588 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			588 lines
		
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
| // Copyright (c) 2016-2018 Kiwano - Nomango
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| // 
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| // Permission is hereby granted, free of charge, to any person obtaining a copy
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| // of this software and associated documentation files (the "Software"), to deal
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| // in the Software without restriction, including without limitation the rights
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| // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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| // copies of the Software, and to permit persons to whom the Software is
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| // furnished to do so, subject to the following conditions:
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| // 
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| // The above copyright notice and this permission notice shall be included in
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| // all copies or substantial portions of the Software.
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| // 
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| // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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| // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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| // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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| // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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| // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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| // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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| // THE SOFTWARE.
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| 
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| #include "Actor.h"
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| #include "Stage.h"
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| #include "../base/Logger.h"
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| #include "../renderer/Renderer.h"
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| 
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| namespace kiwano
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| {
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| 	namespace
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| 	{
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| 		Float32 default_anchor_x = 0.f;
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| 		Float32 default_anchor_y = 0.f;
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| 	}
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| 
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| 	void Actor::SetDefaultAnchor(Float32 anchor_x, Float32 anchor_y)
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| 	{
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| 		default_anchor_x = anchor_x;
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| 		default_anchor_y = anchor_y;
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| 	}
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| 
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| 	Actor::Actor()
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| 		: visible_(true)
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| 		, update_pausing_(false)
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| 		, hover_(false)
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| 		, pressed_(false)
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| 		, responsible_(false)
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| 		, dirty_transform_(false)
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| 		, dirty_transform_inverse_(false)
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| 		, cascade_opacity_(false)
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| 		, show_border_(false)
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| 		, is_fast_transform_(true)
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| 		, parent_(nullptr)
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| 		, stage_(nullptr)
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| 		, hash_name_(0)
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| 		, z_order_(0)
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| 		, opacity_(1.f)
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| 		, displayed_opacity_(1.f)
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| 		, anchor_(default_anchor_x, default_anchor_y)
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| 	{
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| 	}
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| 
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| 	void Actor::Update(Duration dt)
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| 	{
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| 		if (!update_pausing_)
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| 		{
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| 			UpdateActions(this, dt);
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| 			UpdateTimers(dt);
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| 
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| 			if (cb_update_)
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| 				cb_update_(dt);
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| 
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| 			OnUpdate(dt);
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| 		}
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| 
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| 		if (!children_.empty())
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| 		{
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| 			ActorPtr next;
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| 			for (auto child = children_.first_item(); child; child = next)
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| 			{
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| 				next = child->next_item();
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| 				child->Update(dt);
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| 			}
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| 		}
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| 	}
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| 
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| 	void Actor::Render(RenderTarget* rt)
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| 	{
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| 		if (!visible_)
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| 			return;
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| 
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| 		UpdateTransform();
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| 
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| 		if (children_.empty())
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| 		{
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| 			OnRender(rt);
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| 		}
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| 		else
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| 		{
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| 			// render children those are less than 0 in Z-Order
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| 			Actor* child = children_.first_item().get();
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| 			while (child)
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| 			{
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| 				if (child->GetZOrder() >= 0)
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| 					break;
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| 
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| 				child->Render(rt);
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| 				child = child->next_item().get();
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| 			}
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| 
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| 			OnRender(rt);
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| 
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| 			while (child)
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| 			{
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| 				child->Render(rt);
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| 				child = child->next_item().get();
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| 			}
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| 		}
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| 	}
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| 
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| 	void Actor::PrepareRender(RenderTarget* rt)
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| 	{
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| 		rt->SetTransform(transform_matrix_);
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| 		rt->SetOpacity(displayed_opacity_);
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| 	}
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| 
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| 	void Actor::RenderBorder(RenderTarget* rt)
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| 	{
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| 		if (show_border_ && !size_.IsOrigin())
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| 		{
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|             Rect bounds = GetBounds();
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| 
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| 			rt->SetTransform(transform_matrix_);
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| 			rt->FillRectangle(bounds, Color(Color::Red, .4f));
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| 			rt->DrawRectangle(bounds, Color(Color::Red, .8f), 2.f);
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| 		}
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| 
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| 		for (auto child = children_.first_item(); child; child = child->next_item())
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| 		{
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| 			child->RenderBorder(rt);
