Magic_Game/core/base/Node.cpp

585 lines
11 KiB
C++

// 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 "Action.hpp"
#include "Factory.h"
#include "Scene.h"
#include "Task.h"
#include "MouseEvent.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)
, dirty_transform_(false)
, dirty_transform_inverse_(false)
, parent_(nullptr)
, hash_name_(0)
, z_order_(0)
, opacity_(1.f)
, display_opacity_(1.f)
, pivot_(default_pivot_x, default_pivot_y)
{
}
void Node::Update(Duration const & dt)
{
OnUpdate(dt);
UpdateActions(this, dt);
UpdateTasks(dt);
if (!children_.IsEmpty())
{
SpNode next;
for (auto child = children_.First(); child; child = next)
{
next = child->NextItem();
child->Update(dt);
}
}
}
void Node::Render()
{
if (!visible_)
return;
UpdateTransform();
auto graphics = Graphics::Instance();
if (children_.IsEmpty())
{
graphics->SetTransform(transform_matrix_);
graphics->SetOpacity(display_opacity_);
OnRender();
}
else
{
// render children those are less than 0 in Z-Order
Node* child = children_.First().Get();
while (child)
{
if (child->GetZOrder() >= 0)
break;
child->Render();
child = child->NextItem().Get();
}
graphics->SetTransform(transform_matrix_);
graphics->SetOpacity(display_opacity_);
OnRender();
while (child)
{
child->Render();
child = child->NextItem().Get();
}
}
}
void Node::DispatchEvent(Event * e)
{
if (!visible_)
return;
SpNode prev;
for (auto child = children_.Last(); child; child = prev)
{
prev = child->PrevItem();
child->DispatchEvent(e);
}
if (MouseEvent::Check(e))
{
MouseEvent* me = static_cast<MouseEvent*>(e);
if (me->type == MouseEvent::Move)
{
if (!me->has_target && ContainsPoint(me->position))
{
me->has_target = true;
if (!hover_)
{
hover_ = true;
MouseEvent hover = *me;
hover.type = MouseEvent::Hover;
DispatchEvent(&hover);
}
}
else if (hover_)
{
hover_ = false;
pressed_ = false;
MouseEvent hover = *me;
hover.type = MouseEvent::Out;
DispatchEvent(&hover);
}
}
if (me->type == MouseEvent::Down && hover_)
{
pressed_ = true;
}
if (me->type == MouseEvent::Up && pressed_)
{
pressed_ = false;
MouseEvent click = *me;
click.type = MouseEvent::Click;
DispatchEvent(&click);
}
}
EventDispatcher::DispatchEvent(e);
}
Matrix const & Node::GetTransformMatrix() const
{
UpdateTransform();
return transform_matrix_;
}
Matrix const & Node::GetTransformInverseMatrix() const
{
UpdateTransform();
if (dirty_transform_inverse_)
{
transform_matrix_inverse_ = Matrix::Invert(transform_matrix_);
dirty_transform_inverse_ = false;
}
return transform_matrix_inverse_;
}
Node* Node::GetParent() const
{
return parent_;
}
Scene* Node::GetScene() const
{
return scene_;
}
void Node::UpdateTransform() const
{
if (!dirty_transform_)
return;
dirty_transform_ = false;
dirty_transform_inverse_ = true;
// matrix multiplication is optimized by expression template
transform_matrix_ = Matrix::Scaling(transform_.scale)
* Matrix::Skewing(transform_.skew.x, transform_.skew.y)
* Matrix::Rotation(transform_.rotation)
* Matrix::Translation(transform_.position);
Point offset{ -size_.x * pivot_.x, -size_.y * pivot_.y };
transform_matrix_.Translate(offset);
if (parent_)
transform_matrix_ = transform_matrix_ * parent_->transform_matrix_;
// update children's transform
for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
child->dirty_transform_ = true;
}
void Node::UpdateOpacity()
{
if (parent_)
{
display_opacity_ = opacity_ * parent_->display_opacity_;
}
for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
{
child->UpdateOpacity();
}
}
void Node::SetScene(Scene * scene)
{
scene_ = scene;
for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
{
child->scene_ = scene;
}
}
void Node::SetZOrder(int zorder)
{
if (z_order_ == zorder)
return;
z_order_ = zorder;
if (parent_)
{
SpNode me = this;
