1019 lines
18 KiB
C++
1019 lines
18 KiB
C++
#include "..\e2dnode.h"
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#include "..\e2devent.h"
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#include "..\e2dmanager.h"
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#include "..\e2daction.h"
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const e2d::Node::Property e2d::Node::Property::Origin = { };
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e2d::Node::Property e2d::Node::Property::operator+(Property const & prop) const
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{
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Property result;
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result.pos = this->pos + prop.pos;
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result.size = this->size + prop.size;
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result.anchor = this->anchor + prop.anchor;
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result.scale = this->scale + prop.scale;
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result.skew = this->skew + prop.skew;
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result.rotation = this->rotation + prop.rotation;
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return std::move(result);
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}
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e2d::Node::Property e2d::Node::Property::operator-(Property const & prop) const
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{
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Property result;
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result.pos = this->pos - prop.pos;
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result.size = this->size - prop.size;
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result.anchor = this->anchor - prop.anchor;
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result.scale = this->scale - prop.scale;
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result.skew = this->skew - prop.skew;
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result.rotation = this->rotation - prop.rotation;
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return std::move(result);
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}
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e2d::Node::Node()
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: visible_(true)
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, 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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, need_sort_(false)
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, need_transform_(false)
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, fixed_position_(false)
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, collider_(this)
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, border_(nullptr)
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, order_(0)
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, pos_()
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, size_()
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, scale_(1.f, 1.f)
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, rotation_(0)
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, skew_(0, 0)
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, display_opacity_(1.f)
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, real_opacity_(1.f)
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, anchor_()
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, children_()
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, actions_()
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, 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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, extrapolate_(Property::Origin)
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{
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}
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e2d::Node::~Node()
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{
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SafeRelease(border_);
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for (const auto& action : actions_)
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{
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GC::GetInstance()->SafeRelease(action);
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}
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for (const auto& child : children_)
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{
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GC::GetInstance()->SafeRelease(child);
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}
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}
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void e2d::Node::Visit()
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{
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if (!visible_)
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return;
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if (!Game::GetInstance()->IsPaused())
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{
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UpdateActions();
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auto updatableNode = dynamic_cast<Updatable*>(this);
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if (updatableNode)
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{
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updatableNode->Update();
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}
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}
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UpdateTransform();
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extrapolate_ = this->GetProperty();
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auto render_target = Renderer::GetInstance()->GetRenderTarget();
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if (clip_enabled_)
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{
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render_target->SetTransform(final_matrix_);
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render_target->PushAxisAlignedClip(
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D2D1::RectF(0, 0, size_.width, size_.height),
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D2D1_ANTIALIAS_MODE_PER_PRIMITIVE
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);
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}
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if (children_.empty())
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{
