1066 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			1066 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
| #include "..\e2dobject.h"
 | |
| #include "..\e2devent.h"
 | |
| #include "..\e2dmanager.h"
 | |
| #include "..\e2daction.h"
 | |
| 
 | |
| 
 | |
| e2d::Node::Node()
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| 	: visible_(true)
 | |
| 	, parent_(nullptr)
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| 	, parent_scene_(nullptr)
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| 	, hash_name_(0)
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| 	, clip_enabled_(false)
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| 	, dirty_sort_(false)
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| 	, dirty_transform_(false)
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| 	, collider_(this)
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| 	, border_(nullptr)
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| 	, order_(0)
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| 	, transform_()
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| 	, display_opacity_(1.f)
 | |
| 	, real_opacity_(1.f)
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| 	, children_()
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| 	, actions_()
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| 	, tasks_()
 | |
| 	, initial_matrix_(D2D1::Matrix3x2F::Identity())
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| 	, final_matrix_(D2D1::Matrix3x2F::Identity())
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| 	, border_color_(Color::Red, 0.6f)
 | |
| {
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| }
 | |
| 
 | |
| e2d::Node::~Node()
 | |
| {
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| 	SafeRelease(border_);
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| 
 | |
| 	for (auto action : actions_)
 | |
| 	{
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| 		SafeRelease(action);
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| 	}
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| 
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| 	for (auto task : tasks_)
 | |
| 	{
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| 		SafeRelease(task);
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| 	}
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| 
 | |
| 	for (auto child : children_)
 | |
| 	{
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| 		SafeRelease(child);
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| 	}
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| }
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| 
 | |
| void e2d::Node::Visit()
 | |
| {
 | |
| 	if (!visible_)
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| 		return;
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| 
 | |
| 	if (!Game::GetInstance()->IsPaused())
 | |
| 	{
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| 		UpdateActions();
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| 		UpdateTasks();
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| 
 | |
| 		auto updatable_node = dynamic_cast<Updatable*>(this);
 | |
| 		if (updatable_node)
 | |
| 		{
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| 			updatable_node->Update();
 | |
| 		}
 | |
| 	}
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| 
 | |
| 	UpdateTransform();
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| 
 | |
| 	auto render_target = Renderer::GetInstance()->GetRenderTarget();
 | |
| 	if (clip_enabled_)
 | |
| 	{
 | |
| 		render_target->SetTransform(final_matrix_);
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| 		render_target->PushAxisAlignedClip(
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| 			D2D1::RectF(0, 0, transform_.size.width, transform_.size.height),
 | |
| 			D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
 | |
| 		);
 | |
| 	}
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| 
 | |
| 	if (children_.empty())
 | |
| 	{
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| 		auto drawable_node = dynamic_cast<Drawable*>(this);
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| 		if (drawable_node)
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| 		{
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| 			render_target->SetTransform(final_matrix_);
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| 			drawable_node->Draw();
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| 		}
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| 	}
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| 	else
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| 	{
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| 		// 子节点排序
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| 		if (dirty_sort_)
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| 		{
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| 			std::sort(
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| 				std::begin(children_),
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| 				std::end(children_),
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| 				[](Node * n1, Node * n2) { return n1->GetOrder() < n2->GetOrder(); }
