975 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			975 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
| #include "..\e2dnode.h"
 | ||
| #include "..\e2devent.h"
 | ||
| #include "..\e2dmanager.h"
 | ||
| #include "..\e2daction.h"
 | ||
| 
 | ||
| const e2d::Node::Property e2d::Node::Property::Origin;
 | ||
| 
 | ||
| e2d::Node::Property e2d::Node::Property::operator+(Property const & prop) const
 | ||
| {
 | ||
| 	Property result;
 | ||
| 	result.position = this->position + prop.position;
 | ||
| 	result.size = this->size + prop.size;
 | ||
| 	result.anchorX = this->anchorX + prop.anchorX;
 | ||
| 	result.anchorY = this->anchorY + prop.anchorY;
 | ||
| 	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.position = this->position - prop.position;
 | ||
| 	result.size = this->size - prop.size;
 | ||
| 	result.anchorX = this->anchorX - prop.anchorX;
 | ||
| 	result.anchorY = this->anchorY - prop.anchorY;
 | ||
| 	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)
 | ||
| 	, _position()
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| 	, _size()
 | ||
| 	, _scaleX(1.0f)
 | ||
| 	, _scaleY(1.0f)
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| 	, _rotation(0)
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| 	, _skewAngleX(0)
 | ||
| 	, _skewAngleY(0)
 | ||
| 	, _displayOpacity(1.f)
 | ||
| 	, _realOpacity(1.f)
 | ||
| 	, _anchorX(0.f)
 | ||
| 	, _anchorY(0.f)
 | ||
| 	, _initialMatri(D2D1::Matrix3x2F::Identity())
 | ||
| 	, _finalMatri(D2D1::Matrix3x2F::Identity())
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| 	, _visible(true)
 | ||
| 	, _parent(nullptr)
 | ||
| 	, _parentScene(nullptr)
 | ||
| 	, _hashName(0)
 | ||
| 	, _clipEnabled(false)
 | ||
| 	, _needSort(false)
 | ||
| 	, _needTransform(false)
 | ||
| 	, _positionFixed(false)
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| 	, _collider(this)
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| 	, _extrapolate(Property::Origin)
 | ||
| {
 | ||
| }
 | ||
| 
 | ||
| e2d::Node::~Node()
 | ||
| {
 | ||
| 	ActionManager::instance()->clearAllBindedWith(this);
 | ||
| 	for (const auto& child : _children)
 | ||
| 	{
 | ||
| 		GC::instance()->safeRelease(child);
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| void e2d::Node::visit(Game * game)
 | ||
| {
 | ||
| 	if (!_visible)
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| 		return;
 | ||
| 
 | ||
| 	if (!game->paused())
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| 	{
 | ||
| 		auto updatableNode = dynamic_cast<Updatable*>(this);
 | ||
| 		if (updatableNode)
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| 		{
 | ||
| 			updatableNode->update();
 | ||
| 		}
 | ||
| 
 | ||
| 		// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
 | ||
| 		_updateTransform();
 | ||
| 
 | ||
| 		// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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| 		_extrapolate = this->properties();
 | ||
| 	}
 | ||
| 
 | ||
| 	auto renderer = game->renderer();
 | ||
| 	auto renderTarget = renderer->renderTarget();
 | ||
| 	if (_clipEnabled)
 | ||
| 	{
 | ||
| 		renderTarget->SetTransform(_finalMatri);
 | ||
| 		renderTarget->PushAxisAlignedClip(
 | ||
| 			D2D1::RectF(0, 0, _size.width, _size.height),
 | ||
| 			D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
 | ||
| 		);
 | ||
| 	}
 | ||
| 
 | ||
| 	if (_children.empty())
 | ||
| 	{
 | ||
| 		auto drawableNode = dynamic_cast<Drawable*>(this);
