Magic_Game/core/base/Node.cpp

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// Copyright (c) 2016-2018 Easy2D - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "Node.h"
#include "Scene.h"
#include "Task.h"
#include "Action.hpp"
#include "render.h"
#include "logs.h"
namespace easy2d
{
namespace
{
float default_pivot_x = 0.f;
float default_pivot_y = 0.f;
}
void Node::SetDefaultPivot(float pivot_x, float pivot_y)
{
default_pivot_x = pivot_x;
default_pivot_y = pivot_y;
}
Node::Node()
: visible_(true)
, parent_(nullptr)
, hash_name_(0)
, clip_enabled_(false)
, dirty_sort_(false)
, dirty_transform_(false)
, border_(nullptr)
, order_(0)
, transform_()
, display_opacity_(1.f)
, real_opacity_(1.f)
, children_()
, initial_matrix_()
, final_matrix_()
, border_color_(Color::Red, 0.6f)
{
transform_.pivot.x = default_pivot_x;
transform_.pivot.y = default_pivot_y;
}
Node::~Node()
{
SafeRelease(border_);
}
void Node::Visit()
{
if (!visible_)
return;
auto graphics = devices::Graphics::Instance();
if (clip_enabled_)
{
graphics->PushClip(final_matrix_, transform_.size);
}
if (children_.IsEmpty())
{
graphics->SetTransform(final_matrix_);
OnDraw();
}
else
{
// <20>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
if (dirty_sort_)
{
children_.Sort(
[](spNode const& n1, spNode const& n2) { return n1->GetOrder() < n2->GetOrder(); }
);
dirty_sort_ = false;
}
spNode child = children_.First();
for (spNode next; child; child = next)
{
next = child->NextItem();
if (child->GetOrder() < 0)
{
child->Visit();
}
else
{
break;
}
}
graphics->SetTransform(final_matrix_);
OnDraw();
for (spNode next; child; child = next)
{
next = child->NextItem();
child->Visit();
}
}
if (clip_enabled_)
{
graphics->PopClip();
}
}
void Node::Update(Duration const& dt)
{
if (children_.IsEmpty())
{
OnUpdate(dt);
UpdateActions(this, dt);
UpdateTasks(dt);
UpdateTransform();
}
else
{
// <20><><EFBFBD><EFBFBD> Order С<><D0A1><EFBFBD><EFBFBD><EFBFBD>Ľڵ<C4BD>
spNode child = children_.First();
for (spNode next; child; child = next)
{
if (child->GetOrder() < 0)
{
next = child->NextItem();
child->Update(dt);
}
else
{
break;
}
}
OnUpdate(dt);
UpdateActions(this, dt);
UpdateTasks(dt);
UpdateTransform();
for (spNode next; child; child = next)
{
next = child->NextItem();
child->Update(dt);
}
}
}
void Node::DrawBorder()
{
if (visible_)
{
if (border_)
{
devices::Graphics::Instance()->DrawGeometry(border_, border_color_, 1.f, 1.5f);
}
for (auto& child = children_.First(); child; child = child->NextItem())
{
child->DrawBorder();
}
}
}
void Node::UpdateTransform()
{
if (!dirty_transform_)
return;
dirty_transform_ = false;
final_matrix_ = transform_.ToMatrix();
initial_matrix_ = final_matrix_ * math::Matrix::Translation(
Point{ transform_.size.width * transform_.pivot.x, transform_.size.height * transform_.pivot.y }
);
if (parent_)
{
initial_matrix_ = initial_matrix_ * parent_->initial_matrix_;
final_matrix_ = final_matrix_ * parent_->initial_matrix_;
}
// <20><><EFBFBD>¹<EFBFBD><C2B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SafeRelease(border_);
ThrowIfFailed(
devices::Graphics::Instance()->CreateRectGeometry(final_matrix_, transform_.size, &border_)
);
for (auto& child = children_.First(); child; child = child->NextItem())
{
child->dirty_transform_ = true;
}
}
bool Node::Dispatch(const MouseEvent & e, bool handled)
{
if (visible_)
{
spNode prev;
for (auto& child = children_.Last(); child; child = prev)
{
prev = child->PrevItem();
handled = child->Dispatch(e, handled);
}
auto handler = dynamic_cast<MouseEventHandler*>(this);
if (handler)
handler->Handle(e);
}
return handled;
}
bool Node::Dispatch(const KeyEvent & e, bool handled)
{
if (visible_)
{
spNode prev;
for (auto& child = children_.Last(); child; child = prev)
{
prev = child->PrevItem();
handled = child->Dispatch(e, handled);
}
auto handler = dynamic_cast<KeyEventHandler*>(this);
if (handler)
handler->Handle(e);
}
return handled;
}
void Node::UpdateOpacity()
{
if (parent_)
