Magic_Game/src/kiwano/2d/Actor.h

640 lines
11 KiB
C++

// Copyright (c) 2016-2018 Kiwano - 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.
#pragma once
#include <kiwano/2d/include-forwards.h>
#include <kiwano/2d/Transform.h>
#include <kiwano/2d/action/ActionManager.h>
#include <kiwano/base/TimerManager.h>
#include <kiwano/base/EventDispatcher.h>
namespace kiwano
{
class Director;
class RenderTarget;
// 角色
class KGE_API Actor
: public ObjectBase
, public TimerManager
, public ActionManager
, public EventDispatcher
, public IntrusiveListItem<ActorPtr>
{
friend class Director;
friend class Transition;
friend IntrusiveList<ActorPtr>;
public:
using Children = IntrusiveList<ActorPtr>;
using UpdateCallback = Function<void(Duration)>;
Actor();
// 更新角色
virtual void OnUpdate(Duration dt);
// 渲染角色
virtual void OnRender(RenderTarget* rt);
// 获取显示状态
bool IsVisible() const;
// 获取响应状态
bool IsResponsible() const;
// 是否启用级联透明度
bool IsCascadeOpacityEnabled() const;
// 获取名称的 Hash 值
size_t GetHashName() const;
// 获取 Z 轴顺序
int GetZOrder() const;
// 获取坐标
Point const& GetPosition() const;
// 获取 x 坐标
float GetPositionX() const;
// 获取 y 坐标
float GetPositionY() const;
// 获取缩放比例
Point const& GetScale() const;
// 获取横向缩放比例
float GetScaleX() const;
// 获取纵向缩放比例
float GetScaleY() const;
// 获取错切角度
Point const& GetSkew() const;
// 获取横向错切角度
float GetSkewX() const;
// 获取纵向错切角度
float GetSkewY() const;
// 获取旋转角度
float GetRotation() const;
// 获取宽度
float GetWidth() const;
// 获取高度
float GetHeight() const;
// 获取大小
Size const& GetSize() const;
// 获取缩放后的宽度
float GetScaledWidth() const;
// 获取缩放后的高度
float GetScaledHeight() const;
// 获取缩放后的大小
Size GetScaledSize() const;
// 获取锚点
Point const& GetAnchor() const;
// 获取 x 方向锚点
float GetAnchorX() const;
// 获取 y 方向锚点
float GetAnchorY() const;
// 获取透明度
float GetOpacity() const;
// 获取显示透明度
float GetDisplayedOpacity() const;
// 获取变换
Transform GetTransform() const;
// 获取父角色
Actor* GetParent() const;
// 获取所在舞台
Stage* GetStage() const;
// 获取边框
virtual Rect GetBounds() const;
// 获取外切包围盒
virtual Rect GetBoundingBox() const;
// 获取二维变换矩阵
Matrix3x2 const& GetTransformMatrix() const;
// 获取二维变换的逆矩阵
Matrix3x2 const& GetTransformInverseMatrix() const;
// 设置是否显示
void SetVisible(
bool val
);
// 设置名称
void SetName(
String const& name
);
// 设置坐标
virtual void SetPosition(
Point const& point
);
// 设置坐标
void SetPosition(
float x,
float y
);
// 设置横坐标
void SetPositionX(
float x
);
// 设置纵坐标
void SetPositionY(
float y
);
// 移动坐标
void Move(
Vec2 const& v
);
// 移动坐标
void Move(
float vx,
float vy
);
// 设置缩放比例
// 默认为 (1.0, 1.0)
virtual void SetScale(
Vec2 const& scale
);
// 设置缩放比例
// 默认为 (1.0, 1.0)
void SetScale(
float scalex,
float scaley
);
// 设置错切角度
// 默认为 (0, 0)
virtual void SetSkew(
Vec2 const& skew
);
// 设置错切角度
// 默认为 (0, 0)
void SetSkew(
float skewx,
float skewy
);
// 设置旋转角度
// 默认为 0
virtual void SetRotation(
float rotation
);
// 设置锚点位置
// 默认为 (0, 0), 范围 [0, 1]
virtual void SetAnchor(
Vec2 const& anchor
);
// 设置锚点位置
// 默认为 (0, 0), 范围 [0, 1]
void SetAnchor(
float anchorx,
float anchory
);
// 修改宽度
virtual void SetWidth(
float width
);
// 修改高度
virtual void SetHeight(
float height
);
// 修改大小
virtual void SetSize(
Size const& size
);
// 修改大小
void SetSize(
float width,
float height
);
// 设置透明度
// 默认为 1.0, 范围 [0, 1]
virtual void SetOpacity(
float opacity
);
// 启用或禁用级联透明度
void SetCascadeOpacityEnabled(
bool enabled
);
// 设置二维仿射变换
void SetTransform(
Transform const& transform
);
// 设置 Z 轴顺序
// 默认为 0
void SetZOrder(
int zorder
);
// 是否可响应 (鼠标 Hover | Out | Click 消息)
// 默认为 false
void SetResponsible(
bool enable
);
// 添加子角色
void AddChild(
ActorPtr child,
int zorder = 0
);
// 添加子角色
void AddChild(
Actor* child,
int zorder = 0
);
// 添加多个子角色
void AddChildren(
Vector<ActorPtr> const& children
);
// 获取名称相同的子角色
Actor* GetChild(
String const& name
) const;
// 获取所有名称相同的子角色
Vector<ActorPtr> GetChildren(
String const& name
) const;
// 获取全部子角色
Children& GetAllChildren();
// 获取全部子角色
Children const& GetAllChildren() const;
// 移除子角色
void RemoveChild(
ActorPtr child
);
// 移除子角色
void RemoveChild(
Actor* child
);
// 移除所有名称相同的子角色
void RemoveChildren(
String const& child_name
);
// 移除所有角色
void RemoveAllChildren();
// 从父角色移除
void RemoveFromParent();
// 判断点是否在角色内
virtual bool ContainsPoint(const Point& point) const;
// 暂停角色更新
void PauseUpdating();
// 继续角色更新
