605 lines
12 KiB
C++
605 lines
12 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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#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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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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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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Actor::Actor()
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: visible_(true)
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, visible_in_rt_(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_visibility_(true)
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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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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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if (cb_update_)
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cb_update_(dt);
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OnUpdate(dt);
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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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void Actor::Render(RenderTarget* rt)
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{
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if (!visible_)
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return;
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UpdateTransform();
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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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child->Render(rt);
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child = child->next_item().get();
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}
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OnRender(rt);
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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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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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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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rt->SetTransform(transform_matrix_);
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rt->SetDefaultBrushColor(Color(Color::Red, .4f));
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rt->FillRectangle(bounds);
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rt->SetDefaultBrushColor(Color(Color::Red, .8f));
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rt->DrawRectangle(bounds, 2.f);
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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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bool Actor::CheckVisibilty(RenderTarget* rt) const
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{
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if (dirty_visibility_)
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{
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dirty_visibility_ = false;
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visible_in_rt_ = rt->CheckVisibility(GetBounds(), GetTransformMatrix());
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}
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return visible_in_rt_;
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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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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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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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if (!hover_)
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{
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hover_ = true;
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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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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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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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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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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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EventDispatcher::Dispatch(evt);
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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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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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void Actor::UpdateTransform() const
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{
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if (!dirty_transform_)
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return;
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dirty_transform_ = false;
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dirty_transform_inverse_ = true;
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dirty_visibility_ = true;
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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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transform_matrix_.Translate(Point{ -size_.x * anchor_.x, -size_.y * anchor_.y });
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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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// 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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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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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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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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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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parent_->children_.remove(me);
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Actor* sibling = parent_->children_.last_item().get();
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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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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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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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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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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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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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cascade_opacity_ = enabled;
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UpdateOpacity();
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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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anchor_ = anchor;
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dirty_transform_ = true;
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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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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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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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size_ = size;
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dirty_transform_ = true;
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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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void Actor::SetVisible(bool val)
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{
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visible_ = val;
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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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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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transform_.position = pos;
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dirty_transform_ = true;
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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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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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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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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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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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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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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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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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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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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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if (child)
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{
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#ifdef KGE_DEBUG
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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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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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#endif // KGE_DEBUG
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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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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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Rect Actor::GetBounds() const
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{
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return Rect{ Point{}, size_ };
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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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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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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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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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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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Actor::Children const & Actor::GetChildren() const
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{
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return children_;
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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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void Actor::RemoveChild(ActorPtr child)
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{
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RemoveChild(child.get());
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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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if (children_.empty())
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return;
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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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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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UInt32 hash_code = std::hash<String>{}(child_name);
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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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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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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;
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Point local = GetTransformInverseMatrix().Transform(point);
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return GetBounds().ContainsPoint(local);
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}
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}
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