433 lines
8.9 KiB
C++
433 lines
8.9 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 "include-forwards.h"
|
|
#include "Transform.h"
|
|
#include "action/ActionManager.h"
|
|
#include "../base/TimerManager.h"
|
|
#include "../base/EventDispatcher.h"
|
|
|
|
namespace kiwano
|
|
{
|
|
class Director;
|
|
class RenderTarget;
|
|
|
|
// 角色
|
|
class KGE_API Actor
|
|
: public ObjectBase
|
|
, public TimerManager
|
|
, public ActionManager
|
|
, public EventDispatcher
|
|
, public intrusive_list_item<ActorPtr>
|
|
{
|
|
friend class Director;
|
|
friend class Transition;
|
|
friend class intrusive_list<ActorPtr>;
|
|
|
|
using Children = intrusive_list<ActorPtr>;
|
|
using UpdateCallback = Function<void(Duration)>;
|
|
|
|
public:
|
|
Actor();
|
|
|
|
// 更新角色
|
|
virtual void OnUpdate(Duration dt) { KGE_UNUSED(dt); }
|
|
|
|
// 渲染角色
|
|
virtual void OnRender(RenderTarget* rt) { KGE_UNUSED(rt); }
|
|
|
|
// 获取显示状态
|
|
bool IsVisible() const { return visible_; }
|
|
|
|
// 获取响应状态
|
|
bool IsResponsible() const { return responsible_; }
|
|
|
|
// 是否启用级联透明度
|
|
bool IsCascadeOpacityEnabled() const { return cascade_opacity_; }
|
|
|
|
// 获取名称的 Hash 值
|
|
UInt32 GetHashName() const { return hash_name_; }
|
|
|
|
// 获取 Z 轴顺序
|
|
Int32 GetZOrder() const { return z_order_; }
|
|
|
|
// 获取坐标
|
|
Point GetPosition() const { return transform_.position; }
|
|
|
|
// 获取 x 坐标
|
|
Float32 GetPositionX() const { return transform_.position.x; }
|
|
|
|
// 获取 y 坐标
|
|
Float32 GetPositionY() const { return transform_.position.y; }
|
|
|
|
// 获取缩放比例
|
|
Point GetScale() const { return transform_.scale; }
|
|
|
|
// 获取横向缩放比例
|
|
Float32 GetScaleX() const { return transform_.scale.x; }
|
|
|
|
// 获取纵向缩放比例
|
|
Float32 GetScaleY() const { return transform_.scale.y; }
|
|
|
|
// 获取错切角度
|
|
Point GetSkew() const { return transform_.skew; }
|
|
|
|
// 获取横向错切角度
|
|
Float32 GetSkewX() const { return transform_.skew.x; }
|
|
|
|
// 获取纵向错切角度
|
|
Float32 GetSkewY() const { return transform_.skew.y; }
|
|
|
|
// 获取旋转角度
|
|
Float32 GetRotation() const { return transform_.rotation; }
|
|
|
|
// 获取宽度
|
|
Float32 GetWidth() const { return size_.x; }
|
|
|
|
// 获取高度
|
|
Float32 GetHeight() const { return size_.y; }
|
|
|
|
// 获取大小
|
|
Size GetSize() const { return size_; }
|
|
|
|
// 获取缩放后的宽度
|
|
Float32 GetScaledWidth() const { return size_.x * transform_.scale.x; }
|
|
|
|
// 获取缩放后的高度
|
|
Float32 GetScaledHeight() const { return size_.y * transform_.scale.y; }
|
|
|
|
// 获取缩放后的大小
|
|
Size GetScaledSize() const { return Size{ GetScaledWidth(), GetScaledHeight() }; }
|
|
|
|
// 获取锚点
|
|
Point GetAnchor() const { return anchor_; }
|
|
|
|
// 获取 x 方向锚点
|
|
Float32 GetAnchorX() const { return anchor_.x; }
|
|
|
|
// 获取 y 方向锚点
|
|
Float32 GetAnchorY() const { return anchor_.y; }
|
|
|
|
// 获取透明度
|
|
Float32 GetOpacity() const { return opacity_; }
|
|
|
|
// 获取显示透明度
|
|
Float32 GetDisplayedOpacity() const { return displayed_opacity_; }
|
|
|
|
// 获取变换
|
|
Transform GetTransform() const { return transform_; }
|
|
|
|
// 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;
|
|
|
|
// 获取父角色
|
|
