Magic_Game/core/Node/Node.cpp

990 lines
17 KiB
C++

#include "..\enodes.h"
#include "..\emanagers.h"
#include "..\etools.h"
#include "..\eactions.h"
#include "..\eshape.h"
#include <algorithm>
// 默认中心点位置
static float s_fDefaultPiovtX = 0;
static float s_fDefaultPiovtY = 0;
static bool s_fDefaultShapeEnabled = true;
e2d::Node::Node()
: m_nOrder(0)
, m_fPosX(0)
, m_fPosY(0)
, m_fWidth(0)
, m_fHeight(0)
, m_fScaleX(1.0f)
, m_fScaleY(1.0f)
, m_fRotation(0)
, m_fSkewAngleX(0)
, m_fSkewAngleY(0)
, m_fDisplayOpacity(1.0f)
, m_fRealOpacity(1.0f)
, m_fPivotX(s_fDefaultPiovtX)
, m_fPivotY(s_fDefaultPiovtY)
, m_MatriInitial(D2D1::Matrix3x2F::Identity())
, m_MatriFinal(D2D1::Matrix3x2F::Identity())
, m_bVisiable(true)
, m_bDisplayedInScene(false)
, m_pShape(nullptr)
, m_pParent(nullptr)
, m_pParentScene(nullptr)
, m_nHashName(0)
, m_bSortChildrenNeeded(false)
, m_bTransformNeeded(false)
, m_bAutoUpdate(true)
{
if (s_fDefaultShapeEnabled)
{
auto rect = new Rect(this);
this->setShape(rect);
}
}
e2d::Node::~Node()
{
ActionManager::__clearAllBindedWith(this);
ShapeManager::__remove(m_pShape);
for (auto child : m_vChildren)
{
SafeRelease(&child);
}
}
void e2d::Node::_update()
{
if (m_bTransformNeeded)
{
_updateTransform(this);
}
if (!m_vChildren.empty())
{
if (m_bSortChildrenNeeded)
{
// 子节点排序
auto sortFunc = [](Node * n1, Node * n2) {
return n1->getOrder() < n2->getOrder();
};
std::sort(
std::begin(m_vChildren),
std::end(m_vChildren),
sortFunc
);
m_bSortChildrenNeeded = false;
}
// 遍历子节点
size_t size = m_vChildren.size();
size_t i;
for (i = 0; i < size; i++)
{
auto child = m_vChildren[i];
// 访问 Order 小于零的节点
if (child->getOrder() < 0)
{
child->_update();
}
else
{
break;
}
}
if (m_bAutoUpdate)
{
if (!Game::isPaused())
{
this->onUpdate();
}
this->onFixedUpdate();
}
// 访问剩余节点
for (; i < size; i++)
m_vChildren[i]->_update();
}
else
{
if (m_bAutoUpdate)
{
if (!Game::isPaused())
{
this->onUpdate();
}
this->onFixedUpdate();
}
}
}
void e2d::Node::_render()
{
if (!m_bVisiable)
{
return;
}
if (!m_vChildren.empty())
{
size_t size = m_vChildren.size();
size_t i;
for (i = 0; i < size; i++)
{
auto child = m_vChildren[i];
// 访问 Order 小于零的节点
if (child->getOrder() < 0)
{
child->_render();
}
else
{
break;
}
}
// 转换渲染器的二维矩阵
Renderer::getRenderTarget()->SetTransform(m_MatriFinal);
// 渲染自身
this->onRender();
// 访问剩余节点
for (; i < size; i++)
m_vChildren[i]->_render();
}
else
{
// 转换渲染器的二维矩阵
Renderer::getRenderTarget()->SetTransform(m_MatriFinal);
// 渲染自身
this->onRender();
}
}
void e2d::Node::_drawShape()
{
// 绘制自身的几何形状
if (m_pShape && m_pShape->m_bIsVisiable)
{
m_pShape->_render();
}
// 绘制所有子节点的几何形状
for (auto child : m_vChildren)
{
child->_drawShape();
}
}
void e2d::Node::_onEnter()
{
if (!this->m_bDisplayedInScene)
{
this->m_bDisplayedInScene = true;
this->onEnter();
for (auto child : m_vChildren)
{
child->_onEnter();
}
}
}
void e2d::Node::_onExit()
{
if (this->m_bDisplayedInScene)
{
this->m_bDisplayedInScene = false;
this->onExit();
for (auto child : m_vChildren)
{
child->_onExit();
}
}
}
void e2d::Node::_updateTransform()
{
// 计算中心点坐标
D2D1_POINT_2F pivot = { m_fWidth * m_fPivotX, m_fHeight * m_fPivotY };
// 变换 Initial 矩阵,子节点将根据这个矩阵进行变换
m_MatriInitial = D2D1::Matrix3x2F::Scale(
