Magic_Game/core/Node/Node.cpp

1004 lines
17 KiB
C++

#include "..\e2dnode.h"
#include "..\e2dmanager.h"
#include "..\e2daction.h"
const e2d::Node::Property e2d::Node::Property::Origin = { 0 };
e2d::Node::Property e2d::Node::Property::operator+(Property const & prop) const
{
Property result;
result.posX = this->posX + prop.posX;
result.posY = this->posY + prop.posY;
result.width = this->width + prop.width;
result.height = this->height + prop.height;
result.pivotX = this->pivotX + prop.pivotX;
result.pivotY = this->pivotY + prop.pivotY;
result.scaleX = this->scaleX + prop.scaleX;
result.scaleY = this->scaleY + prop.scaleY;
result.rotation = this->rotation + prop.rotation;
result.skewAngleX = this->skewAngleX + prop.skewAngleX;
result.skewAngleY = this->skewAngleY + prop.skewAngleY;
return std::move(result);
}
e2d::Node::Property e2d::Node::Property::operator-(Property const & prop) const
{
Property result;
result.posX = this->posX - prop.posX;
result.posY = this->posY - prop.posY;
result.width = this->width - prop.width;
result.height = this->height - prop.height;
result.pivotX = this->pivotX - prop.pivotX;
result.pivotY = this->pivotY - prop.pivotY;
result.scaleX = this->scaleX - prop.scaleX;
result.scaleY = this->scaleY - prop.scaleY;
result.rotation = this->rotation - prop.rotation;
result.skewAngleX = this->skewAngleX - prop.skewAngleX;
result.skewAngleY = this->skewAngleY - prop.skewAngleY;
return std::move(result);
}
e2d::Node::Node()
: _order(0)
, _posX(0)
, _posY(0)
, _width(0)
, _height(0)
, _scaleX(1.0f)
, _scaleY(1.0f)
, _rotation(0)
, _skewAngleX(0)
, _skewAngleY(0)
, _displayOpacity(1.f)
, _realOpacity(1.f)
, _pivotX(0.f)
, _pivotY(0.f)
, _initialMatri(D2D1::Matrix3x2F::Identity())
, _finalMatri(D2D1::Matrix3x2F::Identity())
, _visible(true)
, _parent(nullptr)
, _parentScene(nullptr)
, _hashName(0)
, _needSort(false)
, _needTransform(false)
, _autoUpdate(true)
, _positionFixed(false)
, _outline(nullptr)
, _collider(this)
, _extrapolate(Property::Origin)
{
// ÉèÖÃĬÈÏÖÐÐĵãλÖÃ
Point defPivot = Game::getInstance()->getConfig().getNodeDefaultPivot();
this->_pivotX = float(defPivot.x);
this->_pivotY = float(defPivot.y);
}
e2d::Node::~Node()
{
SafeRelease(_outline);
ActionManager::getInstance()->clearAllBindedWith(this);
for (auto child : _children)
{
GC::getInstance()->safeRelease(child);
}
}
void e2d::Node::_update()
{
if (_children.empty())
{
_updateSelf();
}
else
{
// ±éÀú×Ó½Úµã
size_t i;
for (i = 0; i < _children.size(); ++i)
{
auto child = _children[i];
// ·ÃÎÊ Order СÓÚÁãµÄ½Úµã
if (child->getOrder() < 0)
{
child->_update();
}
else
{
break;
}
}
_updateSelf();
// ·ÃÎÊÆäËû½Úµã
for (; i < _children.size(); ++i)
_children[i]->_update();
}
}
void e2d::Node::_updateSelf()
{
if (_needTransform)
{
updateTransform();
if (_collider.isEnabled() &&
_collider.isCollisionNotify() &&
_collider.getShape() != Collider::Shape::None)
{
CollisionManager::getInstance()->__updateCollider(&_collider);
}
}
if (_autoUpdate && !Game::getInstance()->isPaused())
{
this->onUpdate();
}
}
void e2d::Node::_render()
{
if (!_visible)
{
return;
}
// ¸üÐÂת»»¾ØÕó
updateTransform();
// ±£Áô²î±ðÊôÐÔ
_extrapolate = this->getProperty();
if (_children.empty())