 | |
| 			);
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| 
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| 			dirty_sort_ = false;
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| 		}
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| 
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| 		size_t i;
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| 		for (i = 0; i < children_.size(); ++i)
 | |
| 		{
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| 			auto child = children_[i];
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| 			// 访问 Order 小于零的节点
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| 			if (child->GetOrder() < 0)
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| 			{
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| 				child->Visit();
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| 			}
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| 			else
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| 			{
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| 				break;
 | |
| 			}
 | |
| 		}
 | |
| 		
 | |
| 		auto drawable_node = dynamic_cast<Drawable*>(this);
 | |
| 		if (drawable_node)
 | |
| 		{
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| 			render_target->SetTransform(final_matrix_);
 | |
| 			drawable_node->Draw();
 | |
| 		}
 | |
| 
 | |
| 		// 访问剩余节点
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| 		for (; i < children_.size(); ++i)
 | |
| 			children_[i]->Visit();
 | |
| 	}
 | |
| 
 | |
| 	if (clip_enabled_)
 | |
| 	{
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| 		render_target->PopAxisAlignedClip();
 | |
| 	}
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| }
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| 
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| void e2d::Node::DrawBorder()
 | |
| {
 | |
| 	if (visible_)
 | |
| 	{
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| 		if (border_)
 | |
| 		{
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| 			auto renderer = Renderer::GetInstance();
 | |
| 			auto brush = renderer->GetSolidBrush();
 | |
| 			brush->SetColor(D2D1_COLOR_F(border_color_));
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| 			renderer->GetRenderTarget()->DrawGeometry(
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| 				border_,
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| 				brush,
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| 				1.5f
 | |
| 			);
 | |
| 		}
 | |
| 
 | |
| 		for (const auto& child : children_)
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| 		{
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| 			child->DrawBorder();
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| 		}
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| 	}
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| }
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| 
 | |
| void e2d::Node::DrawCollider()
 | |
| {
 | |
| 	if (visible_)
 | |
| 	{
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| 		collider_.Draw();
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| 
 | |
| 		for (const auto& child : children_)
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| 		{
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| 			child->DrawCollider();
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| 		}
 | |
| 	}
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| }
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| 
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| void e2d::Node::UpdateTransform()
 | |
| {
 | |
| 	if (!dirty_transform_)
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| 		return;
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| 
 | |
| 	dirty_transform_ = false;
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| 
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| 	final_matrix_ = static_cast<D2D1::Matrix3x2F>(transform_);
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| 
 | |
| 	// 根据自身支点计算 Initial 矩阵,子节点将根据这个矩阵进行变换
 | |
| 	auto pivot = Point(
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| 		transform_.size.width * transform_.pivot_x,
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| 		transform_.size.height * transform_.pivot_y
 | |
| 	);
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| 	initial_matrix_ = final_matrix_ * D2D1::Matrix3x2F::Translation(pivot.x, pivot.y);
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| 
 | |
| 	if (parent_)
 | |
| 	{
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| 		initial_matrix_ = initial_matrix_ * parent_->initial_matrix_;
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| 		final_matrix_ = final_matrix_ * parent_->initial_matrix_;
 | |
| 	}
 | |
| 	else if (parent_scene_)
 | |
| 	{
 | |
| 		initial_matrix_ = initial_matrix_ * parent_scene_->GetTransform();
 | |
| 		final_matrix_ = final_matrix_ * parent_scene_->GetTransform();
 | |
| 	}
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| 
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| 	// 重新构造轮廓
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| 	SafeRelease(border_);
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| 