m_fScaleX,
m_fScaleY,
pivot
) * D2D1::Matrix3x2F::Skew(
m_fSkewAngleX,
m_fSkewAngleY,
pivot
) * D2D1::Matrix3x2F::Rotation(
m_fRotation,
pivot
) * D2D1::Matrix3x2F::Translation(
m_fPosX,
m_fPosY
);
// 根据自身中心点变换 Final 矩阵
m_MatriFinal = m_MatriInitial * D2D1::Matrix3x2F::Translation(-pivot.x, -pivot.y);
// 和父节点矩阵相乘
if (m_pParent)
{
m_MatriInitial = m_MatriInitial * m_pParent->m_MatriInitial;
m_MatriFinal = m_MatriFinal * m_pParent->m_MatriInitial;
}
}
void e2d::Node::_updateChildrenTransform()
{
for (auto child : m_vChildren)
{
_updateTransform(child);
}
}
void e2d::Node::_updateTransform(Node * node)
{
// 计算自身的转换矩阵
node->_updateTransform();
// 绑定于自身的形状也进行相应转换
if (node->m_pShape)
{
node->m_pShape->_transform();
}
// 遍历子节点下的所有节点
node->_updateChildrenTransform();
// 标志已执行过变换
node->m_bTransformNeeded = false;
}
void e2d::Node::_updateChildrenOpacity()
{
for (auto child : m_vChildren)
{
_updateOpacity(child);
}
}
void e2d::Node::_updateOpacity(Node * node)
{
if (node->m_pParent)
{
node->m_fDisplayOpacity = node->m_fRealOpacity * node->m_pParent->m_fDisplayOpacity;
}
node->_updateChildrenOpacity();
}
bool e2d::Node::isVisiable() const
{
return m_bVisiable;
}
e2d::String e2d::Node::getName() const
{
return m_sName;
}
double e2d::Node::getPosX() const
{
return m_fPosX;
}
double e2d::Node::getPosY() const
{
return m_fPosY;
}
e2d::Point e2d::Node::getPos() const
{
return Point(m_fPosX, m_fPosY);
}
double e2d::Node::getWidth() const
{
return m_fWidth * m_fScaleX;
}
double e2d::Node::getHeight() const
{
return m_fHeight * m_fScaleY;
}
double e2d::Node::getRealWidth() const
{
return m_fWidth;
}
double e2d::Node::getRealHeight() const
{
return m_fHeight;
}
e2d::Size e2d::Node::getRealSize() const
{
return Size(m_fWidth, m_fHeight);
}
double e2d::Node::getPivotX() const
{
return m_fPivotX;
}
double e2d::Node::getPivotY() const
{
return m_fPivotY;
}
e2d::Size e2d::Node::getSize() const
{
return Size(getWidth(), getHeight());
}
double e2d::Node::getScaleX() const
{
return m_fScaleX;
}
double e2d::Node::getScaleY() const
{
return m_fScaleY;
}
double e2d::Node::getSkewX() const
{
return m_fSkewAngleX;
}
double e2d::Node::getSkewY() const
{
return m_fSkewAngleY;
}
double e2d::Node::getRotation() const
{
return m_fRotation;
}
double e2d::Node::getOpacity() const
{
return m_fRealOpacity;
}
e2d::Shape * e2d::Node::getShape() const
{
return m_pShape;
}
int e2d::Node::getOrder() const
{
return m_nOrder;
}
void e2d::Node::setOrder(int order)
{
m_nOrder = order;
}
void e2d::Node::setPosX(double x)
{
this->setPos(x, m_fPosY);
}
void e2d::Node::setPosY(double y)
{
this->setPos(m_fPosX, y);
}
void e2d::Node::setPos(const Point & p)
{
this->setPos(p.x, p.y);
}
void e2d::Node::setPos(double x, double y)
{
if (m_fPosX == x && m_fPosY == y)
return;
m_fPosX = static_cast<float>(x);
m_fPosY = static_cast<float>(y);
m_bTransformNeeded = true;
}
void e2d::Node::movePosX(double x)
{
this->movePos(x, 0);
}
void e2d::Node::movePosY(double y)
{
this->movePos(0, y);
}
void e2d::Node::movePos(double x, double y)
{
this->setPos(m_fPosX + x, m_fPosY + y);
}
void e2d::Node::movePos(const Vector & v)
{
this->movePos(v.x, v.y);
}
void e2d::Node::setScaleX(double scaleX)
{
