547 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			547 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
| // Copyright (c) 2016-2018 Easy2D - Nomango
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| // 
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| // Permission is hereby granted, free of charge, to any person obtaining a copy
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| // of this software and associated documentation files (the "Software"), to deal
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| // in the Software without restriction, including without limitation the rights
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| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| // copies of the Software, and to permit persons to whom the Software is
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| // furnished to do so, subject to the following conditions:
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| // 
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| // The above copyright notice and this permission notice shall be included in
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| // all copies or substantial portions of the Software.
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| // 
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| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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| // THE SOFTWARE.
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| 
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| #include "Node.h"
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| #include "Factory.h"
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| #include "Scene.h"
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| #include "Task.h"
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| #include "Action.hpp"
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| #include "render.h"
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| #include "logs.h"
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| 
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| namespace easy2d
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| {
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| 	namespace
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| 	{
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| 		float default_pivot_x = 0.f;
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| 		float default_pivot_y = 0.f;
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| 	}
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| 
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| 	void Node::SetDefaultPivot(float pivot_x, float pivot_y)
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| 	{
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| 		default_pivot_x = pivot_x;
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| 		default_pivot_y = pivot_y;
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| 	}
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| 
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| 	Node::Node()
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| 		: visible_(true)
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| 		, dirty_transform_(false)
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| 		, parent_(nullptr)
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| 		, hash_name_(0)
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| 		, z_order_(0)
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| 		, opacity_(1.f)
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| 		, display_opacity_(1.f)
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| 		, pivot_(default_pivot_x, default_pivot_y)
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| 	{
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| 	}
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| 
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| 	void Node::Update(Duration const & dt)
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| 	{
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| 		OnUpdate(dt);
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| 		UpdateActions(this, dt);
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| 		UpdateTasks(dt);
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| 
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| 		if (!children_.IsEmpty())
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| 		{
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| 			spNode next;
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| 			for (auto child = children_.First(); child; child = next)
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| 			{
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| 				next = child->NextItem();
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| 				child->Update(dt);
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| 			}
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| 		}
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| 	}
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| 
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| 	void Node::Render()
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| 	{
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| 		if (!visible_)
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| 			return;
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| 
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| 		UpdateTransform();
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| 
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| 		auto graphics = Graphics::Instance();
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| 
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| 		if (children_.IsEmpty())
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| 		{
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| 			graphics->SetTransform(transform_matrix_);
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| 			graphics->SetOpacity(display_opacity_);
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| 
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| 			OnRender();
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| 		}
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| 		else
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| 		{
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| 			// render children those are less than 0 in Z-Order
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| 			Node* child = children_.First().Get();
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| 			while (child)
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| 			{
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| 				if (child->GetZOrder() >= 0)
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| 					break;
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| 
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| 				child->Render();
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| 				child = child->NextItem().Get();
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| 			}
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| 
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| 			graphics->SetTransform(transform_matrix_);
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| 			graphics->SetOpacity(display_opacity_);
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| 
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| 			OnRender();
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| 
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| 			while (child)
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| 			{
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| 				child->Render();
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| 				child = child->NextItem().Get();
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| 			}
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| 		}
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| 	}
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| 
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| 	void Node::DispatchEvent(Event * e)
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| 	{
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| 		if (!visible_)
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| 			return;
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| 
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| 		this->HandleEvent(e);
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| 
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| 		if (!e->has_target)
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| 		{
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| 			EventDispatcher::DispatchEvent(e);
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| 		}
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| 	}
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| 
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| 	void Node::HandleEvent(Event * e)
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| 	{
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| 		spNode prev;
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| 		for (auto child = children_.Last(); child; child = prev)
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| 		{
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| 			prev = child->PrevItem();
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| 			child->HandleEvent(e);
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| 		}
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| 	}
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| 
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| 	math::Matrix const & Node::GetTransformMatrix()
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| 	{
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| 		UpdateTransform();