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| 	ID2D1Factory * factory = Renderer::GetFactory();
 | |
| 	ID2D1RectangleGeometry * rectangle = nullptr;
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| 	ID2D1TransformedGeometry * transformed = nullptr;
 | |
| 	ThrowIfFailed(
 | |
| 		factory->CreateRectangleGeometry(
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| 			D2D1::RectF(0, 0, transform_.size.width, transform_.size.height),
 | |
| 			&rectangle
 | |
| 		)
 | |
| 	);
 | |
| 	ThrowIfFailed(
 | |
| 		factory->CreateTransformedGeometry(
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| 			rectangle,
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| 			final_matrix_,
 | |
| 			&transformed
 | |
| 		)
 | |
| 	);
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| 	border_ = transformed;
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| 
 | |
| 	SafeRelease(rectangle);
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| 
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| 	// 通知子节点进行转换
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| 	for (const auto& child : children_)
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| 	{
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| 		child->dirty_transform_ = true;
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| 	}
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| 
 | |
| 	// 更新碰撞体
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| 	collider_.Recreate();
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| 
 | |
| 	if (collider_.IsEnabled() &&
 | |
| 		collider_.IsCollisionNotify() &&
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| 		collider_.GetShape() != Collider::Shape::None)
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| 	{
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| 		CollisionManager::GetInstance()->UpdateCollider(&collider_);
 | |
| 	}
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| }
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| 
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| bool e2d::Node::Dispatch(const MouseEvent & e, bool handled)
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| {
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| 	if (visible_)
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| 	{
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| 		for (auto riter = children_.crbegin(); riter != children_.crend(); ++riter)
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| 			handled = (*riter)->Dispatch(e, handled);
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| 
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| 		auto handler = dynamic_cast<MouseEventHandler*>(this);
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| 		if (handler)
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| 			handler->Handle(e);
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| 	}
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| 
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| 	return handled;
 | |
| }
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| 
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| bool e2d::Node::Dispatch(const KeyEvent & e, bool handled)
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| {
 | |
| 	if (visible_)
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| 	{
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| 		for (auto riter = children_.crbegin(); riter != children_.crend(); ++riter)
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| 			handled = (*riter)->Dispatch(e, handled);
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| 
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| 		auto handler = dynamic_cast<KeyEventHandler*>(this);
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| 		if (handler)
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| 			handler->Handle(e);
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| 	}
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| 
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| 	return handled;
 | |
| }
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| 
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| void e2d::Node::UpdateOpacity()
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| {
 | |
| 	if (parent_)
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| 	{
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| 		display_opacity_ = real_opacity_ * parent_->display_opacity_;
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| 	}
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| 	for (const auto& child : children_)
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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 e2d::Node::UpdateActions()
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| {
 | |
| 	if (actions_.empty())
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| 		return;
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| 
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| 	std::vector<Action*> currActions;
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| 	currActions.reserve(actions_.size());
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| 	std::copy_if(