 | ||
| 		if (drawableNode)
 | ||
| 		{
 | ||
| 			renderTarget->SetTransform(_finalMatri);
 | ||
| 			drawableNode->draw(renderer);
 | ||
| 		}
 | ||
| 	}
 | ||
| 	else
 | ||
| 	{
 | ||
| 		// <20>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
 | ||
| 		_sortChildren();
 | ||
| 
 | ||
| 		size_t i;
 | ||
| 		for (i = 0; i < _children.size(); ++i)
 | ||
| 		{
 | ||
| 			auto child = _children[i];
 | ||
| 			// <20><><EFBFBD><EFBFBD> Order С<><D0A1><EFBFBD><EFBFBD><EFBFBD>Ľڵ<C4BD>
 | ||
| 			if (child->order() < 0)
 | ||
| 			{
 | ||
| 				child->visit(game);
 | ||
| 			}
 | ||
| 			else
 | ||
| 			{
 | ||
| 				break;
 | ||
| 			}
 | ||
| 		}
 | ||
| 		
 | ||
| 		auto drawableNode = dynamic_cast<Drawable*>(this);
 | ||
| 		if (drawableNode)
 | ||
| 		{
 | ||
| 			renderTarget->SetTransform(_finalMatri);
 | ||
| 			drawableNode->draw(renderer);
 | ||
| 		}
 | ||
| 
 | ||
| 		// <20><><EFBFBD><EFBFBD>ʣ<EFBFBD><CAA3><EFBFBD>ڵ<EFBFBD>
 | ||
| 		for (; i < _children.size(); ++i)
 | ||
| 			_children[i]->visit(game);
 | ||
| 	}
 | ||
| 
 | ||
| 	if (_clipEnabled)
 | ||
| 	{
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| 		renderTarget->PopAxisAlignedClip();
 | ||
| 	}
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| }
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| 
 | ||
| void e2d::Node::drawOutline(Renderer * renderer)
 | ||
| {
 | ||
| 	if (_visible)
 | ||
| 	{
 | ||
| 		renderer->renderTarget()->SetTransform(_finalMatri);
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| 		renderer->renderTarget()->DrawRectangle(
 | ||
| 			D2D1::RectF(0, 0, _size.width, _size.height),
 | ||
| 			renderer->solidBrush(),
 | ||
| 			1.5f
 | ||
| 		);
 | ||
| 
 | ||
| 		// <20><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
 | ||
| 		for (const auto& child : _children)
 | ||
| 		{
 | ||
| 			child->drawOutline(renderer);
 | ||
| 		}
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| void e2d::Node::drawCollider()
 | ||
| {
 | ||
| 	if (_visible)
 | ||
| 	{
 | ||
| 		_collider.render();
 | ||
| 
 | ||
| 		// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5>ļ<EFBFBD><C4BC><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
 | ||
| 		for (const auto& child : _children)
 | ||
| 		{
 | ||
| 			child->drawCollider();
 | ||
| 		}
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| void e2d::Node::_updateTransform()
 | ||
| {
 | ||
| 	if (!_needTransform)
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| 		return;
 | ||
| 
 | ||
| 	_needTransform = false;
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| 
 | ||
| 	// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
 | ||
| 	D2D1_POINT_2F anchor = { _size.width * _anchorX, _size.height * _anchorY };
 | ||
| 	// <20>任 Initial <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ㽫<DAB5><E3BDAB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б任
 | ||
| 	_initialMatri = D2D1::Matrix3x2F::Scale(
 | ||
| 		_scaleX,
 | ||
| 		_scaleY,
 | ||
| 		anchor
 | ||
| 	) * D2D1::Matrix3x2F::Skew(
 | ||
| 		_skewAngleX,
 | ||
| 		_skewAngleY,
 | ||
| 		anchor
 | ||
| 	) * D2D1::Matrix3x2F::Rotation(
 | ||
| 		_rotation,
 | ||
| 		anchor
 | ||
| 	) * D2D1::Matrix3x2F::Translation(
 | ||
| 		_position.x,
 | ||
| 		_position.y
 | ||
| 	);
 | ||
| 	// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD>任 Final <20><><EFBFBD><EFBFBD>
 | ||
| 	_finalMatri = _initialMatri * D2D1::Matrix3x2F::Translation(-anchor.x, -anchor.y);
 | ||
