455 lines
		
	
	
		
			9.0 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			455 lines
		
	
	
		
			9.0 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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| #pragma once
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| #include "include-forwards.h"
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| #include "Transform.hpp"
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| #include "action/ActionManager.h"
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| #include "../base/TimerManager.h"
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| #include "../base/EventDispatcher.h"
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| 
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| namespace kiwano
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| {
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| 	class Director;
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| 	class Renderer;
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| 
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| 	// 角色
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| 	class KGE_API Actor
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| 		: public ObjectBase
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| 		, public TimerManager
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| 		, public ActionManager
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| 		, public EventDispatcher
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| 		, public intrusive_list_item<ActorPtr>
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| 	{
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| 		friend class Director;
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| 		friend class Transition;
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| 		friend class intrusive_list<ActorPtr>;
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| 
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| 		using Children = intrusive_list<ActorPtr>;
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| 		using UpdateCallback = Function<void(Duration)>;
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| 
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| 	public:
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| 		Actor();
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| 
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| 		// 更新角色
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| 		virtual void OnUpdate(Duration dt) { KGE_UNUSED(dt); }
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| 
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| 		// 渲染角色
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| 		virtual void OnRender(Renderer* renderer) { KGE_UNUSED(renderer); }
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| 
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| 		// 获取显示状态
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| 		bool IsVisible()				const	{ return visible_; }
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| 
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| 		// 获取响应状态
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| 		bool IsResponsible()			const	{ return responsible_; }
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| 
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| 		// 是否启用级联透明度
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| 		bool IsCascadeOpacityEnabled()	const	{ return cascade_opacity_; }
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| 
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| 		// 获取名称的 Hash 值
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| 		UInt32 GetHashName()			const	{ return hash_name_; }
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| 
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| 		// 获取 Z 轴顺序
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| 		Int32 GetZOrder()					const	{ return z_order_; }
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| 
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| 		// 获取坐标
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| 		Point GetPosition()				const	{ return transform_.position; }
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| 
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| 		// 获取 x 坐标
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| 		Float32 GetPositionX()			const	{ return transform_.position.x; }
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| 
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| 		// 获取 y 坐标
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| 		Float32 GetPositionY()			const	{ return transform_.position.y; }
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| 
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| 		// 获取缩放比例
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| 		Point GetScale()				const	{ return transform_.scale; }
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| 
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| 		// 获取横向缩放比例
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| 		Float32 GetScaleX()				const	{ return transform_.scale.x; }
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| 
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| 		// 获取纵向缩放比例
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| 		Float32 GetScaleY()				const	{ return transform_.scale.y; }
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| 
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| 		// 获取错切角度
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| 		Point GetSkew()					const	{ return transform_.skew; }
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| 
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| 		// 获取横向错切角度
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| 		Float32 GetSkewX()				const	{ return transform_.skew.x; }
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| 
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| 		// 获取纵向错切角度
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| 		Float32 GetSkewY()				const	{ return transform_.skew.y; }
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| 
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| 		// 获取旋转角度
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| 		Float32 GetRotation()				const	{ return transform_.rotation; }
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| 
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| 		// 获取宽度
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| 		Float32 GetWidth()				const	{ return size_.x; }
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| 
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| 		// 获取高度
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| 		Float32 GetHeight()				const	{ return size_.y; }
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| 
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| 		// 获取大小
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| 		Size GetSize()					const	{ return size_; }
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| 
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| 		// 获取缩放后的宽度
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| 		Float32 GetScaledWidth()			const	{ return size_.x * transform_.scale.x; }
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| 
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| 		// 获取缩放后的高度
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| 		Float32 GetScaledHeight()			const	{ return size_.y * transform_.scale.y; }
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| 
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| 		// 获取缩放后的大小
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| 		Size GetScaledSize()			const	{ return Size{ GetScaledWidth(), GetScaledHeight() }; }
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| 
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| 		// 获取锚点
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| 		Point GetAnchor()				const	{ return anchor_; }
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| 
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| 		// 获取 x 方向锚点
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| 		Float32 GetAnchorX()				const	{ return anchor_.x; }
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| 
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| 		// 获取 y 方向锚点
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| 		Float32 GetAnchorY()				const	{ return anchor_.y; }
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| 
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| 		// 获取透明度
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| 		Float32 GetOpacity()				const	{ return opacity_; }
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| 
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| 		// 获取显示透明度
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| 		Float32 GetDisplayedOpacity()		const	{ return displayed_opacity_; }
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| 
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| 		// 获取变换
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| 		Transform GetTransform()		const	{ return transform_; }
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| 
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| 		// 获取边框
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| 		virtual Rect GetBounds() const;
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| 
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| 		// 获取外切包围盒
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| 		virtual Rect GetBoundingBox() const;
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| 
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| 		// 获取二维变换矩阵
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| 		Matrix3x2 const& GetTransformMatrix()  const;
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| 
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| 		// 获取二维变换的逆矩阵
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| 		Matrix3x2 const& GetTransformInverseMatrix()  const;
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| 
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| 		// 获取父角色
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| 		inline Actor* GetParent() const { return parent_; }
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| 
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| 		// 获取所在舞台