this->setScale(scaleX, m_fScaleY);
}
void e2d::Node::setScaleY(double scaleY)
{
this->setScale(m_fScaleX, scaleY);
}
void e2d::Node::setScale(double scale)
{
this->setScale(scale, scale);
}
void e2d::Node::setScale(double scaleX, double scaleY)
{
if (m_fScaleX == scaleX && m_fScaleY == scaleY)
return;
m_fScaleX = static_cast<float>(scaleX);
m_fScaleY = static_cast<float>(scaleY);
m_bTransformNeeded = true;
}
void e2d::Node::setSkewX(double angleX)
{
this->setSkew(angleX, m_fSkewAngleY);
}
void e2d::Node::setSkewY(double angleY)
{
this->setSkew(m_fSkewAngleX, angleY);
}
void e2d::Node::setSkew(double angleX, double angleY)
{
if (m_fSkewAngleX == angleX && m_fSkewAngleY == angleY)
return;
m_fSkewAngleX = static_cast<float>(angleX);
m_fSkewAngleY = static_cast<float>(angleY);
m_bTransformNeeded = true;
}
void e2d::Node::setRotation(double angle)
{
if (m_fRotation == angle)
return;
m_fRotation = static_cast<float>(angle);
m_bTransformNeeded = true;
}
void e2d::Node::setOpacity(double opacity)
{
if (m_fRealOpacity == opacity)
return;
m_fDisplayOpacity = m_fRealOpacity = min(max(static_cast<float>(opacity), 0), 1);
// 更新节点透明度
_updateOpacity(this);
}
void e2d::Node::setPivotX(double pivotX)
{
this->setPivot(pivotX, m_fPivotY);
}
void e2d::Node::setPivotY(double pivotY)
{
this->setPivot(m_fPivotX, pivotY);
}
void e2d::Node::setPivot(double pivotX, double pivotY)
{
if (m_fPivotX == pivotX && m_fPivotY == pivotY)
return;
m_fPivotX = min(max(static_cast<float>(pivotX), 0), 1);
m_fPivotY = min(max(static_cast<float>(pivotY), 0), 1);
m_bTransformNeeded = true;
}
void e2d::Node::setWidth(double width)
{
this->setSize(width, m_fHeight);
}
void e2d::Node::setHeight(double height)
{
this->setSize(m_fWidth, height);
}
void e2d::Node::setSize(double width, double height)
{
if (m_fWidth == width && m_fHeight == height)
return;
m_fWidth = static_cast<float>(width);
m_fHeight = static_cast<float>(height);
m_bTransformNeeded = true;
}
void e2d::Node::setSize(Size size)
{
this->setSize(size.width, size.height);
}
void e2d::Node::setShape(Shape * pShape)
{
// 删除旧的形状
ShapeManager::__remove(m_pShape);
// 添加新的形状
ShapeManager::__add(pShape);
if (pShape)
{
// 双向绑定
this->m_pShape = pShape;
pShape->m_pParentNode = this;
}
else
{
this->m_pShape = nullptr;
}
}
void e2d::Node::addChild(Node * child, int order /* = 0 */)
{
WARN_IF(child == nullptr, "Node::addChild NULL pointer exception.");
if (child)
{
ASSERT(child->m_pParent == nullptr, "Node already added. It can't be added again!");
for (Node * parent = this; parent != nullptr; parent = parent->getParent())
{
ASSERT(child != parent, "A Node cannot be the child of his own children!");
}
m_vChildren.push_back(child);
child->setOrder(order);
child->retain();
child->m_pParent = this;
if (this->m_pParentScene)
{
child->_setParentScene(this->m_pParentScene);
}
if (this->m_bDisplayedInScene)
{
child->_onEnter();
}
// 更新子节点透明度
_updateOpacity(child);
// 更新节点转换
child->m_bTransformNeeded = true;
// 更新子节点排序
m_bSortChildrenNeeded = true;
}
}
e2d::Node * e2d::Node::getParent() const
{
return m_pParent;
}
e2d::Scene * e2d::Node::getParentScene() const
{
return m_pParentScene;
}
std::vector<e2d::Node*> e2d::Node::getChildren(String name)
{