| 	// <20><EFBFBD><CDB8>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
 | ||
| 	if (!_positionFixed && _parent)
 | ||
| 	{
 | ||
| 		_initialMatri = _initialMatri * _parent->_initialMatri;
 | ||
| 		_finalMatri = _finalMatri * _parent->_initialMatri;
 | ||
| 	}
 | ||
| 
 | ||
| 	// ֪ͨ<CDA8>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
 | ||
| 	for (const auto& child : _children)
 | ||
| 	{
 | ||
| 		child->_needTransform = true;
 | ||
| 	}
 | ||
| 
 | ||
| 	// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
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| 	_collider.recreate();
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| 
 | ||
| 	if (_collider.enabled() &&
 | ||
| 		_collider.notify() &&
 | ||
| 		_collider.shape() != Collider::Shape::None)
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| 	{
 | ||
| 		CollisionManager::instance()->__updateCollider(&_collider);
 | ||
| 	}
 | ||
| }
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| 
 | ||
| bool e2d::Node::dispatch(const MouseEvent & e, bool handled)
 | ||
| {
 | ||
| 	if (_visible)
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| 	{
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| 		for (auto riter = _children.crbegin(); riter != _children.crend(); ++riter)
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| 			handled = (*riter)->dispatch(e, handled);
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| 
 | ||
| 		auto handler = dynamic_cast<MouseEventHandler*>(this);
 | ||
| 		if (handler)
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| 			handler->handle(e);
 | ||
| 	}
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| 
 | ||
| 	return handled;
 | ||
| }
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| 
 | ||
| bool e2d::Node::dispatch(const KeyEvent & e, bool handled)
 | ||
| {
 | ||
| 	if (_visible)
 | ||
| 	{
 | ||
| 		for (auto riter = _children.crbegin(); riter != _children.crend(); ++riter)
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| 			handled = (*riter)->dispatch(e, handled);
 | ||
| 
 | ||
| 		auto handler = dynamic_cast<KeyEventHandler*>(this);
 | ||
| 		if (handler)
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| 			handler->handle(e);
 | ||
| 	}
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| 
 | ||
| 	return handled;
 | ||
| }
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| 
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| void e2d::Node::_sortChildren()
 | ||
| {
 | ||
| 	if (_needSort)
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| 	{
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| 		std::sort(
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| 			std::begin(_children),
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| 			std::end(_children),
 | ||
| 			[](Node * n1, Node * n2) { return n1->order() < n2->order(); }
 | ||
| 		);
 | ||
| 
 | ||
| 		_needSort = false;
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| void e2d::Node::_updateOpacity()
 | ||
| {
 | ||
| 	if (_parent)
 | ||
| 	{
 | ||
| 		_displayOpacity = _realOpacity * _parent->_displayOpacity;
 | ||
| 	}
 | ||
| 	for (const auto& child : _children)
 | ||
| 	{
 | ||
| 		child->_updateOpacity();
 | ||
| 	}
 | ||
| }
 | ||
| 
 | ||
| bool e2d::Node::visible() const
 | ||
| {
 | ||
| 	return _visible;
 | ||
| }
 | ||
| 
 | ||
| const e2d::String& e2d::Node::name() const
 | ||
| {
 | ||
| 	return _name;
 | ||
| }
 | ||
| 
 | ||
| size_t e2d::Node::hashName() const