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| 		}
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| 	}
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| 
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| 	void Actor::Dispatch(Event& evt)
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| 	{
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| 		if (!visible_)
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| 			return;
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| 
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| 		ActorPtr prev;
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| 		for (auto child = children_.last_item(); child; child = prev)
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| 		{
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| 			prev = child->prev_item();
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| 			child->Dispatch(evt);
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| 		}
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| 
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| 		if (responsible_ && MouseEvent::Check(evt.type))
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| 		{
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| 			if (evt.type == Event::MouseMove)
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| 			{
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| 				if (!evt.target && ContainsPoint(Point{ evt.mouse.x, evt.mouse.y }))
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| 				{
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| 					evt.target = this;
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| 
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| 					if (!hover_)
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| 					{
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| 						hover_ = true;
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| 
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| 						Event hover = evt;
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| 						hover.type = Event::MouseHover;
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| 						EventDispatcher::Dispatch(hover);
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| 					}
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| 				}
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| 				else if (hover_)
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| 				{
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| 					hover_ = false;
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| 					pressed_ = false;
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| 
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| 					Event out = evt;
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| 					out.target = this;
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| 					out.type = Event::MouseOut;
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| 					EventDispatcher::Dispatch(out);
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| 				}
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| 			}
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| 
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| 			if (evt.type == Event::MouseBtnDown && hover_)
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| 			{
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| 				pressed_ = true;
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| 				evt.target = this;
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| 			}
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| 
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| 			if (evt.type == Event::MouseBtnUp && pressed_)
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| 			{
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| 				pressed_ = false;
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| 				evt.target = this;
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| 
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| 				Event click = evt;
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| 				click.type = Event::Click;
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| 				EventDispatcher::Dispatch(click);
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| 			}
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| 		}
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| 
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| 		EventDispatcher::Dispatch(evt);
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| 	}
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| 
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| 	Matrix3x2 const & Actor::GetTransformMatrix()  const
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| 	{
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| 		UpdateTransform();
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| 		return transform_matrix_;
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| 	}
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| 
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| 	Matrix3x2 const & Actor::GetTransformInverseMatrix()  const
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| 	{
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| 		UpdateTransform();
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| 		if (dirty_transform_inverse_)
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| 		{
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| 			transform_matrix_inverse_ = transform_matrix_.Invert();
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| 			dirty_transform_inverse_ = false;
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| 		}
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| 		return transform_matrix_inverse_;
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| 	}
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| 
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| 	void Actor::UpdateTransform() const
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| 	{
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| 		if (!dirty_transform_)
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| 			return;
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| 
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| 		dirty_transform_ = false;
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| 		dirty_transform_inverse_ = true;
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| 
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| 		if (is_fast_transform_)
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| 		{
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| 			transform_matrix_ = Matrix3x2::Translation(transform_.position);
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| 		}
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| 		else
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| 		{
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| 			// matrix multiplication is optimized by expression template
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| 			transform_matrix_ = transform_.ToMatrix();
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| 		}
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| 
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| 		transform_matrix_.Translate(Point{ -size_.x * anchor_.x, -size_.y * anchor_.y });
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| 
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| 		if (parent_)
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| 		{
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| 			transform_matrix_ *= parent_->transform_matrix_;
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| 		}
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| 
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| 		// update children's transform
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| 		for (Actor* child = children_.first_item().get(); child; child = child->next_item().get())
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| 			child->dirty_transform_ = true;
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| 	}
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| 
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| 	void Actor::UpdateOpacity()
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| 	{
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| 		if (parent_ && parent_->IsCascadeOpacityEnabled())
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| 		{
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| 			displayed_opacity_ = opacity_ * parent_->displayed_opacity_;
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| 		}
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| 		else
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| 		{
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| 			displayed_opacity_ = opacity_;
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| 		}
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| 
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| 		for (Actor* child = children_.first_item().get(); child; child = child->next_item().get())
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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 Actor::SetStage(Stage* stage)
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| 	{
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| 		if (stage && stage_ != stage)
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| 		{
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| 			stage_ = stage;
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| 			for (Actor* child = children_.first_item().get(); child; child = child->next_item().get())
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| 			{
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| 				child->stage_ = stage;
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| 			}
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| 		}
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| 	}
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| 
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| 	void Actor::Reorder()
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| 	{
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| 		if (parent_)
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| 		{
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| 			ActorPtr me = this;
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| 
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| 			parent_->children_.remove(me);
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| 
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| 			Actor* sibling = parent_->children_.last_item().get();
