433 lines
8.9 KiB
C++
433 lines
8.9 KiB
C++
// Copyright (c) 2016-2018 Kiwano - 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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#pragma once
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#include <kiwano/2d/include-forwards.h>
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#include <kiwano/2d/Transform.h>
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#include <kiwano/2d/action/ActionManager.h>
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#include <kiwano/base/TimerManager.h>
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#include <kiwano/base/EventDispatcher.h>
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namespace kiwano
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{
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class Director;
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class RenderTarget;
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// ½ÇÉ«
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class KGE_API Actor
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: public ObjectBase
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, public TimerManager
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, public ActionManager
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, public EventDispatcher
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, public intrusive_list_item<ActorPtr>
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{
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friend class Director;
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friend class Transition;
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friend class intrusive_list<ActorPtr>;
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using Children = intrusive_list<ActorPtr>;
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using UpdateCallback = Function<void(Duration)>;
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public:
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Actor();
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// ¸üнÇÉ«
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virtual void OnUpdate(Duration dt) { KGE_UNUSED(dt); }
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// äÖȾ½ÇÉ«
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virtual void OnRender(RenderTarget* rt) { KGE_UNUSED(rt); }
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// »ñÈ¡ÏÔʾ״̬
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bool IsVisible() const { return visible_; }
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// »ñÈ¡ÏìӦ״̬
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bool IsResponsible() const { return responsible_; }
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// ÊÇ·ñÆôÓü¶ÁªÍ¸Ã÷¶È
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bool IsCascadeOpacityEnabled() const { return cascade_opacity_; }
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// »ñÈ¡Ãû³ÆµÄ Hash Öµ
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size_t GetHashName() const { return hash_name_; }
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// »ñÈ¡ Z Öá˳Ðò
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int GetZOrder() const { return z_order_; }
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// »ñÈ¡×ø±ê
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Point GetPosition() const { return transform_.position; }
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// »ñÈ¡ x ×ø±ê
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float GetPositionX() const { return transform_.position.x; }
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// »ñÈ¡ y ×ø±ê
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float GetPositionY() const { return transform_.position.y; }
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// »ñÈ¡Ëõ·Å±ÈÀý
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Point GetScale() const { return transform_.scale; }
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// »ñÈ¡ºáÏòËõ·Å±ÈÀý
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float GetScaleX() const { return transform_.scale.x; }
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// »ñÈ¡×ÝÏòËõ·Å±ÈÀý
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float GetScaleY() const { return transform_.scale.y; }
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// »ñÈ¡´íÇнǶÈ
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Point GetSkew() const { return transform_.skew; }
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// »ñÈ¡ºáÏò´íÇнǶÈ
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float GetSkewX() const { return transform_.skew.x; }
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// »ñÈ¡×ÝÏò´íÇнǶÈ
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float GetSkewY() const { return transform_.skew.y; }
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// »ñÈ¡Ðýת½Ç¶È
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float GetRotation() const { return transform_.rotation; }
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// »ñÈ¡¿í¶È
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float GetWidth() const { return size_.x; }
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// »ñÈ¡¸ß¶È
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float GetHeight() const { return size_.y; }
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// »ñÈ¡´óС
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Size GetSize() const { return size_; }
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// »ñÈ¡Ëõ·ÅºóµÄ¿í¶È
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float GetScaledWidth() const { return size_.x * transform_.scale.x; }
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// »ñÈ¡Ëõ·ÅºóµÄ¸ß¶È
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float GetScaledHeight() const { return size_.y * transform_.scale.y; }
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// »ñÈ¡Ëõ·ÅºóµÄ´óС
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Size GetScaledSize() const { return Size{ GetScaledWidth(), GetScaledHeight() }; }
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// »ñȡêµã
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Point GetAnchor() const { return anchor_; }
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// »ñÈ¡ x ·½Ïòêµã
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float GetAnchorX() const { return anchor_.x; }
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// »ñÈ¡ y ·½Ïòêµã
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float GetAnchorY() const { return anchor_.y; }
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// »ñȡ͸Ã÷¶È
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float GetOpacity() const { return opacity_; }
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// »ñÈ¡ÏÔʾ͸Ã÷¶È
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float GetDisplayedOpacity() const { return displayed_opacity_; }
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// »ñÈ¡±ä»»
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Transform GetTransform() const { return transform_; }
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// »ñÈ¡¸¸½ÇÉ«
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inline Actor* GetParent() const { return parent_; }
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// »ñÈ¡ËùÔÚÎę̀
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inline Stage* GetStage() const { return stage_; }
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// »ñÈ¡±ß¿ò
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virtual Rect GetBounds() const;
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// »ñÈ¡ÍâÇаüΧºÐ
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virtual Rect GetBoundingBox() const;
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// »ñÈ¡¶þά±ä»»¾ØÕó
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Matrix3x2 const& GetTransformMatrix() const;