 | ||
| {
 | ||
| 	return _hashName;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::positionX() const
 | ||
| {
 | ||
| 	return _position.x;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::positionY() const
 | ||
| {
 | ||
| 	return _position.y;
 | ||
| }
 | ||
| 
 | ||
| const e2d::Point& e2d::Node::position() const
 | ||
| {
 | ||
| 	return _position;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::width() const
 | ||
| {
 | ||
| 	return _size.width * _scaleX;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::height() const
 | ||
| {
 | ||
| 	return _size.height * _scaleY;
 | ||
| }
 | ||
| 
 | ||
| e2d::Size e2d::Node::size() const
 | ||
| {
 | ||
| 	return Size(width(), height());
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::realWidth() const
 | ||
| {
 | ||
| 	return _size.width;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::realHeight() const
 | ||
| {
 | ||
| 	return _size.height;
 | ||
| }
 | ||
| 
 | ||
| const e2d::Size& e2d::Node::realSize() const
 | ||
| {
 | ||
| 	return _size;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::anchorX() const
 | ||
| {
 | ||
| 	return _anchorX;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::anchorY() const
 | ||
| {
 | ||
| 	return _anchorY;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::scaleX() const
 | ||
| {
 | ||
| 	return _scaleX;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::scaleY() const
 | ||
| {
 | ||
| 	return _scaleY;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::skewX() const
 | ||
| {
 | ||
| 	return _skewAngleX;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::skewY() const
 | ||
| {
 | ||
| 	return _skewAngleY;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::rotation() const
 | ||
| {
 | ||
| 	return _rotation;
 | ||
| }
 | ||
| 
 | ||
| float e2d::Node::opacity() const
 | ||
| {
 | ||
| 	return _realOpacity;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node::Property e2d::Node::properties() const
 | ||
| {
 | ||
| 	Property prop;
 | ||
| 	prop.position = _position;
 | ||
| 	prop.size = _size;
 | ||
| 	prop.anchorX = _anchorX;
 | ||
| 	prop.anchorY = _anchorY;
 | ||
| 	prop.scaleX = _scaleX;
 | ||
| 	prop.scaleY = _scaleY;
 | ||
| 	prop.rotation = _rotation;
 | ||
| 	prop.skewAngleX = _skewAngleX;
 | ||
| 	prop.skewAngleY = _skewAngleY;
 | ||
| 	return std::move(prop);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node::Property e2d::Node::extrapolate() const
 | ||
| {
 | ||
| 	return this->properties() - _extrapolate;
 | ||
| }
 | ||
| 
 | ||
| e2d::Collider* e2d::Node::collider()
 | ||
| {
 | ||
| 	return &_collider;
 | ||
| }
 | ||
| 
 | ||
| int e2d::Node::order() const
 | ||
| {
 | ||
| 	return _order;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::order(int order)
 | ||
| {
 | ||
| 	if (_order == order)
 | ||
| 		return *this;
 | ||
| 
 | ||
| 	_order = order;
 | ||
| 	if (_parent)
 | ||
| 	{
 | ||
| 		_parent->_needSort = true;
 | ||
| 	}
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::positionX(float x)
 | ||
| {
 | ||
| 	return position(x, _position.y);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::positionY(float y)
 | ||
| {
 | ||
| 	return position(_position.x, y);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::position(const Point & p)
 | ||
| {
 | ||
| 	return position(p.x, p.y);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::position(float x, float y)
 | ||
| {
 | ||