parent_->children_.Remove(me);
Node* sibling = parent_->children_.Last().Get();
if (sibling && sibling->GetZOrder() > zorder)
{
while (sibling = sibling->PrevItem().Get())
{
if (sibling->GetZOrder() <= zorder)
break;
}
}
if (sibling)
{
parent_->children_.InsertAfter(me, SpNode(sibling));
}
else
{
parent_->children_.PushFront(me);
}
}
}
void Node::SetOpacity(float opacity)
{
if (opacity_ == opacity)
return;
display_opacity_ = opacity_ = std::min(std::max(opacity, 0.f), 1.f);
UpdateOpacity();
}
void Node::SetPivotX(float pivot_x)
{
this->SetPivot(pivot_x, pivot_.y);
}
void Node::SetPivotY(float pivot_y)
{
this->SetPivot(pivot_.x, pivot_y);
}
void Node::SetPivot(float pivot_x, float pivot_y)
{
if (pivot_.x == pivot_x && pivot_.y == pivot_y)
return;
pivot_.x = pivot_x;
pivot_.y = pivot_y;
dirty_transform_ = true;
}
void Node::SetWidth(float width)
{
this->SetSize(width, size_.y);
}
void Node::SetHeight(float height)
{
this->SetSize(size_.x, height);
}
void Node::SetSize(const Size& size)
{
this->SetSize(size.x, size.y);
}
void Node::SetSize(float width, float height)
{
if (size_.x == width && size_.y == height)
return;
size_.x = width;
size_.y = height;
dirty_transform_ = true;
}
void Node::SetTransform(Transform const& transform)
{
transform_ = transform;
dirty_transform_ = true;
}
void Node::SetVisible(bool val)
{
visible_ = val;
}
void Node::SetName(String const& name)
{
if (name_ != name)
{
name_ = name;
hash_name_ = std::hash<String>{}(name);
}
}
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::Move(float x, float y)
{
this->SetPosition(transform_.position.x + x, transform_.position.y + y);
}
void Node::Move(const Point & v)
{
this->Move(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::AddChild(SpNode const& child)
{
E2D_ASSERT(child && "Node::AddChild failed, NULL pointer exception");
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(child);
child->parent_ = this;
child->SetScene(this->scene_);
child->dirty_transform_ = true;
child->UpdateOpacity();
child->SetZOrder(child->GetZOrder());
}
}
void Node::AddChildren(Array<SpNode> const& children)
{
for (const auto& node : children)
{
this->AddChild(node);
}
}
Rect Node::GetBounds() const
{
return Rect(Point{}, size_);
}
Array<SpNode> Node::GetChildren(String const& name) const
{
Array<SpNode> children;
size_t hash_code = std::hash<String>{}(name);
for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
{
if (child->hash_name_ == hash_code && child->name_ == name)
{
children.push_back(child);
}
}
return children;
}
SpNode Node::GetChild(String const& name) const
{
size_t hash_code = std::hash<String>{}(name);
for (Node* child = children_.First().Get(); child; child = child->NextItem().Get())
{
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)
{
return RemoveChild(child.Get());
}
bool Node::RemoveChild(Node * child)
{
E2D_ASSERT(child && "Node::RemoveChild failed, NULL pointer exception");
if (children_.IsEmpty())
return false;
if (child)
{
child->parent_ = nullptr;
if (child->scene_) child->SetScene(nullptr);
children_.Remove(SpNode(child));
return true;
}
return false;
}
void Node::RemoveChildren(String const& child_name)
{
if (children_.IsEmpty())
{
return;
}
size_t hash_code = std::hash<String>{}(child_name);
Node* next;
for (Node* child = children_.First().Get(); child; child = next)
{
next = child->NextItem().Get();
if (child->hash_name_ == hash_code && child->name_ == child_name)
{
RemoveChild(child);
}
}
}
void Node::RemoveAllChildren()
{
children_.Clear();
}
bool Node::ContainsPoint(const Point& point) const
{
if (size_.x == 0.f || size_.y == 0.f)
return false;
math::Vector2 local = GetTransformInverseMatrix().Transform(point);
return GetBounds().ContainsPoint(local);
}
}