); } void e2d::Node::setPos(float x, float y) { if (_posX == x && _posY == y) return; _posX = x; _posY = y; _needTransform = true; } void e2d::Node::setPosFixed(bool fixed) { if (_positionFixed == fixed) return; _positionFixed = fixed; _needTransform = true; } void e2d::Node::movePosX(float x) { this->movePos(x, 0); } void e2d::Node::movePosY(float y) { this->movePos(0, y); } void e2d::Node::movePos(float x, float y) { this->setPos(_posX + x, _posY + y); } void e2d::Node::movePos(const Vector2 & v) { this->movePos(v.x, v.y); } void e2d::Node::setScaleX(float scaleX) { this->setScale(scaleX, _scaleY); } void e2d::Node::setScaleY(float scaleY) { this->setScale(_scaleX, scaleY); } void e2d::Node::setScale(float scale) { this->setScale(scale, scale); } void e2d::Node::setScale(float scaleX, float scaleY) { if (_scaleX == scaleX && _scaleY == scaleY) return; _scaleX = scaleX; _scaleY = scaleY; _needTransform = true; } void e2d::Node::setSkewX(float angleX) { this->setSkew(angleX, _skewAngleY); } void e2d::Node::setSkewY(float angleY) { this->setSkew(_skewAngleX, angleY); } void e2d::Node::setSkew(float angleX, float angleY) { if (_skewAngleX == angleX && _skewAngleY == angleY) return; _skewAngleX = angleX; _skewAngleY = angleY; _needTransform = true; } void e2d::Node::setRotation(float angle) { if (_rotation == angle) return; _rotation = angle; _needTransform = true; } void e2d::Node::setOpacity(float opacity) { if (_realOpacity == opacity) return; _displayOpacity = _realOpacity = std::min(std::max(opacity, 0.f), 1.f); // 更新节点透明度 _updateOpacity(); } void e2d::Node::setPivotX(float pivotX) { this->setPivot(pivotX, _pivotY); } void e2d::Node::setPivotY(float pivotY) { this->setPivot(_pivotX, pivotY); } void e2d::Node::setPivot(float pivotX, float pivotY) { if (_pivotX == pivotX && _pivotY == pivotY) return; _pivotX = std::min(std::max(pivotX, 0.f), 1.f); _pivotY = std::min(std::max(pivotY, 0.f), 1.f); _needTransform = true; } void e2d::Node::setWidth(float width) { this->setSize(width, _height); } void e2d::Node::setHeight(float height) { this->setSize(_width, height); } void e2d::Node::setSize(float width, float height) { if (_width == width && _height == height) return; _width = width; _height = height; _needTransform = true; } void e2d::Node::setSize(Size size) { this->setSize(size.width, size.height); } void e2d::Node::setProperty(Property prop) { this->setPos(prop.posX, prop.posY); this->setSize(prop.width, prop.height); this->setPivot(prop.pivotX, prop.pivotY); this->setScale(prop.scaleX, prop.scaleY); this->setRotation(prop.rotation); this->setSkew(prop.skewAngleX, prop.skewAngleY); } void e2d::Node::setClipEnabled(bool enabled) { _clipEnabled = enabled; } void e2d::Node::addChild(Node * child, int order /* = 0 */) { WARN_IF(child == nullptr, "Node::addChild NULL pointer exception."); if (child) { if (child->_parent != nullptr) { throw Exception(L"节点已有父节点, 不能再添加到其他节点"); } for (Node * parent = this; parent != nullptr; parent = parent->getParent()) { if (child == parent) { throw Exception(L"一个节点不能同时是另一个节点的父节点和子节点"); } } child->retain(); _children.push_back(child); child->setOrder(order); child->_parent = this; if (this->_parentScene) { child->_setParentScene(this->_parentScene); } // 更新子节点透明度 child->_updateOpacity(); // 更新节点转换 child->_needTransform = true; // 更新子节点排序 _needSort = true; } } void e2d::Node::addChild(const std::vector& nodes, int order) { for (auto node : nodes) { this->addChild(node, order); } } e2d::Node * e2d::Node::getParent() const { return _parent; } e2d::Scene * e2d::Node::getParentScene() const { return _parentScene; } std::vector e2d::Node::getChildren(const String& name) const { std::vector vChildren; size_t hash = name.getHashCode(); for (auto child : _children) { // 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度 if (child->_hashName == hash && child->_name == name) { vChildren.push_back(child); } } return std::move(vChildren); } e2d::Node * e2d::Node::getChild(const String& name) const { size_t hash = name.getHashCode(); for (auto child : _children) { // 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度 if (child->_hashName == hash && child->_name == name) { return child; } } return nullptr; } const std::vector& e2d::Node::getAllChildren() const { return _children; } int e2d::Node::getChildrenCount() const { return static_cast(_children.size()); } void e2d::Node::removeFromParent() { if (_parent) { _parent->removeChild(this); } } bool e2d::Node::removeChild(Node * child) { WARN_IF(child == nullptr, "Node::removeChildren NULL pointer exception."); if (_children.empty()) { return false; } if (child) { auto iter = std::find(_children.begin(), _children.end(), child); if (iter != _children.end()) { _children.erase(iter); child->_parent = nullptr; if (child->_parentScene) { child->_setParentScene(nullptr); } child->release(); return true; } } return false; } void e2d::Node::removeChildren(const String& childName) { WARN_IF(childName.isEmpty(), "Invalid Node name."); if (_children.empty()) { return; } // 计算名称 Hash 值 size_t hash = childName.getHashCode(); size_t size = _children.size(); for (size_t i = 0; i < size; ++i) { auto child = _children[i]; if (child->_hashName == hash && child->_name == childName) { _children.erase(_children.begin() + i); child->_parent = nullptr; if (child->_parentScene) { child->_setParentScene(nullptr); } child->release(); } } } void e2d::Node::removeAllChildren() { // 所有节点的引用计数减一 for (auto child : _children) { child->release(); } // 清空储存节点的容器 _children.clear(); } void e2d::Node::runAction(Action * action) { ActionManager::getInstance()->start(action, this, false); } void e2d::Node::resumeAction(const String& name) { auto& actions = ActionManager::getInstance()->get(name); for (auto action : actions) { if (action->getTarget() == this) { action->resume(); } } } void e2d::Node::pauseAction(const String& name) { auto& actions = ActionManager::getInstance()->get(name); for (auto action : actions) { if (action->getTarget() == this) { action->pause(); } } } void e2d::Node::stopAction(const String& name) { auto& actions = ActionManager::getInstance()->get(name); for (auto action : actions) { if (action->getTarget() == this) { action->stop(); } } } bool e2d::Node::containsPoint(const Point& point) { // 更新转换矩阵 updateTransform(); // 为节点创建一个轮廓 BOOL ret = 0; ID2D1RectangleGeometry * rectGeo = nullptr; auto factory = Renderer::getFactory(); HRESULT hr = factory->CreateRectangleGeometry( D2D1::RectF(0, 0, _width, _height), &rectGeo ); if (SUCCEEDED(hr)) { rectGeo->FillContainsPoint( D2D1::Point2F(point.x, point.y), _finalMatri, &ret ); } SafeRelease(rectGeo); return ret != 0; } bool e2d::Node::intersects(Node * node) { // 更新转换矩阵 updateTransform(); node->updateTransform(); // 为节点创建轮廓 D2D1_GEOMETRY_RELATION relation = D2D1_GEOMETRY_RELATION_UNKNOWN; ID2D1RectangleGeometry *rectGeo = nullptr, *rectGeo2 = nullptr; ID2D1TransformedGeometry *transGeo = nullptr, *transGeo2 = nullptr; auto factory = Renderer::getFactory(); HRESULT hr = factory->CreateRectangleGeometry( D2D1::RectF(0, 0, _width, _height), &rectGeo ); if (SUCCEEDED(hr)) { hr = factory->CreateRectangleGeometry( D2D1::RectF(0, 0, node->_width, node->_height), &rectGeo2 ); } if (SUCCEEDED(hr)) { hr = factory->CreateTransformedGeometry( rectGeo, _finalMatri, &transGeo ); } if (SUCCEEDED(hr)) { hr = factory->CreateTransformedGeometry( rectGeo2, node->_finalMatri, &transGeo2 ); } if (SUCCEEDED(hr)) { // 获取相交状态 transGeo->CompareWithGeometry( transGeo2, D2D1::Matrix3x2F::Identity(), &relation ); } SafeRelease(rectGeo); SafeRelease(rectGeo2); SafeRelease(transGeo); SafeRelease(transGeo2); return relation != D2D1_GEOMETRY_RELATION_UNKNOWN && relation != D2D1_GEOMETRY_RELATION_DISJOINT; } void e2d::Node::setAutoUpdate(bool bAutoUpdate) { _autoUpdate = bAutoUpdate; } void e2d::Node::resumeAllActions() { ActionManager::getInstance()->resumeAllBindedWith(this); } void e2d::Node::pauseAllActions() { ActionManager::getInstance()->pauseAllBindedWith(this); } void e2d::Node::stopAllActions() { ActionManager::getInstance()->stopAllBindedWith(this); } void e2d::Node::setVisible(bool value) { _visible = value; } void e2d::Node::setName(const String& name) { WARN_IF(name.isEmpty(), "Invalid Node name."); if (!name.isEmpty() && _name != name) { // 保存节点名 _name = name; // 保存节点 Hash 名 _hashName = name.getHashCode(); } } void e2d::Node::_setParentScene(Scene * scene) { _parentScene = scene; for (auto child : _children) { child->_setParentScene(scene); } }