| 	if (_position.x == x && _position.y == y)
 | ||
| 		return *this;
 | ||
| 
 | ||
| 	_position.x = x;
 | ||
| 	_position.y = y;
 | ||
| 	_needTransform = true;
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::positionFixed(bool fixed)
 | ||
| {
 | ||
| 	if (_positionFixed == fixed)
 | ||
| 		return *this;
 | ||
| 
 | ||
| 	_positionFixed = fixed;
 | ||
| 	_needTransform = true;
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::move(float x, float y)
 | ||
| {
 | ||
| 	return position(_position.x + x, _position.y + y);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::move(const Vector2 & v)
 | ||
| {
 | ||
| 	return move(v.x, v.y);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::scaleX(float scaleX)
 | ||
| {
 | ||
| 	return scale(scaleX, _scaleY);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::scaleY(float scaleY)
 | ||
| {
 | ||
| 	return scale(_scaleX, scaleY);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::scale(float scale0)
 | ||
| {
 | ||
| 	return scale(scale0, scale0);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::scale(float scaleX, float scaleY)
 | ||
| {
 | ||
| 	if (_scaleX == scaleX && _scaleY == scaleY)
 | ||
| 		return *this;
 | ||
| 
 | ||
| 	_scaleX = scaleX;
 | ||
| 	_scaleY = scaleY;
 | ||
| 	_needTransform = true;
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::skewX(float angleX)
 | ||
| {
 | ||
| 	return skew(angleX, _skewAngleY);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::skewY(float angleY)
 | ||
| {
 | ||
| 	return skew(_skewAngleX, angleY);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::skew(float angleX, float angleY)
 | ||
| {
 | ||
| 	if (_skewAngleX == angleX && _skewAngleY == angleY)
 | ||
| 		return *this;
 | ||
| 
 | ||
| 	_skewAngleX = angleX;
 | ||
| 	_skewAngleY = angleY;
 | ||
| 	_needTransform = true;
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::rotation(float angle)
 | ||
| {
 | ||
| 	if (_rotation == angle)
 | ||
| 		return *this;
 | ||
| 
 | ||
| 	_rotation = angle;
 | ||
| 	_needTransform = true;
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::opacity(float opacity)
 | ||
| {
 | ||
| 	if (_realOpacity == opacity)
 | ||
| 		return *this;
 | ||
| 
 | ||
| 	_displayOpacity = _realOpacity = std::min(std::max(opacity, 0.f), 1.f);
 | ||
| 	// <20><><EFBFBD>½ڵ<C2BD><EFBFBD><CDB8><EFBFBD><EFBFBD>
 | ||
| 	_updateOpacity();
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::anchorX(float anchorX)
 | ||
| {
 | ||
| 	return anchor(anchorX, _anchorY);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::anchorY(float anchorY)
 | ||
| {
 | ||
| 	return anchor(_anchorX, anchorY);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::anchor(float anchorX, float anchorY)
 | ||
| {
 | ||
| 	if (_anchorX == anchorX && _anchorY == anchorY)
 | ||
| 		return *this;
 | ||
| 
 | ||
| 	_anchorX = std::min(std::max(anchorX, 0.f), 1.f);
 | ||
| 	_anchorY = std::min(std::max(anchorY, 0.f), 1.f);
 | ||
| 	_needTransform = true;
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::width(float width)
 | ||
| {
 | ||
| 	return size(width, _size.height);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::height(float height)
 | ||
| {
 | ||
| 	return size(_size.width, height);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::size(float width, float height)
 | ||
| {
 | ||
| 	if (_size.width == width && _size.height == height)
 | ||
| 		return *this;
 | ||
| 
 | ||
| 	_size.width = width;
 | ||
| 	_size.height = height;