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| 
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| 			if (sibling && sibling->GetZOrder() > z_order_)
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| 			{
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| 				sibling = sibling->prev_item().get();
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| 				while (sibling)
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| 				{
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| 					if (sibling->GetZOrder() <= z_order_)
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| 						break;
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| 					sibling = sibling->prev_item().get();
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| 				}
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| 			}
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| 
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| 			if (sibling)
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| 			{
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| 				parent_->children_.insert_after(me, sibling);
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| 			}
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| 			else
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| 			{
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| 				parent_->children_.push_front(me);
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| 			}
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| 		}
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| 	}
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| 
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| 	void Actor::SetZOrder(Int32 zorder)
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| 	{
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| 		if (z_order_ != zorder)
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| 		{
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| 			z_order_ = zorder;
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| 			Reorder();
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| 		}
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| 	}
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| 
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| 	void Actor::SetOpacity(Float32 opacity)
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| 	{
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| 		if (opacity_ == opacity)
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| 			return;
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| 
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| 		displayed_opacity_ = opacity_ = std::min(std::max(opacity, 0.f), 1.f);
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| 		UpdateOpacity();
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| 	}
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| 
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| 	void Actor::SetCascadeOpacityEnabled(bool enabled)
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| 	{
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| 		if (cascade_opacity_ == enabled)
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| 			return;
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| 
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| 		cascade_opacity_ = enabled;
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| 		UpdateOpacity();
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| 	}
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| 
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| 	void Actor::SetAnchor(Vec2 const& anchor)
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| 	{
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| 		if (anchor_ == anchor)
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| 			return;
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| 
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| 		anchor_ = anchor;
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| 		dirty_transform_ = true;
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| 	}
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| 
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| 	void Actor::SetWidth(Float32 width)
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| 	{
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| 		SetSize(Size{ width, size_.y });
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| 	}
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| 
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| 	void Actor::SetHeight(Float32 height)
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| 	{
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| 		SetSize(Size{ size_.x, height });
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| 	}
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| 
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| 	void Actor::SetSize(Size const& size)
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| 	{
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| 		if (size_ == size)
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| 			return;
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| 
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| 		size_ = size;
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| 		dirty_transform_ = true;
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| 	}
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| 
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| 	void Actor::SetTransform(Transform const& transform)
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| 	{
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| 		transform_ = transform;
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| 		dirty_transform_ = true;
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| 		is_fast_transform_ = false;
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| 	}
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| 
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| 	void Actor::SetVisible(bool val)
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| 	{
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| 		visible_ = val;
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| 	}
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| 
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| 	void Actor::SetName(String const& name)
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| 	{
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| 		if (!IsName(name))
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| 		{
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| 			ObjectBase::SetName(name);
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| 			hash_name_ = std::hash<String>{}(name);
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| 		}
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| 	}
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| 
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| 	void Actor::SetPosition(const Point & pos)
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| 	{
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| 		if (transform_.position == pos)
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| 			return;
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| 
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| 		transform_.position = pos;
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| 		dirty_transform_ = true;
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| 	}
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| 
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| 	void Actor::SetPositionX(Float32 x)
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| 	{
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| 		SetPosition(Point{ x, transform_.position.y });
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| 	}
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| 
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| 	void Actor::SetPositionY(Float32 y)
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| 	{
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| 		SetPosition(Point{ transform_.position.x, y });
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| 	}
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| 
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| 	void Actor::Move(Vec2 const& v)
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| 	{
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| 		this->SetPosition(Point{ transform_.position.x + v.x, transform_.position.y + v.y });
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| 	}
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| 
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| 	void Actor::SetScale(Vec2 const& scale)
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| 	{
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| 		if (transform_.scale == scale)
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| 			return;
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| 
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| 		transform_.scale = scale;
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| 		dirty_transform_ = true;
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| 		is_fast_transform_ = false;
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| 	}
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| 
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| 	void Actor::SetSkew(Vec2 const& skew)
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| 	{
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| 		if (transform_.skew == skew)
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| 			return;
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| 
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| 		transform_.skew = skew;
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| 		dirty_transform_ = true;
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| 		is_fast_transform_ = false;
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| 	}
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| 
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| 	void Actor::SetRotation(Float32 angle)
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| 	{
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| 		if (transform_.rotation == angle)
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| 			return;
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| 
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| 		transform_.rotation = angle;
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| 		dirty_transform_ = true;