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// »ñÈ¡¶þά±ä»»µÄÄæ¾ØÕó
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Matrix3x2 const& GetTransformInverseMatrix() const;
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// ÉèÖÃÊÇ·ñÏÔʾ
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void SetVisible(
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bool val
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);
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// ÉèÖÃÃû³Æ
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void SetName(
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String const& name
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);
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// ÉèÖÃ×ø±ê
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virtual void SetPosition(
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Point const& point
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);
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// ÉèÖÃ×ø±ê
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inline void SetPosition(
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float x,
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float y
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)
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{
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SetPosition(Point{ x, y });
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}
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// ÉèÖúá×ø±ê
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void SetPositionX(
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float x
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);
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// ÉèÖÃ×Ý×ø±ê
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void SetPositionY(
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float y
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);
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// ÒÆ¶¯×ø±ê
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void Move(
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Vec2 const& v
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);
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// ÒÆ¶¯×ø±ê
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inline void Move(
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float vx,
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float vy
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)
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{
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Move(Vec2{ vx, vy });
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}
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// ÉèÖÃËõ·Å±ÈÀý
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// ĬÈÏΪ (1.0, 1.0)
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virtual void SetScale(
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Vec2 const& scale
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);
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// ÉèÖÃËõ·Å±ÈÀý
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// ĬÈÏΪ (1.0, 1.0)
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inline void SetScale(
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float scalex,
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float scaley
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)
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{
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SetScale(Vec2{ scalex, scaley });
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}
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// ÉèÖôíÇнǶÈ
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// ĬÈÏΪ (0, 0)
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virtual void SetSkew(
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Vec2 const& skew
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);
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// ÉèÖôíÇнǶÈ
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// ĬÈÏΪ (0, 0)
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inline void SetSkew(
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float skewx,
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float skewy
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)
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{
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SetSkew(Vec2{ skewx, skewy });
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}
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// ÉèÖÃÐýת½Ç¶È
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// ĬÈÏΪ 0
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virtual void SetRotation(
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float rotation
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);
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// ÉèÖÃêµãλÖÃ
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// ĬÈÏΪ (0, 0), ·¶Î§ [0, 1]
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virtual void SetAnchor(
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Vec2 const& anchor
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);
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// ÉèÖÃêµãλÖÃ
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// ĬÈÏΪ (0, 0), ·¶Î§ [0, 1]
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inline void SetAnchor(
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float anchorx,
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float anchory
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)
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{
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SetAnchor(Vec2{ anchorx, anchory });
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}
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// Ð޸Ŀí¶È
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virtual void SetWidth(
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float width
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);
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// Ð޸ĸ߶È
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virtual void SetHeight(
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float height
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);
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// Ð޸ĴóС
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virtual void SetSize(
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Size const& size
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);
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// Ð޸ĴóС
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inline void SetSize(
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float width,
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float height
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)
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{
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SetSize(Size{ width, height });
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}
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// ÉèÖÃ͸Ã÷¶È
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// ĬÈÏΪ 1.0, ·¶Î§ [0, 1]
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virtual void SetOpacity(
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float opacity
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);
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// ÆôÓûò½ûÓü¶ÁªÍ¸Ã÷¶È
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void SetCascadeOpacityEnabled(
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bool enabled
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);
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// ÉèÖöþά·ÂÉä±ä»»
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void SetTransform(