 | ||
| 	_needTransform = true;
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::size(Size size0)
 | ||
| {
 | ||
| 	return size(size0.width, size0.height);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::properties(Property prop)
 | ||
| {
 | ||
| 	this->position(prop.position.x, prop.position.y);
 | ||
| 	this->size(prop.size.width, prop.size.height);
 | ||
| 	this->anchor(prop.anchorX, prop.anchorY);
 | ||
| 	this->scale(prop.scaleX, prop.scaleY);
 | ||
| 	this->rotation(prop.rotation);
 | ||
| 	this->skew(prop.skewAngleX, prop.skewAngleY);
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::clipEnabled(bool enabled)
 | ||
| {
 | ||
| 	_clipEnabled = enabled;
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& 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("<EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>и<EFBFBD><EFBFBD>ڵ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>");
 | ||
| 		}
 | ||
| 
 | ||
| 		for (Node * parent = this; parent != nullptr; parent = parent->parent())
 | ||
| 		{
 | ||
| 			if (child == parent)
 | ||
| 			{
 | ||
| 				throw Exception("һ<EFBFBD><EFBFBD><EFBFBD>ڵ㲻<EFBFBD><EFBFBD>ͬʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD>ĸ<EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<EFBFBD>");
 | ||
| 			}
 | ||
| 		}
 | ||
| 
 | ||
| 		child->retain();
 | ||
| 		_children.push_back(child);
 | ||
| 		child->order(order);
 | ||
| 		child->_parent = this;
 | ||
| 		if (this->_parentScene)
 | ||
| 		{
 | ||
| 			child->_setParentScene(this->_parentScene);
 | ||
| 		}
 | ||
| 
 | ||
| 		// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><EFBFBD><CDB8><EFBFBD><EFBFBD>
 | ||
| 		child->_updateOpacity();
 | ||
| 		// <20><><EFBFBD>½ڵ<C2BD>ת<EFBFBD><D7AA>
 | ||
| 		child->_needTransform = true;
 | ||
| 		// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
 | ||
| 		_needSort = true;
 | ||
| 	}
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::addChild(const std::vector<Node*>& nodes, int order)
 | ||
| {
 | ||
| 	for (const auto& node : nodes)
 | ||
| 	{
 | ||
| 		this->addChild(node, order);
 | ||
| 	}
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node * e2d::Node::parent() const
 | ||
| {
 | ||
| 	return _parent;
 | ||
| }
 | ||
| 
 | ||
| e2d::Scene * e2d::Node::parentScene() const
 | ||
| {
 | ||
| 	return _parentScene;
 | ||
| }
 | ||
| 
 | ||
| std::vector<e2d::Node*> e2d::Node::children(const String& name) const
 | ||
| {
 | ||
| 	std::vector<Node*> vChildren;
 | ||
| 	size_t hash = name.hash();
 | ||
| 
 | ||
| 	for (const auto& child : _children)
 | ||
| 	{
 | ||
| 		// <20><>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ƿ<EFBFBD><C6BF>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC> Hash ֵ<><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱȽ<C8B1> Hash <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶ<EFBFBD>
 | ||
| 		if (child->_hashName == hash && child->_name == name)
 | ||
| 		{
 | ||
| 			vChildren.push_back(child);
 | ||
| 		}
 | ||
| 	}
 | ||
| 	return std::move(vChildren);
 | ||
| }
 | ||
| 
 | ||
| e2d::Node * e2d::Node::child(const String& name) const
 | ||
| {
 | ||
| 	size_t hash = name.hash();
 | ||
| 
 | ||
| 	for (const auto& child : _children)
 | ||
| 	{
 | ||
| 		// <20><>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ƿ<EFBFBD><C6BF>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC> Hash ֵ<><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱȽ<C8B1> Hash <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶ<EFBFBD>