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| 		inline Stage* GetStage() const { return stage_; }
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| 
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| 		// 设置是否显示
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| 		void SetVisible(
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| 			bool val
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| 		);
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| 
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| 		// 设置名称
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| 		void SetName(
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| 			String const& name
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| 		);
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| 
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| 		// 设置横坐标
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| 		void SetPositionX(
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| 			Float32 x
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| 		);
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| 
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| 		// 设置纵坐标
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| 		void SetPositionY(
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| 			Float32 y
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| 		);
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| 
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| 		// 设置坐标
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| 		void SetPosition(
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| 			const Point & point
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| 		);
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| 
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| 		// 设置坐标
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| 		void SetPosition(
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| 			Float32 x,
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| 			Float32 y
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| 		);
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| 
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| 		// 移动
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| 		void Move(
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| 			Float32 x,
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| 			Float32 y
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| 		);
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| 
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| 		// 移动
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| 		void Move(
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| 			const Point & vector
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| 		);
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| 
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| 		// 设置横向缩放比例
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| 		// 默认为 1.0
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| 		void SetScaleX(
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| 			Float32 scale_x
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| 		);
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| 
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| 		// 设置纵向缩放比例
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| 		// 默认为 1.0
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| 		void SetScaleY(
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| 			Float32 scale_y
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| 		);
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| 
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| 		// 设置缩放比例
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| 		// 默认为 (1.0, 1.0)
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| 		void SetScale(
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| 			Float32 scale_x,
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| 			Float32 scale_y
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| 		);
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| 
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| 		// 设置缩放比例
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| 		// 默认为 (1.0, 1.0)
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| 		void SetScale(
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| 			Point const& scale
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| 		);
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| 
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| 		// 设置缩放比例
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| 		// 默认为 1.0
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| 		void SetScale(
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| 			Float32 scale
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| 		);
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| 
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| 		// 设置横向错切角度
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| 		// 默认为 0
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| 		void SetSkewX(
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| 			Float32 skew_x
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| 		);
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| 
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| 		// 设置纵向错切角度
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| 		// 默认为 0
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| 		void SetSkewY(
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| 			Float32 skew_y
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| 		);
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| 
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| 		// 设置错切角度
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| 		// 默认为 (0, 0)
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| 		void SetSkew(
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| 			Float32 skew_x,
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| 			Float32 skew_y
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| 		);
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| 
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| 		// 设置错切角度
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| 		// 默认为 (0, 0)
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| 		void SetSkew(
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| 			Point const& skew
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| 		);
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| 
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| 		// 设置旋转角度
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| 		// 默认为 0
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| 		void SetRotation(
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| 			Float32 rotation
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| 		);
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| 
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| 		// 设置锚点的横向位置
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| 		// 默认为 0, 范围 [0, 1]
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| 		void SetAnchorX(
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| 			Float32 anchor_x
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| 		);
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| 
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| 		// 设置锚点的纵向位置
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| 		// 默认为 0, 范围 [0, 1]
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| 		void SetAnchorY(
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| 			Float32 anchor_y
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| 		);
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| 
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| 		// 设置锚点位置
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| 		// 默认为 (0, 0), 范围 [0, 1]
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| 		void SetAnchor(
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| 			Float32 anchor_x,
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| 			Float32 anchor_y
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| 		);
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| 
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| 		// 设置锚点位置
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| 		// 默认为 (0, 0), 范围 [0, 1]
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| 		void SetAnchor(
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| 			Point const& anchor
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| 		);
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| 
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| 		// 修改宽度
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| 		void SetWidth(
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| 			Float32 width
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| 		);
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| 
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| 		// 修改高度
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| 		void SetHeight(
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| 			Float32 height
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| 		);
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| 
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| 		// 修改大小
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| 		void SetSize(
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| 			Float32 width,
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| 			Float32 height
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| 		);
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| 
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| 		// 修改大小
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| 		void SetSize(
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| 			const Size & size
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| 		);
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| 
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| 		// 设置二维仿射变换
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| 		void SetTransform(
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| 			Transform const& transform
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| 		);
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| 