{
// ת»»äÖȾÆ÷µÄ¶þά¾ØÕó
Renderer::getInstance()->getRenderTarget()->SetTransform(_finalMatri);
// äÖȾ×ÔÉí
this->onRender();
}
else
{
// ×Ó½ÚµãÅÅÐò
_sortChildren();
size_t i;
for (i = 0; i < _children.size(); ++i)
{
auto child = _children[i];
// ·ÃÎÊ Order СÓÚÁãµÄ½Úµã
if (child->getOrder() < 0)
{
child->_render();
}
else
{
break;
}
}
// ת»»äÖȾÆ÷µÄ¶þά¾ØÕó
Renderer::getInstance()->getRenderTarget()->SetTransform(_finalMatri);
// äÖȾ×ÔÉí
this->onRender();
// ·ÃÎÊÊ£Óà½Úµã
for (; i < _children.size(); ++i)
_children[i]->_render();
}
}
void e2d::Node::_renderOutline()
{
if (_outline && _visible)
{
auto renderer = Renderer::getInstance();
// »ñÈ¡´¿É«»­Ë¢
ID2D1SolidColorBrush * brush = renderer->getSolidColorBrush();
// ÉèÖû­Ë¢ÑÕÉ«ºÍ͸Ã÷¶È
brush->SetColor(D2D1::ColorF(D2D1::ColorF::Red, 0.7f));
brush->SetOpacity(1.f);
// äÖȾÂÖÀª
renderer->getRenderTarget()->DrawGeometry(_outline, brush);
}
// äÖȾËùÓÐ×Ó½ÚµãµÄÂÖÀª
for (auto child : _children)
{
child->_renderOutline();
}
}
void e2d::Node::_renderCollider()
{
// »æÖÆ×ÔÉíµÄ¼¸ºÎÅöײÌå
if (_visible)
{
_collider.render();
}
// »æÖÆËùÓÐ×Ó½ÚµãµÄ¼¸ºÎÅöײÌå
for (auto child : _children)
{
child->_renderCollider();
}
}
void e2d::Node::updateTransform()
{
if (!_needTransform)
return;
_needTransform = false;
// ¼ÆËãÖÐÐĵã×ø±ê
D2D1_POINT_2F pivot = { _width * _pivotX, _height * _pivotY };
// ±ä»» Initial ¾ØÕó£¬×ӽڵ㽫¸ù¾ÝÕâ¸ö¾ØÕó½øÐб任
_initialMatri = D2D1::Matrix3x2F::Scale(
_scaleX,
_scaleY,
pivot
) * D2D1::Matrix3x2F::Skew(
_skewAngleX,
_skewAngleY,
pivot
) * D2D1::Matrix3x2F::Rotation(
_rotation,
pivot
) * D2D1::Matrix3x2F::Translation(
_posX,
_posY
);
// ¸ù¾Ý×ÔÉíÖÐÐĵã±ä»» Final ¾ØÕó
_finalMatri = _initialMatri * D2D1::Matrix3x2F::Translation(-pivot.x, -pivot.y);
// ºÍ¸¸½Úµã¾ØÕóÏà³Ë
if (!_positionFixed && _parent)
{
_initialMatri = _initialMatri * _parent->_initialMatri;
_finalMatri = _finalMatri * _parent->_initialMatri;
}
// ¸üÐÂÅöײÌå
_collider.recreate();
// Ϊ½Úµã´´½¨Ò»¸öÂÖÀª
ID2D1RectangleGeometry * rectGeo = nullptr;
ID2D1TransformedGeometry * transformedGeo = nullptr;
auto factory = Renderer::getFactory();
HRESULT hr = factory->CreateRectangleGeometry(
D2D1::RectF(0, 0, _width, _height),
&rectGeo
);
if (SUCCEEDED(hr))
{
factory->CreateTransformedGeometry(
rectGeo,
_finalMatri,
&transformedGeo
);
}
SafeRelease(rectGeo);
SafeRelease(_outline);
_outline = transformedGeo;
// ֪ͨ×Ó½Úµã½øÐÐת»»
for (auto& child : _children)
{
child->_needTransform = true;
}
}
bool e2d::Node::dispatch(const MouseEvent & e)
{
if (_children.empty())
{
return onMouseEvent(e);
}
else
{
size_t i;
for (i = 0; i < _children.size(); ++i)
{
auto child = _children[i];
if (child->getOrder() < 0)
{
if (!child->dispatch(e))
{
return false;
}
}
else
{
break;
}
}
if (!onMouseEvent(e))
{
return false;
}
for (; i < _children.size(); ++i)
if (!_children[i]->dispatch(e))
return false;
return true;
}
}
bool e2d::Node::dispatch(const KeyEvent & e)
{
if (_children.empty())
{
return onKeyEvent(e);
}
else
{
size_t i;
for (i = 0; i < _children.size(); ++i)
{
auto child = _children[i];
if (child->getOrder() < 0)
{
if (!child->dispatch(e))
{
return false;
}
}
else
{
break;
}
}
if (!onKeyEvent(e))
{
return false;
}
for (; i < _children.size(); ++i)