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| 		return transform_matrix_;
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| 	}
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| 
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| 	spNode Node::GetParent() const
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| 	{
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| 		return parent_;
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| 	}
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| 
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| 	spScene Node::GetScene() const
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| 	{
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| 		return scene_;
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| 	}
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| 
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| 	void Node::UpdateTransform()
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| 	{
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| 		if (!dirty_transform_)
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| 			return;
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| 
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| 		dirty_transform_ = false;
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| 
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| 		// matrix multiplication is optimized by expression template
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| 		transform_matrix_ = math::Matrix::Scaling(transform_.scale)
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| 			* math::Matrix::Skewing(transform_.skew.x, transform_.skew.y)
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| 			* math::Matrix::Rotation(transform_.rotation)
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| 			* math::Matrix::Translation(transform_.position);
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| 
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| 		Point offset{ -size_.width * pivot_.x, -size_.height * pivot_.y };
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| 		transform_matrix_.Translate(offset);
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| 
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| 		if (parent_)
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| 			transform_matrix_ = transform_matrix_ * parent_->transform_matrix_;
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| 
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| 		// update children's transform
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| 		for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
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| 			child->dirty_transform_ = true;
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| 	}
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| 
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| 	void Node::UpdateOpacity()
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| 	{
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| 		if (parent_)
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| 		{
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| 			display_opacity_ = opacity_ * parent_->display_opacity_;
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| 		}
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| 		for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
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| 		{
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| 			child->UpdateOpacity();
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| 		}
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| 	}
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| 
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| 	void Node::SetScene(Scene * scene)
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| 	{
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| 		scene_ = scene;
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| 		for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
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| 		{
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| 			child->scene_ = scene;
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| 		}
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| 	}
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| 
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| 	void Node::SetZOrder(int zorder)
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| 	{
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| 		if (z_order_ == zorder)
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| 			return;
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| 
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| 		z_order_ = zorder;
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| 
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| 		if (parent_)
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| 		{
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| 			spNode me = this;
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| 
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| 			parent_->children_.Remove(me);
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| 
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| 			Node* sibling = parent_->children_.Last().Get();
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| 
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| 			if (sibling && sibling->GetZOrder() > zorder)
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| 			{
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| 				while (sibling = sibling->PrevItem().Get())
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| 				{
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| 					if (sibling->GetZOrder() <= zorder)
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| 						break;
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| 				}
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| 			}
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| 
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| 			if (sibling)
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| 			{
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| 				parent_->children_.InsertAfter(me, spNode(sibling));
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| 			}
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| 			else
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| 			{
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| 				parent_->children_.PushFront(me);
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| 			}
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| 		}
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| 	}
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| 
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| 	void Node::SetOpacity(float opacity)
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| 	{
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| 		if (opacity_ == opacity)
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| 			return;
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| 
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| 		display_opacity_ = opacity_ = std::min(std::max(opacity, 0.f), 1.f);
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| 		UpdateOpacity();
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| 	}
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| 
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| 	void Node::SetPivotX(float pivot_x)
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| 	{
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| 		this->SetPivot(pivot_x, pivot_.y);
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| 	}
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| 
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| 	void Node::SetPivotY(float pivot_y)
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| 	{
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| 		this->SetPivot(pivot_.x, pivot_y);
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| 	}
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| 
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| 	void Node::SetPivot(float pivot_x, float pivot_y)
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| 	{
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| 		if (pivot_.x == pivot_x && pivot_.y == pivot_y)
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| 			return;
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| 
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| 		pivot_.x = pivot_x;
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| 		pivot_.y = pivot_y;
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| 		dirty_transform_ = true;
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| 	}
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| 
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| 	void Node::SetWidth(float width)
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| 	{
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| 		this->SetSize(width, size_.height);
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| 	}
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| 
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| 	void Node::SetHeight(float height)
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| 	{
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| 		this->SetSize(size_.width, height);
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| 	}
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| 
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| 	void Node::SetSize(const Size& size)
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| 	{
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| 		this->SetSize(size.width, size.height);
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| 	}