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| 		actions_.begin(),
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| 		actions_.end(),
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| 		std::back_inserter(currActions),
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| 		[](Action* action) { return action->IsRunning() && !action->IsDone(); }
 | |
| 	);
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| 
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| 	// 遍历所有正在运行的动作
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| 	for (const auto& action : currActions)
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| 		action->Update();
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| 
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| 	// 清除完成的动作
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| 	for (auto iter = actions_.begin(); iter != actions_.end();)
 | |
| 	{
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| 		if ((*iter)->IsDone())
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| 		{
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| 			(*iter)->Release();
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| 			iter = actions_.erase(iter);
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| 		}
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| 		else
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| 		{
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| 			++iter;
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| 		}
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| 	}
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| }
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| 
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| bool e2d::Node::IsVisible() const
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| {
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| 	return visible_;
 | |
| }
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| 
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| const e2d::String& e2d::Node::GetName() const
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| {
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| 	return name_;
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| }
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| 
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| size_t e2d::Node::GetHashName() const
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| {
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| 	return hash_name_;
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| }
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| 
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| float e2d::Node::GetPosX() const
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| {
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| 	return transform_.position.x;
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| }
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| 
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| float e2d::Node::GetPosY() const
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| {
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| 	return transform_.position.y;
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| }
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| 
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| const e2d::Point& e2d::Node::GetPos() const
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| {
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| 	return transform_.position;
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| }
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| 
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| float e2d::Node::GetWidth() const
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| {
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| 	return transform_.size.width * transform_.scale_x;
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| }
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| 
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| float e2d::Node::GetHeight() const
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| {
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| 	return transform_.size.height * transform_.scale_y;
 | |
| }
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| 
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| float e2d::Node::GetRealWidth() const
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| {
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| 	return transform_.size.width;
 | |
| }
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| 
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| float e2d::Node::GetRealHeight() const
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| {
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| 	return transform_.size.height;
 | |
| }
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| 
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| const e2d::Size& e2d::Node::GetRealSize() const
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| {
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| 	return transform_.size;