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auto drawableNode = dynamic_cast<Drawable*>(this);
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if (drawableNode)
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{
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render_target->SetTransform(final_matrix_);
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drawableNode->Draw();
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}
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}
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else
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{
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// <20>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
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SortChildren();
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size_t i;
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for (i = 0; i < children_.size(); ++i)
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{
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auto child = children_[i];
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// <20><><EFBFBD><EFBFBD> Order С<><D0A1><EFBFBD><EFBFBD><EFBFBD>Ľڵ<C4BD>
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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;
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}
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}
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auto drawableNode = dynamic_cast<Drawable*>(this);
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if (drawableNode)
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{
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render_target->SetTransform(final_matrix_);
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drawableNode->Draw();
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}
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// <20><><EFBFBD><EFBFBD>ʣ<EFBFBD><CAA3><EFBFBD>ڵ<EFBFBD>
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for (; i < children_.size(); ++i)
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children_[i]->Visit();
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}
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if (clip_enabled_)
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{
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render_target->PopAxisAlignedClip();
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}
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}
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void e2d::Node::DrawBorder()
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{
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if (visible_)
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{
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if (border_)
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{
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auto renderer = Renderer::GetInstance();
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auto brush = renderer->GetSolidBrush();
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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
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);
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}
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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()
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{
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if (visible_)
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{
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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()
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{
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if (!need_transform_)
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return;
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need_transform_ = false;
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// <20><><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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D2D1_POINT_2F anchor = { size_.width * anchor_.x, size_.height * anchor_.y };
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// <20>任 Initial <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ㽫<DAB5><E3BDAB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б任
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initial_matrix_ = D2D1::Matrix3x2F::Scale(
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scale_.x,
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scale_.y,
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anchor
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) * D2D1::Matrix3x2F::Skew(
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skew_.x,
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skew_.y,
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anchor
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) * D2D1::Matrix3x2F::Rotation(
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rotation_,
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anchor
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) * D2D1::Matrix3x2F::Translation(
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pos_.x,
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pos_.y
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);
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ê<EFBFBD><C3AA><EFBFBD>任 Final <20><><EFBFBD><EFBFBD>
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final_matrix_ = initial_matrix_ * D2D1::Matrix3x2F::Translation(-anchor.x, -anchor.y);
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// <20><EFBFBD><CDB8>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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if (!fixed_position_ && parent_)
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{
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initial_matrix_ = initial_matrix_ * parent_->initial_matrix_;
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final_matrix_ = final_matrix_ * parent_->initial_matrix_;
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}
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// <20><><EFBFBD>¹<EFBFBD><C2B9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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SafeRelease(border_);
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ID2D1Factory * factory = Renderer::GetFactory();
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ID2D1RectangleGeometry * rectangle = nullptr;
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ID2D1TransformedGeometry * transformed = nullptr;