if (!_children[i]->dispatch(e))
return false;
return true;
}
}
void e2d::Node::_sortChildren()
{
if (_needSort)
{
std::sort(
std::begin(_children),
std::end(_children),
[](Node * n1, Node * n2) { return n1->getOrder() < n2->getOrder(); }
);
_needSort = false;
}
}
void e2d::Node::_updateOpacity()
{
if (_parent)
{
_displayOpacity = _realOpacity * _parent->_displayOpacity;
}
for (auto child : _children)
{
child->_updateOpacity();
}
}
bool e2d::Node::isVisible() const
{
return _visible;
}
e2d::String e2d::Node::getName() const
{
return _name;
}
size_t e2d::Node::getHashName() const
{
return _hashName;
}
double e2d::Node::getPosX() const
{
return _posX;
}
double e2d::Node::getPosY() const
{
return _posY;
}
e2d::Point e2d::Node::getPos() const
{
return Point(_posX, _posY);
}
double e2d::Node::getWidth() const
{
return _width * _scaleX;
}
double e2d::Node::getHeight() const
{
return _height * _scaleY;
}
double e2d::Node::getRealWidth() const
{
return _width;
}
double e2d::Node::getRealHeight() const
{
return _height;
}
e2d::Size e2d::Node::getRealSize() const
{
return Size(_width, _height);
}
double e2d::Node::getPivotX() const
{
return _pivotX;
}
double e2d::Node::getPivotY() const
{
return _pivotY;
}
e2d::Size e2d::Node::getSize() const
{
return Size(getWidth(), getHeight());
}
double e2d::Node::getScaleX() const
{
return _scaleX;
}
double e2d::Node::getScaleY() const
{
return _scaleY;
}
double e2d::Node::getSkewX() const
{
return _skewAngleX;
}
double e2d::Node::getSkewY() const
{
return _skewAngleY;
}
double e2d::Node::getRotation() const
{
return _rotation;
}
double e2d::Node::getOpacity() const
{
return _realOpacity;
}
e2d::Node::Property e2d::Node::getProperty() const
{
Property prop;
prop.posX = _posX;
prop.posY = _posY;
prop.width = _width;
prop.height = _height;
prop.pivotX = _pivotX;
prop.pivotY = _pivotY;
prop.scaleX = _scaleX;
prop.scaleY = _scaleY;
prop.rotation = _rotation;
prop.skewAngleX = _skewAngleX;
prop.skewAngleY = _skewAngleY;
return std::move(prop);
}
e2d::Node::Property e2d::Node::getExtrapolate() const
{
return this->getProperty() - _extrapolate;
}
e2d::Collider* e2d::Node::getCollider()
{
return &_collider;
}
int e2d::Node::getOrder() const
{
return _order;
}
void e2d::Node::setOrder(int order)
{
_order = order;
}
void e2d::Node::setPosX(double x)
{
this->setPos(x, _posY);
}
void e2d::Node::setPosY(double y)
{
this->setPos(_posX, y);
}
void e2d::Node::setPos(const Point & p)
{
this->setPos(p.x, p.y);
}
void e2d::Node::setPos(double x, double y)
{
if (_posX == x && _posY == y)
return;
_posX = float(x);
_posY = float(y);
_needTransform = true;
}
void e2d::Node::setPosFixed(bool fixed)
{
if (_positionFixed == fixed)
return;
_positionFixed = fixed;
_needTransform = true;
}
void e2d::Node::movePosX(double x)
{
this->movePos(x, 0);
}
void e2d::Node::movePosY(double y)
{
this->movePos(0, y);
}
void e2d::Node::movePos(double x, double y)
{
this->setPos(_posX + x, _posY + y);
}
void e2d::Node::movePos(const Vector2 & v)
{
this->movePos(v.x, v.y);
}
void e2d::Node::setScaleX(double scaleX)
{
this->setScale(scaleX, _scaleY);
}
void e2d::Node::setScaleY(double scaleY)
{
this->setScale(_scaleX, scaleY);