 | |
| }
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| 
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| float e2d::Node::GetAnchorX() const
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| {
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| 	return transform_.pivot_x;
 | |
| }
 | |
| 
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| float e2d::Node::GetAnchorY() const
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| {
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| 	return transform_.pivot_y;
 | |
| }
 | |
| 
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| e2d::Size e2d::Node::GetSize() const
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| {
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| 	return std::move(Size(GetWidth(), GetHeight()));
 | |
| }
 | |
| 
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| float e2d::Node::GetScaleX() const
 | |
| {
 | |
| 	return transform_.scale_x;
 | |
| }
 | |
| 
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| float e2d::Node::GetScaleY() const
 | |
| {
 | |
| 	return transform_.scale_y;
 | |
| }
 | |
| 
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| float e2d::Node::GetSkewX() const
 | |
| {
 | |
| 	return transform_.skew_x;
 | |
| }
 | |
| 
 | |
| float e2d::Node::GetSkewY() const
 | |
| {
 | |
| 	return transform_.skew_y;
 | |
| }
 | |
| 
 | |
| float e2d::Node::GetRotation() const
 | |
| {
 | |
| 	return transform_.rotation;
 | |
| }
 | |
| 
 | |
| const e2d::Transform & e2d::Node::GetTransform() const
 | |
| {
 | |
| 	return transform_;
 | |
| }
 | |
| 
 | |
| float e2d::Node::GetOpacity() const
 | |
| {
 | |
| 	return real_opacity_;
 | |
| }
 | |
| 
 | |
| e2d::Collider* e2d::Node::GetCollider()
 | |
| {
 | |
| 	return &collider_;
 | |
| }
 | |
| 
 | |
| int e2d::Node::GetOrder() const
 | |
| {
 | |
| 	return order_;
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetOrder(int order)
 | |
| {
 | |
| 	if (order_ == order)
 | |
| 		return;
 | |
| 
 | |
| 	order_ = order;
 | |
| 	if (parent_)
 | |
| 	{
 | |
| 		parent_->dirty_sort_ = true;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetPositionX(float x)
 | |
| {
 | |
| 	this->SetPosition(x, transform_.position.y);
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetPositionY(float y)
 | |
| {
 | |
| 	this->SetPosition(transform_.position.x, y);
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetPosition(const Point & p)
 | |
| {
 | |
| 	this->SetPosition(p.x, p.y);
 | |
| }
 | |
| 
 | |
| void e2d::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 e2d::Node::MoveBy(float x, float y)
 | |
| {
 | |
| 	this->SetPosition(transform_.position.x + x, transform_.position.y + y);
 | |
| }
 | |
| 
 | |
| void e2d::Node::MoveBy(const Point & v)
 | |
| {
 | |
| 	this->MoveBy(v.x, v.y);
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetScaleX(float scale_x)
 | |
| {
 | |
| 	this->SetScale(scale_x, transform_.scale_y);
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetScaleY(float scale_y)
 | |
| {
 | |
| 	this->SetScale(transform_.scale_x, scale_y);
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetScale(float scale)
 | |
| {
 | |
| 	this->SetScale(scale, scale);
 | |
| }
 | |
| 
 | |
| void e2d::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 e2d::Node::SetSkewX(float skew_x)
 | |
| {
 | |
| 	this->SetSkew(skew_x, transform_.skew_y);
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetSkewY(float skew_y)
 | |
| {
 | |
| 	this->SetSkew(transform_.skew_x, skew_y);
 | |
| }
 | |
| 
 | |
| void e2d::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 e2d::Node::SetRotation(float angle)
 | |
| {
 | |
| 	if (transform_.rotation == angle)
 | |
| 		return;
 | |
| 
 | |
| 	transform_.rotation = angle;
 | |
| 	dirty_transform_ = true;
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetOpacity(float opacity)
 | |
| {
 | |
| 	if (real_opacity_ == opacity)
 | |
| 		return;
 | |
| 
 | |
| 	display_opacity_ = real_opacity_ = std::min(std::max(opacity, 0.f), 1.f);
 | |
| 	// 更新节点透明度
 | |
| 	UpdateOpacity();
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetAnchorX(float anchor_x)
 | |
| {
 | |
| 	this->SetAnchor(anchor_x, transform_.pivot_y);
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetAnchorY(float anchor_y)
 | |
| {
 | |
| 	this->SetAnchor(transform_.pivot_x, anchor_y);
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetAnchor(float anchor_x, float anchor_y)
 | |
| {
 | |
| 	if (transform_.pivot_x == anchor_x && transform_.pivot_y == anchor_y)
 | |
| 		return;
 | |
| 
 | |
| 	transform_.pivot_x = anchor_x;
 | |
| 	transform_.pivot_y = anchor_y;
 | |
| 	dirty_transform_ = true;
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetWidth(float width)
 | |
| {
 | |
| 	this->SetSize(width, transform_.size.height);
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetHeight(float height)
 | |
| {
 | |
| 	this->SetSize(transform_.size.width, height);
 | |
| }
 | |
| 
 | |
| void e2d::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 e2d::Node::SetSize(const Size& size)
 | |
| {
 | |
| 	this->SetSize(size.width, size.height);
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetTransform(const Transform & transform)