{
display_opacity_ = real_opacity_ * parent_->display_opacity_;
}
for (auto& child = children_.First(); child; child = child->NextItem())
{
child->UpdateOpacity();
}
}
bool Node::IsVisible() const
{
return visible_;
}
const String& Node::GetName() const
{
return name_;
}
size_t Node::GetHashName() const
{
return hash_name_;
}
const Point& Node::GetPosition() const
{
return transform_.position;
}
float Node::GetWidth() const
{
return transform_.size.width * transform_.scale.x;
}
float Node::GetHeight() const
{
return transform_.size.height * transform_.scale.y;
}
float Node::GetRealWidth() const
{
return transform_.size.width;
}
float Node::GetRealHeight() const
{
return transform_.size.height;
}
const Size& Node::GetRealSize() const
{
return transform_.size;
}
float Node::GetPivotX() const
{
return transform_.pivot.x;
}
float Node::GetPivotY() const
{
return transform_.pivot.y;
}
Size Node::GetSize() const
{
return Size{ GetWidth(), GetHeight() };
}
float Node::GetScaleX() const
{
return transform_.scale.x;
}
float Node::GetScaleY() const
{
return transform_.scale.y;
}
float Node::GetSkewX() const
{
return transform_.skew.x;
}
float Node::GetSkewY() const
{
return transform_.skew.y;
}
float Node::GetRotation() const
{
return transform_.rotation;
}
float Node::GetOpacity() const
{
return real_opacity_;
}
float Node::GetDisplayOpacity() const
{
return display_opacity_;
}
int Node::GetOrder() const
{
return order_;
}
void Node::SetOrder(int order)
{
if (order_ == order)
return;
order_ = order;
if (parent_)
{
parent_->dirty_sort_ = true;
}
}
void Node::SetPositionX(float x)
{
this->SetPosition(x, transform_.position.y);
}
void Node::SetPositionY(float y)
{
this->SetPosition(transform_.position.x, y);
}
void Node::SetPosition(const Point & p)
{
this->SetPosition(p.x, p.y);
}
void Node::SetPosition(float x, float y)
{
if (transform_.position.x == x && transform_.position.y == y)
return;
transform_.position.x = x;
transform_.position.y = y;
dirty_transform_ = true;
}
void Node::MoveBy(float x, float y)
{
this->SetPosition(transform_.position.x + x, transform_.position.y + y);
}
void Node::MoveBy(const Point & v)
{
this->MoveBy(v.x, v.y);
}
void Node::SetScaleX(float scale_x)
{
this->SetScale(scale_x, transform_.scale.y);
}
void Node::SetScaleY(float scale_y)
{
this->SetScale(transform_.scale.x, scale_y);
}
void Node::SetScale(float scale)
{
this->SetScale(scale, scale);
}
void Node::SetScale(float scale_x, float scale_y)
{
if (transform_.scale.x == scale_x && transform_.scale.y == scale_y)
return;
transform_.scale.x = scale_x;
transform_.scale.y = scale_y;
dirty_transform_ = true;
}
void Node::SetSkewX(float skew_x)
{
this->SetSkew(skew_x, transform_.skew.y);
}
void Node::SetSkewY(float skew_y)
{
this->SetSkew(transform_.skew.x, skew_y);
}
void Node::SetSkew(float skew_x, float skew_y)
{
if (transform_.skew.x == skew_x && transform_.skew.y == skew_y)
return;
transform_.skew.x = skew_x;
transform_.skew.y = skew_y;
dirty_transform_ = true;
}
void Node::SetRotation(float angle)
{
if (transform_.rotation == angle)
return;
transform_.rotation = angle;
dirty_transform_ = true;
}
void Node::SetOpacity(float opacity)
{
if (real_opacity_ == opacity)
return;
display_opacity_ = real_opacity_ = std::min(std::max(opacity, 0.f), 1.f);
// <20><><EFBFBD>½ڵ<C2BD>͸<EFBFBD><CDB8><EFBFBD><EFBFBD>
UpdateOpacity();
}
void Node::SetPivotX(float pivot_x)
{
this->SetPivot(pivot_x, transform_.pivot.y);
}
void Node::SetPivotY(float pivot_y)
{
this->SetPivot(transform_.pivot.x, pivot_y);
}
void Node::SetPivot(float pivot_x, float pivot_y)
{
if (transform_.pivot.x == pivot_x && transform_.pivot.y == pivot_y)
return;
transform_.pivot.x = pivot_x;
transform_.pivot.y = pivot_y;
dirty_transform_ = true;
}
void Node::SetWidth(float width)
{
this->SetSize(width, transform_.size.height);
}
void Node::SetHeight(float height)
{
this->SetSize(transform_.size.width, height);
}
void Node::SetSize(float width, float height)
{