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ThrowIfFailed(
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factory->CreateRectangleGeometry(
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D2D1::RectF(0, 0, size_.width, size_.height),
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&rectangle
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)
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);
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ThrowIfFailed(
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factory->CreateTransformedGeometry(
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rectangle,
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final_matrix_,
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&transformed
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)
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);
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border_ = transformed;
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SafeRelease(rectangle);
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// ֪ͨ<CDA8>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
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for (const auto& child : children_)
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{
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child->need_transform_ = true;
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}
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ײ<EFBFBD><D7B2>
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collider_.Recreate();
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if (collider_.IsEnabled() &&
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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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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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return handled;
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}
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bool e2d::Node::Dispatch(const KeyEvent & 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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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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return handled;
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}
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void e2d::Node::SortChildren()
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{
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if (need_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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need_sort_ = false;
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}
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}
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void e2d::Node::UpdateOpacity()
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{
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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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void e2d::Node::UpdateActions()
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{
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if (actions_.empty())
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return;
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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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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>еĶ<D0B5><C4B6><EFBFBD>
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for (const auto& action : currActions)
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action->Update();
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// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɵĶ<C9B5><C4B6><EFBFBD>
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for (auto iter = actions_.begin(); iter != actions_.end();)
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{
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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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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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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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float e2d::Node::GetPosX() const
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{
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return pos_.x;
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}
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float e2d::Node::GetPosY() const
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{
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return pos_.y;
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}
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e2d::Point e2d::Node::GetPos() const
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{
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return Point(pos_.x, pos_.y);
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}
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float e2d::Node::GetWidth() const
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{
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return size_.width * scale_.x;
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}
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float e2d::Node::GetHeight() const
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{
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return size_.height * scale_.y;
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}
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float e2d::Node::GetRealWidth() const
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{
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return size_.width;
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}
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float e2d::Node::GetRealHeight() const
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{
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return size_.height;
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}
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e2d::Size e2d::Node::GetRealSize() const
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{
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return Size(size_.width, size_.height);
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}
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float e2d::Node::GetAnchorX() const
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{