 | ||
| 		if (child->_hashName == hash && child->_name == name)
 | ||
| 		{
 | ||
| 			return child;
 | ||
| 		}
 | ||
| 	}
 | ||
| 	return nullptr;
 | ||
| }
 | ||
| 
 | ||
| const std::vector<e2d::Node*>& e2d::Node::children() const
 | ||
| {
 | ||
| 	return _children;
 | ||
| }
 | ||
| 
 | ||
| int e2d::Node::childrenCount() const
 | ||
| {
 | ||
| 	return static_cast<int>(_children.size());
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::removeFromParent()
 | ||
| {
 | ||
| 	if (_parent)
 | ||
| 	{
 | ||
| 		_parent->removeChild(this);
 | ||
| 	}
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::removeChild(Node * child)
 | ||
| {
 | ||
| 	WARN_IF(child == nullptr, "Node::removeChildren NULL pointer exception.");
 | ||
| 
 | ||
| 	if (_children.empty())
 | ||
| 	{
 | ||
| 		return *this;
 | ||
| 	}
 | ||
| 
 | ||
| 	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 *this;
 | ||
| 		}
 | ||
| 	}
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::removeChildren(const String& childName)
 | ||
| {
 | ||
| 	WARN_IF(childName.empty(), "Invalid Node name.");
 | ||
| 
 | ||
| 	if (_children.empty())
 | ||
| 	{
 | ||
| 		return *this;
 | ||
| 	}
 | ||
| 
 | ||
| 	// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Hash ֵ
 | ||
| 	size_t hash = childName.hash();
 | ||
| 
 | ||
| 	auto iter = std::find_if(
 | ||
| 		_children.begin(),
 | ||
| 		_children.end(),
 | ||
| 		[childName, hash](Node* child) ->bool { return child->_hashName == hash && child->_name == childName; }
 | ||
| 	);
 | ||
| 
 | ||
| 	if (iter != _children.end())
 | ||
| 	{
 | ||
| 		(*iter)->_parent = nullptr;
 | ||
| 		if ((*iter)->_parentScene)
 | ||
| 		{
 | ||
| 			(*iter)->_setParentScene(nullptr);
 | ||
| 		}
 | ||
| 		(*iter)->release();
 | ||
| 		_children.erase(iter);
 | ||
| 	}
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::removeAllChildren()
 | ||
| {
 | ||
| 	// <20><><EFBFBD>нڵ<D0BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
 | ||
| 	for (const auto& child : _children)
 | ||
| 	{
 | ||
| 		child->release();
 | ||
| 	}
 | ||
| 	// <20><><EFBFBD>մ<EFBFBD><D5B4><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
 | ||
| 	_children.clear();
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::runAction(Action * action)
 | ||
| {
 | ||
| 	ActionManager::instance()->start(action, this, false);
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::resumeAction(const String& name)
 | ||
| {
 | ||
| 	auto& actions = ActionManager::instance()->actions(name);
 | ||
| 	for (const auto& action : actions)
 | ||
| 	{
 | ||
| 		if (action->target() == this)
 | ||
| 		{
 | ||
| 			action->resume();
 | ||
| 		}
 | ||
| 	}
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::pauseAction(const String& name)
 | ||
| {
 | ||
| 	auto& actions = ActionManager::instance()->actions(name);
 | ||
| 	for (const auto& action : actions)
 | ||
| 	{
 | ||
| 		if (action->target() == this)
 | ||
| 		{
 | ||
| 			action->pause();
 | ||
| 		}
 | ||
| 	}
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::stopAction(const String& name)
 | ||
| {
 | ||
| 	auto& actions = ActionManager::instance()->actions(name);
 | ||
| 	for (const auto& action : actions)
 | ||
| 	{
 | ||
| 		if (action->target() == this)
 | ||
| 		{
 | ||
| 			action->stop();
 | ||
| 		}
 | ||
| 	}
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| bool e2d::Node::containsPoint(const Point& point)