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Transform const& transform
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);
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// ÉèÖà Z Öá˳Ðò
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// ĬÈÏΪ 0
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void SetZOrder(
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int zorder
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);
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// ÊÇ·ñ¿ÉÏìÓ¦ (Êó±ê Hover | Out | Click ÏûÏ¢)
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// ĬÈÏΪ false
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void SetResponsible(
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bool enable
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);
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// Ìí¼Ó×Ó½ÇÉ«
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void AddChild(
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ActorPtr child
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);
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// Ìí¼Ó¶à¸ö×Ó½ÇÉ«
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void AddChildren(
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Vector<ActorPtr> const& children
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);
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// »ñÈ¡ËùÓÐÃû³ÆÏàͬµÄ×Ó½ÇÉ«
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Vector<ActorPtr> GetChildren(
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String const& name
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) const;
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// »ñÈ¡Ãû³ÆÏàͬµÄ×Ó½ÇÉ«
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ActorPtr GetChild(
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String const& name
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) const;
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// »ñȡȫ²¿×Ó½ÇÉ«
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Children const& GetChildren() const;
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// ÒÆ³ý×Ó½ÇÉ«
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void RemoveChild(
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ActorPtr child
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);
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// ÒÆ³ý×Ó½ÇÉ«
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void RemoveChild(
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Actor* child
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);
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// ÒÆ³ýËùÓÐÃû³ÆÏàͬµÄ×Ó½ÇÉ«
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void RemoveChildren(
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String const& child_name
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);
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// ÒÆ³ýËùÓнÇÉ«
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void RemoveAllChildren();
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// ´Ó¸¸½ÇÉ«ÒÆ³ý
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void RemoveFromParent();
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// ÅжϵãÊÇ·ñÔÚ½ÇÉ«ÄÚ
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virtual bool ContainsPoint(const Point& point) const;
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// ʼþ·Ö·¢
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void Dispatch(Event& evt) override;
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// ÉèÖÃĬÈÏêµã
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static void SetDefaultAnchor(
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float anchor_x,
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float anchor_y
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);
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// ÔÝÍ£½ÇÉ«¸üÐÂ
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inline void PauseUpdating() { update_pausing_ = true; }
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// ¼ÌÐø½ÇÉ«¸üÐÂ
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inline void ResumeUpdating() { update_pausing_ = false; }
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// ½ÇÉ«¸üÐÂÊÇ·ñÔÝÍ£
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inline bool IsUpdatePausing() const { return update_pausing_; }
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// ÉèÖøüÐÂʱµÄ»Øµ÷º¯Êý
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inline void SetCallbackOnUpdate(UpdateCallback const& cb) { cb_update_ = cb; }
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// »ñÈ¡¸üÐÂʱµÄ»Øµ÷º¯Êý
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inline UpdateCallback GetCallbackOnUpdate() const { return cb_update_; }
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// äÖȾ½ÇÉ«±ß½ç
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inline void ShowBorder(bool show) { show_border_ = show; }
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protected:
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virtual void Update(Duration dt);
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virtual void Render(RenderTarget* rt);
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virtual void PrepareRender(RenderTarget* rt);
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virtual void RenderBorder(RenderTarget* rt);
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virtual bool CheckVisibilty(RenderTarget* rt) const;
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void UpdateTransform() const;
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void UpdateOpacity();
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void Reorder();
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void SetStage(Stage* stage);
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protected:
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bool visible_;
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bool update_pausing_;
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bool cascade_opacity_;
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bool show_border_;
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bool hover_;
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bool pressed_;
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bool responsible_;
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int z_order_;
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float opacity_;
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float displayed_opacity_;
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Actor* parent_;
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Stage* stage_;
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size_t hash_name_;
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Point anchor_;
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Size size_;
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Children children_;
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UpdateCallback cb_update_;
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Transform transform_;
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bool is_fast_transform_;
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mutable bool visible_in_rt_;
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mutable bool dirty_visibility_;
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mutable bool dirty_transform_;
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mutable bool dirty_transform_inverse_;
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mutable Matrix3x2 transform_matrix_;
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mutable Matrix3x2 transform_matrix_inverse_;
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};
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}
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