}
void e2d::Node::setScale(double scale)
{
this->setScale(scale, scale);
}
void e2d::Node::setScale(double scaleX, double scaleY)
{
if (_scaleX == scaleX && _scaleY == scaleY)
return;
_scaleX = float(scaleX);
_scaleY = float(scaleY);
_needTransform = true;
}
void e2d::Node::setSkewX(double angleX)
{
this->setSkew(angleX, _skewAngleY);
}
void e2d::Node::setSkewY(double angleY)
{
this->setSkew(_skewAngleX, angleY);
}
void e2d::Node::setSkew(double angleX, double angleY)
{
if (_skewAngleX == angleX && _skewAngleY == angleY)
return;
_skewAngleX = float(angleX);
_skewAngleY = float(angleY);
_needTransform = true;
}
void e2d::Node::setRotation(double angle)
{
if (_rotation == angle)
return;
_rotation = float(angle);
_needTransform = true;
}
void e2d::Node::setOpacity(double opacity)
{
if (_realOpacity == opacity)
return;
_displayOpacity = _realOpacity = std::min(std::max(float(opacity), 0.f), 1.f);
// ¸üнڵã͸Ã÷¶È
_updateOpacity();
}
void e2d::Node::setPivotX(double pivotX)
{
this->setPivot(pivotX, _pivotY);
}
void e2d::Node::setPivotY(double pivotY)
{
this->setPivot(_pivotX, pivotY);
}
void e2d::Node::setPivot(double pivotX, double pivotY)
{
if (_pivotX == pivotX && _pivotY == pivotY)
return;
_pivotX = std::min(std::max(float(pivotX), 0.f), 1.f);
_pivotY = std::min(std::max(float(pivotY), 0.f), 1.f);
_needTransform = true;
}
void e2d::Node::setWidth(double width)
{
this->setSize(width, _height);
}
void e2d::Node::setHeight(double height)
{
this->setSize(_width, height);
}
void e2d::Node::setSize(double width, double height)
{
if (_width == width && _height == height)
return;
_width = float(width);
_height = float(height);
_needTransform = true;
}
void e2d::Node::setSize(Size size)
{
this->setSize(size.width, size.height);
}
void e2d::Node::setProperty(Property prop)
{
this->setPos(prop.posX, prop.posY);
this->setSize(prop.width, prop.height);
this->setPivot(prop.pivotX, prop.pivotY);
this->setScale(prop.scaleX, prop.scaleY);
this->setRotation(prop.rotation);
this->setSkew(prop.skewAngleX, prop.skewAngleY);
}
void e2d::Node::addChild(Node * child, int order /* = 0 */)
{
WARN_IF(child == nullptr, "Node::addChild NULL pointer exception.");
if (child)
{
if (child->_parent != nullptr)
{
throw Exception(L"½ÚµãÒÑÓи¸½Úµã, ²»ÄÜÔÙÌí¼Óµ½ÆäËû½Úµã");
}
for (Node * parent = this; parent != nullptr; parent = parent->getParent())
{
if (child == parent)
{
throw Exception(L"Ò»¸ö½Úµã²»ÄÜͬʱÊÇÁíÒ»¸ö½ÚµãµÄ¸¸½ÚµãºÍ×Ó½Úµã");
}
}
child->retain();
_children.push_back(child);
child->setOrder(order);
child->_parent = this;
if (this->_parentScene)
{
child->_setParentScene(this->_parentScene);
}
// ¸üÐÂ×Ó½Úµã͸Ã÷¶È
child->_updateOpacity();
// ¸üнڵãת»»
child->_needTransform = true;
// ¸üÐÂ×Ó½ÚµãÅÅÐò
_needSort = true;
}
}
void e2d::Node::addChild(const std::vector<Node*>& nodes, int order)
{
for (auto node : nodes)
{
this->addChild(node, order);
}
}
e2d::Node * e2d::Node::getParent() const
{
return _parent;
}
e2d::Scene * e2d::Node::getParentScene() const
{
return _parentScene;
}
std::vector<e2d::Node*> e2d::Node::getChildren(const String& name) const
{
std::vector<Node*> vChildren;
size_t hash = name.getHashCode();
for (auto child : _children)
{