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return anchor_.x;
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}
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float e2d::Node::GetAnchorY() const
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{
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return anchor_.y;
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}
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e2d::Size e2d::Node::GetSize() const
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{
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return Size(GetWidth(), GetHeight());
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}
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float e2d::Node::GetScaleX() const
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{
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return scale_.x;
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}
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float e2d::Node::GetScaleY() const
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{
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return scale_.y;
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}
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float e2d::Node::GetSkewX() const
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{
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return skew_.x;
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}
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float e2d::Node::GetSkewY() const
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{
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return skew_.y;
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}
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float e2d::Node::GetRotation() const
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{
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return rotation_;
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}
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float e2d::Node::GetOpacity() const
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{
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return real_opacity_;
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}
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e2d::Node::Property e2d::Node::GetProperty() const
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{
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Property prop;
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prop.pos = pos_;
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prop.size = size_;
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prop.anchor = anchor_;
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prop.scale = scale_;
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prop.rotation = rotation_;
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prop.skew = skew_;
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return std::move(prop);
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}
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e2d::Node::Property e2d::Node::GetExtrapolate() const
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{
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return this->GetProperty() - extrapolate_;
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}
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e2d::Collider* e2d::Node::GetCollider()
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{
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return &collider_;
|
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}
|
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int e2d::Node::GetOrder() const
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{
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return order_;
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}
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void e2d::Node::SetOrder(int order)
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||
{
|
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if (order_ == order)
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return;
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|
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order_ = order;
|
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if (parent_)
|
||
{
|
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parent_->need_sort_ = true;
|
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}
|
||
}
|
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|
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void e2d::Node::SetPosX(float x)
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{
|
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this->SetPos(x, pos_.y);
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}
|
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|
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void e2d::Node::SetPosY(float y)
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{
|
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this->SetPos(pos_.x, y);
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}
|
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|
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void e2d::Node::SetPos(const Point & p)
|
||
{
|
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this->SetPos(p.x, p.y);
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||
}
|
||
|
||
void e2d::Node::SetPos(float x, float y)
|
||
{
|
||
if (pos_.x == x && pos_.y == y)
|
||
return;
|
||
|
||
pos_.x = x;
|
||
pos_.y = y;
|
||
need_transform_ = true;
|
||
}
|
||
|
||
void e2d::Node::SetPosFixed(bool fixed)
|
||
{
|
||
if (fixed_position_ == fixed)
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||
return;
|
||
|
||
fixed_position_ = fixed;
|
||
need_transform_ = true;
|
||
}
|
||
|
||
void e2d::Node::Move(float x, float y)
|
||
{
|
||
this->SetPos(pos_.x + x, pos_.y + y);
|
||
}
|
||
|
||
void e2d::Node::Move(const Point & v)
|
||
{
|
||
this->Move(v.x, v.y);
|
||
}
|
||
|
||
void e2d::Node::SetScaleX(float scale_x)
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||
{
|
||
this->SetScale(scale_x, scale_.y);
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||
}
|
||
|
||
void e2d::Node::SetScaleY(float scale_y)
|
||
{
|
||
this->SetScale(scale_.x, scale_y);
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||
}
|
||
|
||
void e2d::Node::SetScale(float scale)
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||
{
|
||
this->SetScale(scale, scale);
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||
}
|
||
|
||
void e2d::Node::SetScale(float scale_x, float scale_y)