void ResumeUpdating();
// 角色更新是否暂停
bool IsUpdatePausing() const;
// 设置更新时的回调函数
void SetCallbackOnUpdate(UpdateCallback const& cb);
// 获取更新时的回调函数
UpdateCallback GetCallbackOnUpdate() const;
// 渲染角色边界
void ShowBorder(bool show);
// 事件分发
void Dispatch(Event& evt) override;
// 设置默认锚点
static void SetDefaultAnchor(
float anchor_x,
float anchor_y
);
protected:
virtual void Update(Duration dt);
virtual void Render(RenderTarget* rt);
virtual void PrepareRender(RenderTarget* rt);
virtual void RenderBorder(RenderTarget* rt);
virtual bool CheckVisibilty(RenderTarget* rt) const;
void UpdateTransform() const;
void UpdateOpacity();
void Reorder();
void SetStage(Stage* stage);
private:
bool visible_;
bool update_pausing_;
bool cascade_opacity_;
bool show_border_;
bool hover_;
bool pressed_;
bool responsible_;
int z_order_;
float opacity_;
float displayed_opacity_;
Actor* parent_;
Stage* stage_;
size_t hash_name_;
Point anchor_;
Size size_;
Children children_;
UpdateCallback cb_update_;
Transform transform_;
bool is_fast_transform_;
mutable bool visible_in_rt_;
mutable bool dirty_visibility_;
mutable bool dirty_transform_;
mutable bool dirty_transform_inverse_;
mutable Matrix3x2 transform_matrix_;
mutable Matrix3x2 transform_matrix_inverse_;
};
inline void Actor::OnUpdate(Duration dt)
{
KGE_NOT_USED(dt);
}
inline void Actor::OnRender(RenderTarget* rt)
{
KGE_NOT_USED(rt);
}
inline bool Actor::IsVisible() const
{
return visible_;
}
inline bool Actor::IsResponsible() const
{
return responsible_;
}
inline bool Actor::IsCascadeOpacityEnabled() const
{
return cascade_opacity_;
}
inline size_t Actor::GetHashName() const
{
return hash_name_;
}
inline int Actor::GetZOrder() const
{
return z_order_;
}
inline Point const& Actor::GetPosition() const
{
return transform_.position;
}
inline float Actor::GetPositionX() const
{
return GetPosition().x;
}
inline float Actor::GetPositionY() const
{
return GetPosition().y;
}
inline Point const& Actor::GetScale() const
{
return transform_.scale;
}
inline float Actor::GetScaleX() const
{
return GetScale().x;
}
inline float Actor::GetScaleY() const
{
return GetScale().y;
}
inline Point const& Actor::GetSkew() const
{
return transform_.skew;
}
inline float Actor::GetSkewX() const
{
return GetSkew().x;
}
inline float Actor::GetSkewY() const
{
return GetSkew().y;
}
inline float Actor::GetRotation() const
{
return transform_.rotation;
}
inline float Actor::GetWidth() const
{
return GetSize().x;
}
inline float Actor::GetHeight() const
{
return GetSize().y;
}
inline Size const& Actor::GetSize() const
{
return size_;
}
inline float Actor::GetScaledWidth() const
{
return GetWidth() * GetScaleX();
}
inline float Actor::GetScaledHeight() const
{
return GetHeight() * GetScaleY();
}
inline Size Actor::GetScaledSize() const
{
return Size{ GetScaledWidth(), GetScaledHeight() };
}
inline Point const& Actor::GetAnchor() const
{
return anchor_;
}
inline float Actor::GetAnchorX() const
{
return GetAnchor().x;
}
inline float Actor::GetAnchorY() const
{
return GetAnchor().y;
}
inline float Actor::GetOpacity() const
{
return opacity_;
}
inline float Actor::GetDisplayedOpacity() const
{
return displayed_opacity_;
}
inline Transform Actor::GetTransform() const
{
return transform_;
}
inline Actor* Actor::GetParent() const
{
return parent_;
}
inline Stage* Actor::GetStage() const
{
return stage_;
}
inline void Actor::PauseUpdating()
{
update_pausing_ = true;
}
inline void Actor::ResumeUpdating()
{
update_pausing_ = false;
}
inline bool Actor::IsUpdatePausing() const
{
return update_pausing_;
}
inline void Actor::SetCallbackOnUpdate(UpdateCallback const& cb)
{
cb_update_ = cb;
}
inline Actor::UpdateCallback Actor::GetCallbackOnUpdate() const
{
return cb_update_;
}
inline void Actor::ShowBorder(bool show)
{
show_border_ = show;
}
inline void Actor::SetPosition(float x, float y)
{
SetPosition(Point{ x, y });
}
inline void Actor::Move(float vx, float vy)
{
Move(Vec2{ vx, vy });
}
inline void Actor::SetScale(float scalex, float scaley)
{
SetScale(Vec2{ scalex, scaley });
}
inline void Actor::SetAnchor(float anchorx, float anchory)
{
SetAnchor(Vec2{ anchorx, anchory });
}
inline void Actor::SetSize(float width, float height)
{
SetSize(Size{ width, height });
}
inline void Actor::SetSkew(float skewx, float skewy)
{
SetSkew(Vec2{ skewx, skewy });
}
}