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| 
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| 	void Node::SetSize(float width, float height)
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| 	{
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| 		if (size_.width == width && size_.height == height)
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| 			return;
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| 
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| 		size_.width = width;
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| 		size_.height = height;
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| 		dirty_transform_ = true;
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| 	}
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| 
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| 	void Node::SetTransform(Transform const& transform)
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| 	{
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| 		transform_ = transform;
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| 		dirty_transform_ = true;
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| 	}
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| 
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| 	void Node::SetVisible(bool val)
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| 	{
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| 		visible_ = val;
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| 	}
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| 
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| 	void Node::SetName(std::wstring const& name)
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| 	{
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| 		if (name_ != name)
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| 		{
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| 			name_ = name;
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| 			hash_name_ = std::hash<std::wstring>{}(name);
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| 		}
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| 	}
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| 
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| 	void Node::SetPositionX(float x)
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| 	{
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| 		this->SetPosition(x, transform_.position.y);
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| 	}
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| 
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| 	void Node::SetPositionY(float y)
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| 	{
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| 		this->SetPosition(transform_.position.x, y);
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| 	}
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| 
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| 	void Node::SetPosition(const Point & p)
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| 	{
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| 		this->SetPosition(p.x, p.y);
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| 	}
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| 
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| 	void Node::SetPosition(float x, float y)
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| 	{
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| 		if (transform_.position.x == x && transform_.position.y == y)
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| 			return;
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| 
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| 		transform_.position.x = x;
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| 		transform_.position.y = y;
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| 		dirty_transform_ = true;
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| 	}
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| 
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| 	void Node::Move(float x, float y)
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| 	{
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| 		this->SetPosition(transform_.position.x + x, transform_.position.y + y);
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| 	}
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| 
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| 	void Node::Move(const Point & v)
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| 	{
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| 		this->Move(v.x, v.y);
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| 	}
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| 
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| 	void Node::SetScaleX(float scale_x)
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| 	{
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| 		this->SetScale(scale_x, transform_.scale.y);
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| 	}
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| 
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| 	void Node::SetScaleY(float scale_y)
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| 	{
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| 		this->SetScale(transform_.scale.x, scale_y);
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| 	}
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| 
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| 	void Node::SetScale(float scale)
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| 	{
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| 		this->SetScale(scale, scale);
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| 	}
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| 
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| 	void Node::SetScale(float scale_x, float scale_y)
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| 	{
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| 		if (transform_.scale.x == scale_x && transform_.scale.y == scale_y)
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| 			return;
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| 
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| 		transform_.scale.x = scale_x;
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| 		transform_.scale.y = scale_y;
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| 		dirty_transform_ = true;
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| 	}
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| 
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| 	void Node::SetSkewX(float skew_x)
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| 	{
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| 		this->SetSkew(skew_x, transform_.skew.y);
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| 	}
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| 
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| 	void Node::SetSkewY(float skew_y)
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| 	{
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| 		this->SetSkew(transform_.skew.x, skew_y);
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| 	}
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| 
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| 	void Node::SetSkew(float skew_x, float skew_y)
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| 	{
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| 		if (transform_.skew.x == skew_x && transform_.skew.y == skew_y)
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| 			return;
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| 
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| 		transform_.skew.x = skew_x;
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| 		transform_.skew.y = skew_y;
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| 		dirty_transform_ = true;
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| 	}
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| 
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| 	void Node::SetRotation(float angle)
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| 	{
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| 		if (transform_.rotation == angle)
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| 			return;
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| 
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| 		transform_.rotation = angle;
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| 		dirty_transform_ = true;
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| 	}
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| 
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| 	void Node::AddChild(spNode const& child)
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| 	{
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| 		E2D_ASSERT(child && "Node::AddChild failed, NULL pointer exception");
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| 
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| 		if (child)
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| 		{
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| #ifdef E2D_DEBUG
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| 
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| 			if (child->parent_)
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| 				logs::Errorln("The node to be added already has a parent");
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| 
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| 			for (Node* parent = parent_; parent; parent = parent->parent_)
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| 				if (parent == child)
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| 					logs::Errorln("A node cannot be its own parent");
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| 