|
||
{
|
||
if (scale_.x == scale_x && scale_.y == scale_y)
|
||
return;
|
||
|
||
scale_.x = scale_x;
|
||
scale_.y = scale_y;
|
||
need_transform_ = true;
|
||
}
|
||
|
||
void e2d::Node::SetSkewX(float skew_x)
|
||
{
|
||
this->SetSkew(skew_x, skew_.y);
|
||
}
|
||
|
||
void e2d::Node::SetSkewY(float skew_y)
|
||
{
|
||
this->SetSkew(skew_.x, skew_y);
|
||
}
|
||
|
||
void e2d::Node::SetSkew(float skew_x, float skew_y)
|
||
{
|
||
if (skew_.x == skew_x && skew_.y == skew_y)
|
||
return;
|
||
|
||
skew_.x = skew_x;
|
||
skew_.y = skew_y;
|
||
need_transform_ = true;
|
||
}
|
||
|
||
void e2d::Node::SetRotation(float angle)
|
||
{
|
||
if (rotation_ == angle)
|
||
return;
|
||
|
||
rotation_ = angle;
|
||
need_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);
|
||
// <20><><EFBFBD>½ڵ<C2BD><EFBFBD><CDB8><EFBFBD><EFBFBD>
|
||
UpdateOpacity();
|
||
}
|
||
|
||
void e2d::Node::SetAnchorX(float anchor_x)
|
||
{
|
||
this->SetAnchor(anchor_x, anchor_.y);
|
||
}
|
||
|
||
void e2d::Node::SetAnchorY(float anchor_y)
|
||
{
|
||
this->SetAnchor(anchor_.x, anchor_y);
|
||
}
|
||
|
||
void e2d::Node::SetAnchor(float anchor_x, float anchor_y)
|
||
{
|
||
if (anchor_.x == anchor_x && anchor_.y == anchor_y)
|
||
return;
|
||
|
||
anchor_.x = std::min(std::max(anchor_x, 0.f), 1.f);
|
||
anchor_.y = std::min(std::max(anchor_y, 0.f), 1.f);
|
||
need_transform_ = true;
|
||
}
|
||
|
||
void e2d::Node::SetWidth(float width)
|
||
{
|
||
this->SetSize(width, size_.height);
|
||
}
|
||
|
||
void e2d::Node::SetHeight(float height)
|
||
{
|
||
this->SetSize(size_.width, height);
|
||
}
|
||
|
||
void e2d::Node::SetSize(float width, float height)
|
||
{
|
||
if (size_.width == width && size_.height == height)
|
||
return;
|
||
|
||
size_.width = width;
|
||
size_.height = height;
|
||
need_transform_ = true;
|
||
}
|
||
|
||
void e2d::Node::SetSize(Size size)
|
||
{
|
||
this->SetSize(size.width, size.height);
|
||
}
|
||
|
||
void e2d::Node::SetProperty(Property prop)
|
||
{
|
||
this->SetPos(prop.pos.x, prop.pos.y);
|
||
this->SetSize(prop.size.width, prop.size.height);
|
||
this->SetAnchor(prop.anchor.x, prop.anchor.y);
|
||
this->SetScale(prop.scale.x, prop.scale.y);
|
||
this->SetRotation(prop.rotation);
|
||
this->SetSkew(prop.skew.x, prop.skew.y);
|
||
}
|
||
|
||
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 /* = 0 */)
|
||
{
|
||
WARN_IF(child == nullptr, "Node::AddChild NULL pointer exception.");
|
||
|
||
if (child)
|
||
{
|
||
if (child->parent_ != nullptr)
|
||
{
|
||
throw Exception("<EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>и<EFBFBD><EFBFBD>ڵ<EFBFBD>, <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӵ<EFBFBD><D3B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD>");
|
||
}
|
||
|
||
for (Node * parent = this; parent != nullptr; parent = parent->GetParent())
|
||
{
|
||
if (child == parent)
|
||
{
|
||
throw Exception("һ<EFBFBD><EFBFBD><EFBFBD>ڵ㲻<EFBFBD><EFBFBD>ͬʱ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>һ<EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD>ĸ<EFBFBD><EFBFBD>ڵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ӽڵ<EFBFBD>");
|
||
}
|
||
}
|
||
|
||
child->Retain();
|
||
children_.push_back(child);
|
||
child->SetOrder(order);
|
||
child->parent_ = this;
|
||
if (this->parent_scene_)
|
||
{
|
||
child->SetParentScene(this->parent_scene_);
|
||
}
|
||
|
||
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><EFBFBD><CDB8><EFBFBD><EFBFBD>
|
||
child->UpdateOpacity();
|
||
// <20><><EFBFBD>½ڵ<C2BD>ת<EFBFBD><D7AA>
|
||
child->need_transform_ = true;
|
||
// <20><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD><DAB5><EFBFBD><EFBFBD><EFBFBD>
|
||
need_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_)
|
||
{
|
||
// <20><>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ƿ<EFBFBD><C6BF>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC> Hash ֵ<><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱȽ<C8B1> Hash <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶ<EFBFBD>
|
||
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_)
|
||
{
|
||
// <20><>ͬ<EFBFBD><CDAC><EFBFBD><EFBFBD><EFBFBD>ƿ<EFBFBD><C6BF>ܻ<EFBFBD><DCBB><EFBFBD><EFBFBD><EFBFBD>ͬ<EFBFBD><CDAC> Hash ֵ<><D6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ȱȽ<C8B1> Hash <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٶ<EFBFBD>
|
||
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)
|
||
{
|
||
WARN_IF(child_name.IsEmpty(), "Invalid Node name.");
|
||
|
||
if (children_.empty())
|
||
{
|
||
return;
|
||
}
|
||
|
||
// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> Hash ֵ
|
||
size_t hash = child_name.GetHash();
|
||
|
||
auto iter = std::find_if(
|
||
children_.begin(),
|
||
children_.end(),
|
||
[child_name, hash](Node* child) ->bool { return child->hash_name_ == hash && child->name_ == child_name; }
|
||
);
|
||
|
||
if (iter != children_.end())
|
||
{
|
||
(*iter)->parent_ = nullptr;
|
||
if ((*iter)->parent_scene_)
|
||
{
|
||
(*iter)->SetParentScene(nullptr);
|
||
}
|
||
(*iter)->Release();
|
||
children_.erase(iter);
|
||
}
|
||
}
|
||
|
||
void e2d::Node::RemoveAllChildren()
|
||
{
|
||
// <20><><EFBFBD>нڵ<D0BD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD><EFBFBD>һ
|
||
for (const auto& child : children_)
|
||
{
|
||
child->Release();
|
||
}
|
||
// <20><><EFBFBD>մ<EFBFBD><D5B4><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
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 Exception("<EFBFBD><EFBFBD> Action <20><><EFBFBD><EFBFBD>ִ<EFBFBD><D6B4>Ŀ<EFBFBD><C4BF>");
|
||
}
|
||
}
|
||
}
|
||
|
||
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 (size_.width == 0.f || 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 (size_.width == 0.f || size_.height == 0.f || node->size_.width == 0.f || node->size_.height == 0.f)
|
||
return false;
|
||
|
||
// <20><><EFBFBD><EFBFBD>ת<EFBFBD><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
|
||
UpdateTransform();
|
||
node->UpdateTransform();
|
||
|
||
// <20><>ȡ<EFBFBD>ཻ״̬
|
||
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::UpdateActionsTime()
|
||
{
|
||
for (const auto& action : actions_)
|
||
{
|
||
action->ResetTime();
|
||
}
|
||
|
||
for (const auto& child : children_)
|
||
{
|
||
child->UpdateActionsTime();
|
||
}
|
||
}
|
||
|
||
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)
|
||
{
|
||
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD><DAB5><EFBFBD>
|
||
name_ = name;
|
||
// <20><><EFBFBD><EFBFBD><EFBFBD>ڵ<EFBFBD> Hash <20><>
|
||
hash_name_ = name.GetHash();
|
||
}
|
||
}
|
||
|
||
void e2d::Node::SetParentScene(Scene * scene)
|
||
{
|
||
parent_scene_ = scene;
|
||
for (const auto& child : children_)
|
||
{
|
||
child->SetParentScene(scene);
|
||
}
|
||
} |