 | ||
| {
 | ||
| 	// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
 | ||
| 	_updateTransform();
 | ||
| 
 | ||
| 	// Ϊ<>ڵ㴴<DAB5><E3B4B4>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
 | ||
| 	BOOL ret = 0;
 | ||
| 	ID2D1RectangleGeometry * rectGeo = nullptr;
 | ||
| 	auto factory = Game::instance()->renderer()->factory();
 | ||
| 
 | ||
| 	ThrowIfFailed(
 | ||
| 		factory->CreateRectangleGeometry(
 | ||
| 			D2D1::RectF(0, 0, _size.width, _size.height),
 | ||
| 			&rectGeo
 | ||
| 		)
 | ||
| 	);
 | ||
| 
 | ||
| 	ThrowIfFailed(
 | ||
| 		rectGeo->FillContainsPoint(
 | ||
| 			D2D1::Point2F(point.x, point.y),
 | ||
| 			_finalMatri,
 | ||
| 			&ret
 | ||
| 		)
 | ||
| 	);
 | ||
| 
 | ||
| 	SafeRelease(rectGeo);
 | ||
| 
 | ||
| 	return ret != 0;
 | ||
| }
 | ||
| 
 | ||
| bool e2d::Node::intersects(Node * node)
 | ||
| {
 | ||
| 	// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
 | ||
| 	_updateTransform();
 | ||
| 	node->_updateTransform();
 | ||
| 
 | ||
| 	// Ϊ<>ڵ㴴<DAB5><E3B4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
 | ||
| 	D2D1_GEOMETRY_RELATION relation = D2D1_GEOMETRY_RELATION_UNKNOWN;
 | ||
| 	ID2D1RectangleGeometry *rectGeo = nullptr, *rectGeo2 = nullptr;
 | ||
| 	ID2D1TransformedGeometry *transGeo = nullptr, *transGeo2 = nullptr;
 | ||
| 	auto factory = Game::instance()->renderer()->factory();
 | ||
| 
 | ||
| 	ThrowIfFailed(
 | ||
| 		factory->CreateRectangleGeometry(
 | ||
| 			D2D1::RectF(0, 0, _size.width, _size.height),
 | ||
| 			&rectGeo
 | ||
| 		)
 | ||
| 	);
 | ||
| 
 | ||
| 	ThrowIfFailed(
 | ||
| 		factory->CreateRectangleGeometry(
 | ||
| 			D2D1::RectF(0, 0, node->_size.width, node->_size.height),
 | ||
| 			&rectGeo2
 | ||
| 		)
 | ||
| 	);
 | ||
| 
 | ||
| 	ThrowIfFailed(
 | ||
| 		factory->CreateTransformedGeometry(
 | ||
| 			rectGeo,
 | ||
| 			_finalMatri,
 | ||
| 			&transGeo
 | ||
| 		)
 | ||
| 	);
 | ||
| 
 | ||
| 	ThrowIfFailed(
 | ||
| 		factory->CreateTransformedGeometry(
 | ||
| 			rectGeo2,
 | ||
| 			node->_finalMatri,
 | ||
| 			&transGeo2
 | ||
| 		)
 | ||
| 	);
 | ||
| 
 | ||
| 	ThrowIfFailed(
 | ||
| 		// <20><>ȡ<EFBFBD>ཻ״̬
 | ||
| 		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;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::resumeAllActions()
 | ||
| {
 | ||
| 	ActionManager::instance()->resumeAllBindedWith(this);
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::pauseAllActions()
 | ||
| {
 | ||
| 	ActionManager::instance()->pauseAllBindedWith(this);
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::stopAllActions()
 | ||
| {
 | ||
| 	ActionManager::instance()->stopAllBindedWith(this);
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::visible(bool value)
 | ||
| {
 | ||
| 	_visible = value;
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| e2d::Node& e2d::Node::name(const String& name)
 | ||
| {
 | ||
| 	WARN_IF(name.empty(), "Invalid Node name.");
 | ||
| 
 | ||
| 	if (!name.empty() && _name != name)
 | ||
| 	{
 | ||
| 		// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>
 | ||
| 		_name = name;
 | ||
| 		// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD> Hash <20><>
 | ||
| 		_hashName = name.hash();
 | ||
| 	}
 | ||
| 
 | ||
| 	return *this;
 | ||
| }
 | ||
| 
 | ||
| void e2d::Node::_setParentScene(Scene * scene)
 | ||
| {
 | ||
| 	_parentScene = scene;
 | ||
| 	for (const auto& child : _children)
 | ||
| 	{
 | ||
| 		child->_setParentScene(scene);
 | ||
| 	}
 | ||
| } |