 | |
| {
 | |
| 	transform_ = transform;
 | |
| 	dirty_transform_ = true;
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetClipEnabled(bool enabled)
 | |
| {
 | |
| 	clip_enabled_ = enabled;
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetBorderColor(const Color & color)
 | |
| {
 | |
| 	border_color_ = color;
 | |
| }
 | |
| 
 | |
| void e2d::Node::AddChild(Node * child, int order)
 | |
| {
 | |
| 	WARN_IF(child == nullptr, "Node::AddChild NULL pointer exception.");
 | |
| 
 | |
| 	if (child)
 | |
| 	{
 | |
| 		if (child->parent_ != nullptr)
 | |
| 		{
 | |
| 			throw RuntimeException("节点已有父节点, 不能再添加到其他节点");
 | |
| 		}
 | |
| 
 | |
| 		for (Node * parent = this; parent != nullptr; parent = parent->GetParent())
 | |
| 		{
 | |
| 			if (child == parent)
 | |
| 			{
 | |
| 				throw RuntimeException("一个节点不能同时是另一个节点的父节点和子节点");
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		child->Retain();
 | |
| 		children_.push_back(child);
 | |
| 		child->SetOrder(order);
 | |
| 		child->parent_ = this;
 | |
| 		if (this->parent_scene_)
 | |
| 		{
 | |
| 			child->SetParentScene(this->parent_scene_);
 | |
| 		}
 | |
| 
 | |
| 		// 更新子节点透明度
 | |
| 		child->UpdateOpacity();
 | |
| 		// 更新节点转换
 | |
| 		child->dirty_transform_ = true;
 | |
| 		// 更新子节点排序
 | |
| 		dirty_sort_ = true;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::AddChild(const Nodes& nodes, int order)
 | |
| {
 | |
| 	for (const auto& node : nodes)
 | |
| 	{
 | |
| 		this->AddChild(node, order);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| e2d::Node * e2d::Node::GetParent() const
 | |
| {
 | |
| 	return parent_;
 | |
| }
 | |
| 
 | |
| e2d::Scene * e2d::Node::GetParentScene() const
 | |
| {
 | |
| 	return parent_scene_;
 | |
| }
 | |
| 
 | |
| e2d::Node::Nodes e2d::Node::GetChildren(const String& name) const
 | |
| {
 | |
| 	Nodes children;
 | |
| 	size_t hash = name.GetHash();
 | |
| 
 | |
| 	for (const auto& child : children_)
 | |
| 	{
 | |
| 		// 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度
 | |
| 		if (child->hash_name_ == hash && child->name_ == name)
 | |
| 		{
 | |
| 			children.push_back(child);
 | |
| 		}
 | |
| 	}
 | |
| 	return std::move(children);
 | |
| }
 | |
| 
 | |
| e2d::Node * e2d::Node::GetChild(const String& name) const
 | |
| {
 | |
| 	size_t hash = name.GetHash();
 | |
| 
 | |
| 	for (const auto& child : children_)
 | |
| 	{
 | |
| 		// 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度
 | |
| 		if (child->hash_name_ == hash && child->name_ == name)
 | |
| 		{
 | |
| 			return child;
 | |
| 		}
 | |
| 	}
 | |
| 	return nullptr;
 | |
| }
 | |
| 
 | |
| const std::vector<e2d::Node*>& e2d::Node::GetAllChildren() const
 | |
| {
 | |
| 	return children_;
 | |
| }
 | |
| 
 | |
| int e2d::Node::GetChildrenCount() const
 | |
| {
 | |
| 	return static_cast<int>(children_.size());
 | |
| }
 | |
| 
 | |
| void e2d::Node::RemoveFromParent()
 | |
| {
 | |
| 	if (parent_)
 | |
| 	{
 | |
| 		parent_->RemoveChild(this);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool e2d::Node::RemoveChild(Node * child)
 | |
| {
 | |
| 	WARN_IF(child == nullptr, "Node::RemoveChildren NULL pointer exception.");
 | |
| 
 | |
| 	if (children_.empty())
 | |
| 	{
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	if (child)
 | |
| 	{
 | |
| 		auto iter = std::find(children_.begin(), children_.end(), child);
 | |
| 		if (iter != children_.end())
 | |
| 		{
 | |
| 			children_.erase(iter);
 | |
| 			child->parent_ = nullptr;
 | |
| 
 | |
| 			if (child->parent_scene_)
 | |
| 			{
 | |
| 				child->SetParentScene(nullptr);
 | |
| 			}
 | |
| 
 | |
| 			child->Release();
 | |
| 			return true;
 | |
| 		}
 | |
| 	}
 | |
| 	return false;
 | |
| }
 | |
| 
 | |
| void e2d::Node::RemoveChildren(const String& child_name)
 | |
| {
 | |
| 	if (children_.empty())
 | |
| 	{
 | |
| 		return;
 | |
| 	}
 | |
| 
 | |
| 	size_t hash = child_name.GetHash();
 | |
| 	for (auto iter = children_.begin(); iter != children_.end();)
 | |
| 	{
 | |
| 		if ((*iter)->hash_name_ == hash && (*iter)->name_ == child_name)
 | |
| 		{
 | |
| 			(*iter)->parent_ = nullptr;
 | |
| 			if ((*iter)->parent_scene_)
 | |
| 			{
 | |
| 				(*iter)->SetParentScene(nullptr);
 | |
| 			}
 | |
| 			(*iter)->Release();
 | |
| 			iter = children_.erase(iter);
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			++iter;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::RemoveAllChildren()
 | |
| {
 | |
| 	// 所有节点的引用计数减一
 | |
| 	for (const auto& child : children_)
 | |
| 	{
 | |
| 		child->Release();
 | |
| 	}
 | |
| 	// 清空储存节点的容器
 | |
| 	children_.clear();
 | |
| }
 | |
| 
 | |
| void e2d::Node::RunAction(Action * action)
 | |
| {
 | |
| 	WARN_IF(action == nullptr, "Action NULL pointer exception!");
 | |
| 
 | |
| 	if (action)
 | |
| 	{
 | |
| 		if (action->GetTarget() == nullptr)
 | |
| 		{
 | |
| 			auto iter = std::find(actions_.begin(), actions_.end(), action);
 | |
| 			if (iter == actions_.end())
 | |
| 			{
 | |
| 				action->Retain();
 | |
| 				action->StartWithTarget(this);
 | |
| 				actions_.push_back(action);
 | |
| 			}
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			throw RuntimeException("该 Action 已有执行目标");
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::ResumeAction(const String& name)