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| 		is_fast_transform_ = false;
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| 	}
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| 
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| 	void Actor::AddChild(ActorPtr child)
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| 	{
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| 		KGE_ASSERT(child && "Actor::AddChild failed, NULL pointer exception");
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| 
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| 		if (child)
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| 		{
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| #ifdef KGE_DEBUG
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| 
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| 			if (child->parent_)
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| 				KGE_ERROR_LOG(L"The actor to be added already has a parent");
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| 
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| 			for (Actor* parent = parent_; parent; parent = parent->parent_)
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| 				if (parent == child)
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| 					KGE_ERROR_LOG(L"A actor cannot be its own parent");
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| 
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| #endif // KGE_DEBUG
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| 
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| 			children_.push_back(child);
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| 			child->parent_ = this;
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| 			child->SetStage(this->stage_);
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| 			child->dirty_transform_ = true;
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| 			child->UpdateOpacity();
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| 			child->Reorder();
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| 		}
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| 	}
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| 
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| 	void Actor::AddChildren(Vector<ActorPtr> const& children)
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| 	{
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| 		for (const auto& actor : children)
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| 		{
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| 			this->AddChild(actor);
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| 		}
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| 	}
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| 
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| 	Rect Actor::GetBounds() const
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| 	{
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| 		return Rect{ Point{}, size_ };
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| 	}
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| 
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| 	Rect Actor::GetBoundingBox() const
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| 	{
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| 		return GetTransformMatrix().Transform(GetBounds());
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| 	}
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| 
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| 	Vector<ActorPtr> Actor::GetChildren(String const& name) const
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| 	{
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| 		Vector<ActorPtr> children;
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| 		UInt32 hash_code = std::hash<String>{}(name);
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| 
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| 		for (Actor* child = children_.first_item().get(); child; child = child->next_item().get())
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| 		{
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| 			if (child->hash_name_ == hash_code && child->IsName(name))
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| 			{
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| 				children.push_back(child);
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| 			}
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| 		}
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| 		return children;
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| 	}
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| 
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| 	ActorPtr Actor::GetChild(String const& name) const
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| 	{
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| 		UInt32 hash_code = std::hash<String>{}(name);
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| 
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| 		for (Actor* child = children_.first_item().get(); child; child = child->next_item().get())
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| 		{
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| 			if (child->hash_name_ == hash_code && child->IsName(name))
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| 			{
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| 				return child;
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| 			}
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| 		}
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| 		return nullptr;
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| 	}
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| 
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| 	Actor::Children const & Actor::GetChildren() const
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| 	{
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| 		return children_;
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| 	}
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| 
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| 	void Actor::RemoveFromParent()
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| 	{
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| 		if (parent_)
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| 		{
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| 			parent_->RemoveChild(this);
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| 		}
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| 	}
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| 
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| 	void Actor::RemoveChild(ActorPtr child)
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| 	{
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| 		RemoveChild(child.get());
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| 	}
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| 
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| 	void Actor::RemoveChild(Actor * child)
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| 	{
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| 		KGE_ASSERT(child && "Actor::RemoveChild failed, NULL pointer exception");
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| 
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| 		if (children_.empty())
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| 			return;
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| 
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| 		if (child)
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| 		{
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| 			child->parent_ = nullptr;
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| 			if (child->stage_) child->SetStage(nullptr);
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| 			children_.remove(ActorPtr(child));
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| 		}
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| 	}
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| 
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| 	void Actor::RemoveChildren(String const& child_name)
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| 	{
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| 		if (children_.empty())
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| 		{
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| 			return;
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| 		}
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| 
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| 		UInt32 hash_code = std::hash<String>{}(child_name);
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| 
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| 		Actor* next;
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| 		for (Actor* child = children_.first_item().get(); child; child = next)
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| 		{
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| 			next = child->next_item().get();
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| 
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| 			if (child->hash_name_ == hash_code && child->IsName(child_name))
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| 			{
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| 				RemoveChild(child);
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| 			}
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| 		}
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| 	}
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| 
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| 	void Actor::RemoveAllChildren()
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| 	{
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| 		children_.clear();
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| 	}
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| 
 | |
| 	void Actor::SetResponsible(bool enable)
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| 	{
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| 		responsible_ = enable;
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| 	}
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| 
 | |
| 	bool Actor::ContainsPoint(const Point& point) const
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| 	{
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| 		if (size_.x == 0.f || size_.y == 0.f)
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| 			return false;
 | |
| 
 | |
| 		Point local = GetTransformInverseMatrix().Transform(point);
 | |
| 		return GetBounds().ContainsPoint(local);
 | |
| 	}
 | |
| 
 | |
| }
 |