// ²»Í¬µÄÃû³Æ¿ÉÄÜ»áÓÐÏàͬµÄ Hash Öµ£¬µ«ÊÇÏÈ±È½Ï Hash ¿ÉÒÔÌáÉýËÑË÷ËÙ¶È
if (child->_hashName == hash && child->_name == name)
{
vChildren.push_back(child);
}
}
return std::move(vChildren);
}
e2d::Node * e2d::Node::getChild(const String& name) const
{
size_t hash = name.getHashCode();
for (auto child : _children)
{
// ²»Í¬µÄÃû³Æ¿ÉÄÜ»áÓÐÏàͬµÄ Hash Öµ£¬µ«ÊÇÏÈ±È½Ï Hash ¿ÉÒÔÌáÉýËÑË÷ËÙ¶È
if (child->_hashName == 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->_parentScene)
{
child->_setParentScene(nullptr);
}
child->release();
return true;
}
}
return false;
}
void e2d::Node::removeChildren(const String& childName)
{
WARN_IF(childName.isEmpty(), "Invalid Node name.");
if (_children.empty())
{
return;
}
// ¼ÆËãÃû³Æ Hash Öµ
size_t hash = childName.getHashCode();
size_t size = _children.size();
for (size_t i = 0; i < size; ++i)
{
auto child = _children[i];
if (child->_hashName == hash && child->_name == childName)
{
_children.erase(_children.begin() + i);
child->_parent = nullptr;
if (child->_parentScene)
{
child->_setParentScene(nullptr);
}
child->release();
}
}
}
void e2d::Node::removeAllChildren()
{
// ËùÓнڵãµÄÒýÓüÆÊý¼õÒ»
for (auto child : _children)
{
child->release();
}
// Çå¿Õ´¢´æ½ÚµãµÄÈÝÆ÷
_children.clear();
}
void e2d::Node::runAction(Action * action)
{
ActionManager::getInstance()->start(action, this, false);
}
void e2d::Node::resumeAction(const String& name)
{
auto& actions = ActionManager::getInstance()->get(name);
for (auto action : actions)
{
if (action->getTarget() == this)
{
action->resume();
}
}
}
void e2d::Node::pauseAction(const String& name)
{
auto& actions = ActionManager::getInstance()->get(name);
for (auto action : actions)
{
if (action->getTarget() == this)
{
action->pause();
}
}
}
void e2d::Node::stopAction(const String& name)
{
auto& actions = ActionManager::getInstance()->get(name);
for (auto action : actions)
{
if (action->getTarget() == this)
{
action->stop();
}
}
}
bool e2d::Node::containsPoint(const Point& point)
{
updateTransform();
if (_outline)
{
BOOL ret = 0;
_outline->FillContainsPoint(
D2D1::Point2F(float(point.x), float(point.y)),
D2D1::Matrix3x2F::Identity(),
&ret
);
if (ret)
{
return true;
}
}
return false;
}
bool e2d::Node::intersects(Node * node)
{
updateTransform();
node->updateTransform();
if (_outline)
{
D2D1_GEOMETRY_RELATION relation;
// »ñÈ¡Ïཻ״̬
_outline->CompareWithGeometry(
node->_outline,
D2D1::Matrix3x2F::Identity(),
&relation
);
if ((relation != D2D1_GEOMETRY_RELATION_UNKNOWN) &&
(relation != D2D1_GEOMETRY_RELATION_DISJOINT))
{
return true;
}
}
return false;
}
void e2d::Node::setAutoUpdate(bool bAutoUpdate)
{
_autoUpdate = bAutoUpdate;
}
void e2d::Node::resumeAllActions()
{
ActionManager::getInstance()->resumeAllBindedWith(this);
}
void e2d::Node::pauseAllActions()
{
ActionManager::getInstance()->pauseAllBindedWith(this);
}
void e2d::Node::stopAllActions()
{
ActionManager::getInstance()->stopAllBindedWith(this);
}
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)
{
// ±£´æ½ÚµãÃû
_name = name;
// ±£´æ½Úµã Hash Ãû
_hashName = name.getHashCode();
}
}
void e2d::Node::_setParentScene(Scene * scene)
{
_parentScene = scene;
for (auto child : _children)
{
child->_setParentScene(scene);
}
}