 | |
| {
 | |
| 	if (actions_.empty())
 | |
| 		return;
 | |
| 
 | |
| 	for (const auto& action : actions_)
 | |
| 	{
 | |
| 		if (action->GetName() == name)
 | |
| 		{
 | |
| 			action->Resume();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::PauseAction(const String& name)
 | |
| {
 | |
| 	if (actions_.empty())
 | |
| 		return;
 | |
| 
 | |
| 	for (const auto& action : actions_)
 | |
| 	{
 | |
| 		if (action->GetName() == name)
 | |
| 		{
 | |
| 			action->Pause();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::StopAction(const String& name)
 | |
| {
 | |
| 	if (actions_.empty())
 | |
| 		return;
 | |
| 
 | |
| 	for (const auto& action : actions_)
 | |
| 	{
 | |
| 		if (action->GetName() == name)
 | |
| 		{
 | |
| 			action->Stop();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool e2d::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 e2d::Node::Intersects(Node * 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;
 | |
| 
 | |
| 	// 更新转换矩阵
 | |
| 	UpdateTransform();
 | |
| 	node->UpdateTransform();
 | |
| 
 | |
| 	// 获取相交状态
 | |
| 	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 e2d::Node::ResumeAllActions()
 | |
| {
 | |
| 	if (actions_.empty())
 | |
| 		return;
 | |
| 
 | |
| 	for (const auto& action : actions_)
 | |
| 	{
 | |
| 		action->Resume();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::PauseAllActions()
 | |
| {
 | |
| 	if (actions_.empty())
 | |
| 		return;
 | |
| 
 | |
| 	for (const auto& action : actions_)
 | |
| 	{
 | |
| 		action->Pause();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::StopAllActions()
 | |
| {
 | |
| 	if (actions_.empty())
 | |
| 		return;
 | |
| 
 | |
| 	for (const auto& action : actions_)
 | |
| 	{
 | |
| 		action->Stop();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| const e2d::Node::Actions & e2d::Node::GetAllActions() const
 | |
| {
 | |
| 	return actions_;
 | |
| }
 | |
| 
 | |
| void e2d::Node::AddTask(Task * task)
 | |
| {
 | |
| 	if (task)
 | |
| 	{
 | |
| 		auto iter = std::find(tasks_.begin(), tasks_.end(), task);
 | |
| 		if (iter == tasks_.end())
 | |
| 		{
 | |
| 			task->Retain();
 | |
| 			task->last_time_ = Time::Now();
 | |
| 			tasks_.push_back(task);
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::StopTasks(const String& name)
 | |
| {
 | |
| 	for (const auto& task : tasks_)
 | |
| 	{
 | |
| 		if (task->GetName() == name)
 | |
| 		{
 | |
| 			task->Stop();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::StartTasks(const String& name)
 | |
| {
 | |
| 	for (const auto& task : tasks_)
 | |
| 	{
 | |
| 		if (task->GetName() == name)
 | |
| 		{
 | |
| 			task->Start();
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::RemoveTasks(const String& name)
 | |
| {
 | |
| 	for (const auto& task : tasks_)
 | |
| 	{
 | |
| 		if (task->GetName() == name)
 | |
| 		{
 | |
| 			task->stopped_ = true;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::StopAllTasks()
 | |
| {
 | |
| 	for (const auto& task : tasks_)
 | |
| 	{
 | |
| 		task->Stop();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::StartAllTasks()
 | |
| {
 | |
| 	for (const auto& task : tasks_)
 | |
| 	{
 | |
| 		task->Start();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::RemoveAllTasks()
 | |
| {
 | |
| 	for (const auto& task : tasks_)
 | |
| 	{
 | |
| 		task->stopped_ = true;
 | |
| 	}
 | |
| }
 | |
| 
 | |
| const e2d::Node::Tasks & e2d::Node::GetAllTasks() const
 | |
| {
 | |
| 	return tasks_;
 | |
| }
 | |
| 
 | |
| void e2d::Node::UpdateTasks()
 | |
| {
 | |
| 	if (tasks_.empty())
 | |
| 		return;
 | |
| 
 | |
| 	std::vector<Task*> currTasks;
 | |
| 	currTasks.reserve(tasks_.size());
 | |
| 	std::copy_if(
 | |
| 		tasks_.begin(),
 | |
| 		tasks_.end(),
 | |
| 		std::back_inserter(currTasks),
 | |
| 		[](Task* task) { return task->IsReady() && !task->stopped_; }
 | |
| 	);
 | |
| 
 | |
| 	// 遍历就绪的任务
 | |
| 	for (const auto& task : currTasks)
 | |
| 		task->Update();
 | |
| 
 | |
| 	// 清除结束的任务
 | |
| 	for (auto iter = tasks_.begin(); iter != tasks_.end();)
 | |
| 	{
 | |
| 		if ((*iter)->stopped_)
 | |
| 		{
 | |
| 			(*iter)->Release();
 | |
| 			iter = tasks_.erase(iter);
 | |
| 		}
 | |
| 		else
 | |
| 		{
 | |
| 			++iter;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::UpdateTime()
 | |
| {
 | |
| 	for (const auto& action : actions_)
 | |
| 	{
 | |
| 		action->ResetTime();
 | |
| 	}
 | |
| 
 | |
| 	for (const auto& task : tasks_)
 | |
| 	{
 | |
| 		task->ResetTime();
 | |
| 	}
 | |
| 
 | |
| 	for (const auto& child : children_)
 | |
| 	{
 | |
| 		child->UpdateTime();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetVisible(bool value)
 | |
| {
 | |
| 	visible_ = value;
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetName(const String& name)
 | |
| {
 | |
| 	WARN_IF(name.IsEmpty(), "Invalid Node name.");
 | |
| 
 | |
| 	if (!name.IsEmpty() && name_ != name)
 | |
| 	{
 | |
| 		// 保存节点名
 | |
| 		name_ = name;
 | |
| 		// 保存节点 Hash 名
 | |
| 		hash_name_ = name.GetHash();
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void e2d::Node::SetParentScene(Scene * scene)
 | |
| {
 | |
| 	parent_scene_ = scene;
 | |
| 	for (const auto& child : children_)
 | |
| 	{
 | |
| 		child->SetParentScene(scene);
 | |
| 	}
 | |
| } |