std::vector<Node*> vChildren;
unsigned int hash = name.getHashCode();
for (auto child : m_vChildren)
{
// 不同的名称可能会有相同的 Hash 值,但是先比较 Hash 可以提升搜索速度
if (child->m_nHashName == hash && child->m_sName == name)
{
vChildren.push_back(child);
}
}
return std::move(vChildren);
}
std::vector<e2d::Node*> e2d::Node::getChildren()
{
return m_vChildren;
}
int e2d::Node::getChildrenCount() const
{
return static_cast<int>(m_vChildren.size());
}
void e2d::Node::removeFromParent()
{
if (m_pParent)
{
m_pParent->removeChild(this);
}
}
bool e2d::Node::removeChild(Node * child)
{
WARN_IF(child == nullptr, "Node::removeChildren NULL pointer exception.");
if (m_vChildren.empty())
{
return false;
}
if (child)
{
size_t size = m_vChildren.size();
for (size_t i = 0; i < size; i++)
{
if (m_vChildren[i] == child)
{
m_vChildren.erase(m_vChildren.begin() + i);
child->m_pParent = nullptr;
if (child->m_pParentScene)
{
child->_setParentScene(nullptr);
}
if (child->m_bDisplayedInScene)
{
child->_onExit();
}
child->release();
return true;
}
}
}
return false;
}
void e2d::Node::removeChildren(String childName)
{
WARN_IF(childName.isEmpty(), "Invalid Node name.");
if (m_vChildren.empty())
{
return;
}
// 计算名称 Hash 值
unsigned int hash = childName.getHashCode();
size_t size = m_vChildren.size();
for (size_t i = 0; i < size; i++)
{
auto child = m_vChildren[i];
if (child->m_nHashName == hash && child->m_sName == childName)
{
m_vChildren.erase(m_vChildren.begin() + i);
child->m_pParent = nullptr;
if (child->m_pParentScene)
{
child->_setParentScene(nullptr);
}
if (child->m_bDisplayedInScene)
{
child->_onExit();
}
child->release();
}
}
}
void e2d::Node::clearAllChildren()
{
// 所有节点的引用计数减一
for (auto child : m_vChildren)
{
if (child->m_bDisplayedInScene)
{
child->_onExit();
}
child->release();
}
// 清空储存节点的容器
m_vChildren.clear();
}
void e2d::Node::runAction(Action * action)
{
if (this != action->getTarget())
{
WARN_IF(
nullptr != action->getTarget(),
"The action has already got a target, The clone of the action will be created automatically!"
);
if (nullptr != action->getTarget())
{
action = action->clone();
}
ActionManager::__startAction(action, this);
}
else
{
action->reset();
}
}
void e2d::Node::resumeAction(String strActionName)
{
auto actions = ActionManager::get(strActionName);
for (auto action : actions)
{
if (action->getTarget() == this)
{
action->resume();
}
}
}
void e2d::Node::pauseAction(String strActionName)
{
auto actions = ActionManager::get(strActionName);
for (auto action : actions)
{
if (action->getTarget() == this)
{
action->pause();
}
}
}
void e2d::Node::stopAction(String strActionName)
{
auto actions = ActionManager::get(strActionName);
for (auto action : actions)
{
if (action->getTarget() == this)
{
action->stop();
}
}
}
e2d::Action * e2d::Node::getAction(String strActionName)
{
auto actions = ActionManager::get(strActionName);
for (auto action : actions)
{
if (action->getTarget() == this)
{
return action;
}
}
return nullptr;
}
std::vector<e2d::Action*> e2d::Node::getActions(String strActionName)
{
std::vector<Action*>::iterator iter;
auto actions = ActionManager::get(strActionName);
for (iter = actions.begin(); iter != actions.end();)
{
if ((*iter)->getTarget() != this)
{