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| #endif // E2D_DEBUG
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| 
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| 			children_.PushBack(Node::ItemType(child));
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| 			child->parent_ = this;
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| 			child->SetScene(this->scene_);
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| 			child->dirty_transform_ = true;
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| 			child->UpdateOpacity();
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| 			child->SetZOrder(child->GetZOrder());
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| 		}
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| 	}
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| 
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| 	void Node::AddChildren(const Nodes& children)
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| 	{
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| 		for (const auto& node : children)
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| 		{
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| 			this->AddChild(node);
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| 		}
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| 	}
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| 
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| 	Rect Node::GetBounds()
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| 	{
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| 		return Rect(Point{}, size_);
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| 	}
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| 
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| 	Node::Nodes Node::GetChildren(std::wstring const& name) const
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| 	{
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| 		Nodes children;
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| 		size_t hash_code = std::hash<std::wstring>{}(name);
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| 
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| 		for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
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| 		{
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| 			if (child->hash_name_ == hash_code && child->name_ == name)
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| 			{
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| 				children.push_back(child);
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| 			}
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| 		}
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| 		return children;
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| 	}
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| 
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| 	spNode Node::GetChild(std::wstring const& name) const
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| 	{
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| 		size_t hash_code = std::hash<std::wstring>{}(name);
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| 
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| 		for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
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| 		{
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| 			if (child->hash_name_ == hash_code && child->name_ == name)
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| 			{
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| 				return child;
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| 			}
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| 		}
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| 		return nullptr;
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| 	}
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| 
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| 	Node::Children const & Node::GetChildren() const
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| 	{
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| 		return children_;
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| 	}
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| 
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| 	void Node::RemoveFromParent()
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| 	{
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| 		if (parent_)
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| 		{
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| 			parent_->RemoveChild(this);
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| 		}
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| 	}
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| 
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| 	bool Node::RemoveChild(spNode const& child)
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| 	{
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| 		return RemoveChild(child.Get());
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| 	}
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| 
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| 	bool Node::RemoveChild(Node * child)
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| 	{
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| 		E2D_ASSERT(child && "Node::RemoveChild failed, NULL pointer exception");
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| 
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| 		if (children_.IsEmpty())
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| 			return false;
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| 
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| 		if (child)
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| 		{
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| 			child->parent_ = nullptr;
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| 			if (child->scene_) child->SetScene(nullptr);
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| 			children_.Remove(spNode(child));
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| 			return true;
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| 		}
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| 		return false;
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| 	}
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| 
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| 	void Node::RemoveChildren(std::wstring const& child_name)
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| 	{
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| 		if (children_.IsEmpty())
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| 		{
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| 			return;
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| 		}
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| 
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| 		size_t hash_code = std::hash<std::wstring>{}(child_name);
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| 
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| 		Node* next;
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| 		for (Node* child = children_.First().Get(); child; child = next)
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| 		{
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| 			next = child->NextItem().Get();
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| 
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| 			if (child->hash_name_ == hash_code && child->name_ == child_name)
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| 			{
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| 				RemoveChild(child);
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| 			}
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| 		}
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| 	}
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| 
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| 	void Node::RemoveAllChildren()
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| 	{
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| 		children_.Clear();
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| 	}
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| 
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| 	bool Node::ContainsPoint(const Point& point)
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| 	{
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| 		if (size_.width == 0.f || size_.height == 0.f)
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| 			return false;
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| 
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| 		UpdateTransform();
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| 
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| 		cpRectangleGeometry border;
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| 
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| 		ThrowIfFailed(
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| 			Factory::Instance()->CreateRectangleGeometry(
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| 				border,
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| 				Rect(Point{}, size_)
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| 			)
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| 		);
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| 
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| 		BOOL ret = 0;
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| 		// no matter it failed or not
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| 		border->FillContainsPoint(point, transform_matrix_, &ret);
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| 		return !!ret;
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| 	}
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| }
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