if (transform_.size.width == width && transform_.size.height == height)
return;
transform_.size.width = width;
transform_.size.height = height;
dirty_transform_ = true;
}
void Node::SetSize(const Size& size)
{
this->SetSize(size.width, size.height);
}
Transform const& Node::GetTransform() const
{
return transform_;
}
void Node::SetTransform(Transform const& transform)
{
transform_ = transform;
dirty_transform_ = true;
}
void Node::SetClipEnabled(bool enabled)
{
clip_enabled_ = enabled;
}
void Node::SetBorderColor(const Color & color)
{
border_color_ = color;
}
void Node::AddChild(spNode const& child, int order)
{
if (!child)
logs::Warningln("Node::AddChild failed, child is nullptr");
if (child)
{
#ifdef E2D_DEBUG
if (child->parent_)
logs::Errorln("The node to be added already has a parent");
for (Node* parent = parent_; parent; parent = parent->parent_)
if (parent == child)
logs::Errorln("A node cannot be its own parent");
#endif // E2D_DEBUG
children_.PushBack(Node::ItemType(child));
child->parent_ = this;
child->dirty_transform_ = true;
child->SetOrder(order);
child->UpdateOpacity();
dirty_sort_ = true;
}
}
void Node::AddChild(const Nodes& nodes, int order)
{
for (const auto& node : nodes)
{
this->AddChild(node, order);
}
}
spNode Node::GetParent() const
{
return parent_;
}
Rect Node::GetBounds()
{
return Rect(Point{}, transform_.size);
}
Node::Nodes Node::GetChildren(const String& name) const
{
Nodes children;
size_t hash_code = std::hash<String>{}(name);
for (auto child = children_.First(); child != children_.Last(); child = child->NextItem())
{
if (child->hash_name_ == hash_code && child->name_ == name)
{
children.push_back(child);
}
}
return children;
}
spNode Node::GetChild(const String& name) const
{
size_t hash_code = std::hash<String>{}(name);
for (auto child = children_.First(); child != children_.Last(); child = child->NextItem())
{
if (child->hash_name_ == hash_code && child->name_ == name)
{
return child;
}
}
return nullptr;
}
Node::Children const & Node::GetChildren() const
{
return children_;
}
void Node::RemoveFromParent()
{
if (parent_)
{
parent_->RemoveChild(this);
}
}
bool Node::RemoveChild(spNode const& child)
{
if (!child)
logs::Warningln("Node::RemoveChild failed, child is nullptr");
if (children_.IsEmpty())
{
return false;
}
if (child)
{
children_.Remove(Node::ItemType(child));
return true;
}
return false;
}
void Node::RemoveChildren(const String& child_name)
{
if (children_.IsEmpty())
{
return;
}
size_t hash_code = std::hash<String>{}(child_name);
spNode next;
for (auto& child = children_.First(); child; child = next)
{
next = child->NextItem();
if (child->hash_name_ == hash_code && child->name_ == child_name)
children_.Remove(child);
}
}
void Node::RemoveAllChildren()
{
children_.Clear();
}
bool Node::ContainsPoint(const Point& point)
{
if (transform_.size.width == 0.f || transform_.size.height == 0.f)
return false;
UpdateTransform();
BOOL ret = 0;
ThrowIfFailed(
border_->FillContainsPoint(
D2D1::Point2F(point.x, point.y),
D2D1::Matrix3x2F::Identity(),
&ret
)
);
return ret != 0;
}
bool Node::Intersects(spNode const& node)
{
if (transform_.size.width == 0.f || transform_.size.height == 0.f || node->transform_.size.width == 0.f || node->transform_.size.height == 0.f)
return false;
// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
UpdateTransform();
node->UpdateTransform();
// <20><>ȡ<EFBFBD>ཻ״̬
D2D1_GEOMETRY_RELATION relation = D2D1_GEOMETRY_RELATION_UNKNOWN;
ThrowIfFailed(
border_->CompareWithGeometry(
node->border_,
D2D1::Matrix3x2F::Identity(),
&relation
)
);
return relation != D2D1_GEOMETRY_RELATION_UNKNOWN &&
relation != D2D1_GEOMETRY_RELATION_DISJOINT;
}
void Node::SetVisible(bool val)
{
visible_ = val;
}
void Node::SetName(const String& name)
{
if (name_ != name)
{
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>
name_ = name;
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD> Hash <20><>
hash_name_ = std::hash<String>{}(name);
}
}
}