iter = actions.erase(iter);
}
else
{
iter++;
}
}
return std::move(actions);
}
bool e2d::Node::isPointIn(Point point) const
{
BOOL ret = 0;
// 如果存在形状,用形状判断
if (m_pShape)
{
m_pShape->getD2dGeometry()->FillContainsPoint(
D2D1::Point2F(
static_cast<float>(point.x),
static_cast<float>(point.y)),
m_MatriFinal,
&ret
);
}
else
{
// 为节点创建一个临时形状
ID2D1RectangleGeometry * rect;
Renderer::getID2D1Factory()->CreateRectangleGeometry(
D2D1::RectF(0, 0, m_fWidth, m_fHeight),
&rect
);
// 判断点是否在形状内
rect->FillContainsPoint(
D2D1::Point2F(
static_cast<float>(point.x),
static_cast<float>(point.y)),
m_MatriFinal,
&ret
);
// 删除临时创建的形状
SafeReleaseInterface(&rect);
}
if (ret)
{
return true;
}
// 判断点是否在子节点内
for (auto child : m_vChildren)
if (child->isPointIn(point))
return true;
return false;
}
bool e2d::Node::isIntersectWith(const Node * pNode) const
{
// 如果存在形状,用形状判断
if (this->m_pShape && pNode->m_pShape)
{
int relation = this->m_pShape->getRelationWith(pNode->m_pShape);
if ((relation != Relation::UNKNOWN) &&
(relation != Relation::DISJOINT))
{
return true;
}
}
else
{
// 为节点创建一个临时形状
ID2D1RectangleGeometry * pRect1;
ID2D1RectangleGeometry * pRect2;
ID2D1TransformedGeometry * pShape;
D2D1_GEOMETRY_RELATION relation;
// 根据自身大小位置创建矩形
Renderer::getID2D1Factory()->CreateRectangleGeometry(
D2D1::RectF(0, 0, m_fWidth, m_fHeight),
&pRect1
);
// 根据二维矩阵进行转换
Renderer::getID2D1Factory()->CreateTransformedGeometry(
pRect1,
m_MatriFinal,
&pShape
);
// 根据相比较节点的大小位置创建矩形
Renderer::getID2D1Factory()->CreateRectangleGeometry(
D2D1::RectF(0, 0, pNode->m_fWidth, pNode->m_fHeight),
&pRect2
);
// 获取相交状态
pShape->CompareWithGeometry(
pRect2,
pNode->m_MatriFinal,
&relation
);
// 删除临时创建的形状
SafeReleaseInterface(&pRect1);
SafeReleaseInterface(&pRect2);
SafeReleaseInterface(&pShape);
if ((relation != D2D1_GEOMETRY_RELATION::D2D1_GEOMETRY_RELATION_UNKNOWN) &&
(relation != D2D1_GEOMETRY_RELATION::D2D1_GEOMETRY_RELATION_DISJOINT))
{
return true;
}
}
// 判断和其子节点是否相交
for (auto child : pNode->m_vChildren)
if (this->isIntersectWith(child))
return true;
// 判断子节点和其是否相交
for (auto child : m_vChildren)
if (child->isIntersectWith(pNode))
return true;
// 都不相交,返回 false
return false;
}
void e2d::Node::setAutoUpdate(bool bAutoUpdate)
{
m_bAutoUpdate = bAutoUpdate;
}
void e2d::Node::setDefaultPiovt(double defaultPiovtX, double defaultPiovtY)
{
s_fDefaultPiovtX = min(max(static_cast<float>(defaultPiovtX), 0), 1);
s_fDefaultPiovtY = min(max(static_cast<float>(defaultPiovtY), 0), 1);
}
void e2d::Node::setDefaultShapeEnable(bool bEnable)
{
s_fDefaultShapeEnabled = bEnable;
}
void e2d::Node::resumeAllActions()
{
ActionManager::__resumeAllBindedWith(this);
}
void e2d::Node::pauseAllActions()
{
ActionManager::__pauseAllBindedWith(this);
}
void e2d::Node::stopAllActions()
{
ActionManager::__stopAllBindedWith(this);
}
void e2d::Node::setVisiable(bool value)
{
m_bVisiable = value;
}
void e2d::Node::setName(String name)
{
WARN_IF(name.isEmpty(), "Invalid Node name.");
if (!name.isEmpty() && m_sName != name)
{
// 保存节点名
m_sName = name;
// 保存节点 Hash 名
m_nHashName = name.getHashCode();
}
}
void e2d::Node::_setParentScene(Scene * scene)
{
m_pParentScene = scene;
for (auto child : m_vChildren)
{
child->_setParentScene(scene);
}
}