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| 		// 设置透明度
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| 		// 默认为 1.0, 范围 [0, 1]
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| 		void SetOpacity(
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| 			Float32 opacity
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| 		);
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| 
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| 		// 启用或禁用级联透明度
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| 		void SetCascadeOpacityEnabled(
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| 			bool enabled
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| 		);
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| 
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| 		// 设置 Z 轴顺序
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| 		// 默认为 0
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| 		void SetZOrder(
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| 			Int32 zorder
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| 		);
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| 
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| 		// 是否可响应 (鼠标 Hover | Out | Click 消息)
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| 		// 默认为 false
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| 		void SetResponsible(
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| 			bool enable
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| 		);
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| 
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| 		// 判断点是否在角色内
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| 		bool ContainsPoint(
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| 			const Point& point
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| 		)  const;
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| 
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| 		// 添加子角色
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| 		void AddChild(
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| 			ActorPtr child
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| 		);
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| 
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| 		// 添加多个子角色
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| 		void AddChildren(
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| 			Vector<ActorPtr> const& children
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| 		);
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| 
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| 		// 获取所有名称相同的子角色
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| 		Vector<ActorPtr> GetChildren(
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| 			String const& name
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| 		) const;
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| 
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| 		// 获取名称相同的子角色
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| 		ActorPtr GetChild(
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| 			String const& name
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| 		) const;
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| 
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| 		// 获取全部子角色
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| 		Children const& GetChildren() const;
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| 
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| 		// 移除子角色
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| 		void RemoveChild(
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| 			ActorPtr child
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| 		);
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| 
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| 		// 移除子角色
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| 		void RemoveChild(
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| 			Actor* child
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| 		);
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| 
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| 		// 移除所有名称相同的子角色
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| 		void RemoveChildren(
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| 			String const& child_name
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| 		);
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| 
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| 		// 移除所有角色
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| 		void RemoveAllChildren();
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| 
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| 		// 从父角色移除
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| 		void RemoveFromParent();
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| 
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| 		// 事件分发
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| 		void Dispatch(Event& evt) override;
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| 
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| 		// 暂停角色更新
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| 		inline void PauseUpdating()									{ update_pausing_ = true; }
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| 
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| 		// 继续角色更新
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| 		inline void ResumeUpdating()								{ update_pausing_ = false; }
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| 
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| 		// 角色更新是否暂停
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| 		inline bool IsUpdatePausing() const							{ return update_pausing_; }
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| 
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| 		// 设置更新时的回调函数
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| 		inline void SetCallbackOnUpdate(UpdateCallback const& cb)	{ cb_update_ = cb; }
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| 
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| 		// 获取更新时的回调函数
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| 		inline UpdateCallback GetCallbackOnUpdate() const			{ return cb_update_; }
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| 
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| 		// 渲染角色边界
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| 		inline void ShowBorder(bool show)							{ show_border_ = show; }
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| 
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| 		// 设置默认锚点
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| 		static void SetDefaultAnchor(
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| 			Float32 anchor_x,
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| 			Float32 anchor_y
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| 		);
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| 
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| 	protected:
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| 		virtual void Update(Duration dt);
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| 
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| 		virtual void Render(Renderer* renderer);
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| 
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| 		void PrepareRender(Renderer* renderer);
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| 
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| 		void RenderBorder();
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| 
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| 		void UpdateTransform() const;
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| 
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| 		void UpdateOpacity();
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| 
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| 		void Reorder();
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| 
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| 		void SetStage(Stage* scene);
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| 
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| 	protected:
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| 		bool			visible_;
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| 		bool			hover_;
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| 		bool			pressed_;
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| 		bool			responsible_;
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| 		bool			update_pausing_;
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| 		bool			cascade_opacity_;
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| 		bool			show_border_;
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| 		Int32				z_order_;
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| 		Float32			opacity_;
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| 		Float32			displayed_opacity_;
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| 		Actor*			parent_;
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| 		Stage*			stage_;
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| 		UInt32			hash_name_;
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| 		Point			anchor_;
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| 		Size			size_;
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| 		Children		children_;
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| 		UpdateCallback	cb_update_;
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| 		Transform		transform_;
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| 
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| 		bool			is_fast_transform_;
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| 		mutable bool	dirty_transform_;
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| 		mutable bool	dirty_transform_inverse_;
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| 		mutable Matrix3x2	transform_matrix_;
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| 		mutable Matrix3x2	transform_matrix_inverse_;
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| 	};
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| 
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| }
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