inline Actor* GetParent() const { return parent_; }
|
|
|
|
// 获取所在舞台
|
|
inline Stage* GetStage() const { return stage_; }
|
|
|
|
// 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
|
|
inline void SetPosition(
|
|
Float32 x,
|
|
Float32 y
|
|
)
|
|
{
|
|
SetPosition(Point{ x, y });
|
|
}
|
|
|
|
// 设置横坐标
|
|
void SetPositionX(
|
|
Float32 x
|
|
);
|
|
|
|
// 设置纵坐标
|
|
void SetPositionY(
|
|
Float32 y
|
|
);
|
|
|
|
// 移动坐标
|
|
void Move(
|
|
Vec2 const& v
|
|
);
|
|
|
|
// 移动坐标
|
|
inline void Move(
|
|
Float32 vx,
|
|
Float32 vy
|
|
)
|
|
{
|
|
Move(Vec2{ vx, 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)
|
|
inline void SetScale(
|
|
Float32 scalex,
|
|
Float32 scaley
|
|
)
|
|
{
|
|
SetScale(Vec2{ scalex, 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)
|
|
inline void SetSkew(
|
|
Float32 skewx,
|
|
Float32 skewy
|
|
)
|
|
{
|
|
SetSkew(Vec2{ skewx, skewy });
|
|
}
|
|
|
|
// 设置旋转角度
|
|
// 默认为 0
|
|
virtual void SetRotation(
|
|
Float32 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]
|
|
inline void SetAnchor(
|
|
Float32 anchorx,
|
|
Float32 anchory
|
|
)
|
|
{
|
|
SetAnchor(Vec2{ anchorx, anchory });
|
|
}
|
|
|
|
// 修改宽度
|
|
virtual void SetWidth(
|
|
Float32 width
|
|
);
|
|
|
|
// 修改高度
|
|
virtual void SetHeight(
|
|
Float32 height
|
|
);
|
|
|
|
// 修改大小
|
|
virtual void SetSize(
|
|
Size const& size
|
|
);
|
|
|
|
// 修改大小
|
|
inline void SetSize(
|
|
Float32 width,
|
|
Float32 height
|
|
)
|
|
{
|
|
SetSize(Size{ width, height });
|
|
}
|
|
|
|
// 设置透明度
|
|
// 默认为 1.0, 范围 [0, 1]
|
|
virtual void SetOpacity(
|
|
Float32 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(
|
|
Int32 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
|
|
);
|
|
|
|
// 添加多个子角色
|
|
void AddChildren(
|
|
Vector<ActorPtr> const& children
|
|
);
|
|
|
|
// 获取所有名称相同的子角色
|
|
Vector<ActorPtr> GetChildren(
|
|
String const& name
|
|
) const;
|
|
|
|
// 获取名称相同的子角色
|
|
ActorPtr GetChild(
|
|
String const& name
|
|
) const;
|
|
|
|
// 获取全部子角色
|
|
Children const& GetChildren() 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
|
|
inline void PauseUpdating() { update_pausing_ = true; }
|
|
|
|
// 继续角色更新
|
|
inline void ResumeUpdating() { update_pausing_ = false; }
|
|
|
|
// 角色更新是否暂停
|
|
inline bool IsUpdatePausing() const { return update_pausing_; }
|
|
|
|
// 设置更新时的回调函数
|
|
inline void SetCallbackOnUpdate(UpdateCallback const& cb) { cb_update_ = cb; }
|
|
|
|
// 获取更新时的回调函数
|
|
inline UpdateCallback GetCallbackOnUpdate() const { return cb_update_; }
|
|
|
|
// 渲染角色边界
|
|
inline void ShowBorder(bool show) { show_border_ = show; }
|
|
|
|
// 事件分发
|
|
void Dispatch(Event& evt) override;
|
|
|
|
// 设置默认锚点
|
|
static void SetDefaultAnchor(
|
|
Float32 anchor_x,
|
|
Float32 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);
|
|
|
|
protected:
|
|
bool visible_;
|
|
bool update_pausing_;
|
|
bool cascade_opacity_;
|
|
bool show_border_;
|
|
bool hover_;
|
|
bool pressed_;
|
|
bool responsible_;
|
|
Int32 z_order_;
|
|
Float32 opacity_;
|
|
Float32 displayed_opacity_;
|
|
Actor* parent_;
|
|
Stage* stage_;
|
|
UInt32 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_;
|
|
};
|
|
|
|
}
|