Magic_Game/src/kiwano/2d/Actor.cpp

690 lines
15 KiB
C++

// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include <kiwano/2d/Actor.h>
#include <kiwano/2d/Stage.h>
#include <kiwano/utils/Logger.h>
#include <kiwano/render/Renderer.h>
namespace kiwano
{
namespace
{
float default_anchor_x = 0.f;
float default_anchor_y = 0.f;
} // namespace
void Actor::SetDefaultAnchor(float anchor_x, float anchor_y)
{
default_anchor_x = anchor_x;
default_anchor_y = anchor_y;
}
ActorPtr Actor::Create()
{
ActorPtr ptr = memory::New<Actor>();
return ptr;
}
Actor::Actor()
: ComponentManager(this)
, visible_(true)
, visible_in_rt_(true)
, update_pausing_(false)
, hover_(false)
, pressed_(false)
, responsible_(false)
, dirty_visibility_(true)
, dirty_transform_(false)
, dirty_transform_inverse_(false)
, cascade_opacity_(false)
, show_border_(false)
, is_fast_transform_(true)
, evt_dispatch_enabled_(true)
, parent_(nullptr)
, stage_(nullptr)
, physic_body_(nullptr)
, hash_name_(0)
, z_order_(0)
, opacity_(1.f)
, displayed_opacity_(1.f)
, anchor_(default_anchor_x, default_anchor_y)
{
}
Actor::~Actor()
{
RemoveAllComponents();
RemoveAllChildren();
}
void Actor::Update(Duration dt)
{
ActionScheduler::Update(this, dt);
TaskScheduler::Update(dt);
ComponentManager::Update(dt);
if (!update_pausing_)
{
if (cb_update_)
cb_update_(dt);
OnUpdate(dt);
}
if (!children_.IsEmpty())
{
ActorPtr next;
for (auto child = children_.GetFirst(); child; child = next)
{
next = child->GetNext();
child->Update(dt);
}
}
}
void Actor::Render(RenderContext& ctx)
{
if (!visible_)
return;
UpdateTransform();
if (children_.IsEmpty())
{
if (CheckVisibility(ctx))
{
PrepareToRender(ctx);
ComponentManager::Render(ctx);
OnRender(ctx);
}
}
else
{
// render children those are less than 0 in Z-Order
ActorPtr child = children_.GetFirst();
while (child)
{
if (child->GetZOrder() >= 0)
break;
child->Render(ctx);
child = child->GetNext();
}
if (CheckVisibility(ctx))
{
PrepareToRender(ctx);
ComponentManager::Render(ctx);
OnRender(ctx);
}
while (child)
{
child->Render(ctx);
child = child->GetNext();
}
}
}
void Actor::PrepareToRender(RenderContext& ctx)
{
ctx.SetTransform(transform_matrix_);
ctx.SetBrushOpacity(GetDisplayedOpacity());
}
void Actor::RenderBorder(RenderContext& ctx)
{
if (show_border_ && !size_.IsOrigin())
{
Rect bounds = GetBounds();
ctx.SetTransform(transform_matrix_);
ctx.SetCurrentBrush(GetStage()->GetBorderFillBrush());
ctx.FillRectangle(bounds);
ctx.SetCurrentBrush(GetStage()->GetBorderStrokeBrush());
ctx.DrawRectangle(bounds);
}
for (auto& child : children_)
{
child->RenderBorder(ctx);
}
}
bool Actor::CheckVisibility(RenderContext& ctx) const
{
if (dirty_visibility_)
{
dirty_visibility_ = false;
if (size_.IsOrigin())
{
visible_in_rt_ = false;
}
else
{
visible_in_rt_ = ctx.CheckVisibility(GetBounds(), GetTransformMatrix());
}
}
return visible_in_rt_;
}
bool Actor::DispatchEvent(Event* evt)
{
if (!visible_ || !evt_dispatch_enabled_)
return true;
// Dispatch to children those are greater than 0 in Z-Order
ActorPtr child = children_.GetLast();
while (child)
{
if (child->GetZOrder() < 0)
break;
if (!child->DispatchEvent(evt))
return false;
child = child->GetPrev();
}
if (!HandleEvent(evt))
return false;
while (child)
{
if (!child->DispatchEvent(evt))
return false;
child = child->GetPrev();
}
return true;
}
void Actor::SetEventDispatchEnabled(bool enabled)
{
evt_dispatch_enabled_ = enabled;
}
void Actor::DoSerialize(Serializer* serializer) const
{
ObjectBase::DoSerialize(serializer);
(*serializer) << visible_ << update_pausing_ << cascade_opacity_ << responsible_ << z_order_ << opacity_ << anchor_
<< size_ << transform_;
}
void Actor::DoDeserialize(Deserializer* deserializer)
{
ObjectBase::DoDeserialize(deserializer);
float opacity = 1.0f;
Transform transform;
(*deserializer) >> visible_ >> update_pausing_ >> cascade_opacity_ >> responsible_ >> z_order_ >> opacity >> anchor_
>> size_ >> transform;
SetOpacity(opacity);
SetTransform(transform);
}
bool Actor::HandleEvent(Event* evt)
{
ComponentManager::DispatchToComponents(evt);
if (!EventDispatcher::DispatchEvent(evt))
return false;
if (responsible_)
{
if (evt->IsType<MouseMoveEvent>())
{
auto mouse_evt = dynamic_cast<MouseMoveEvent*>(evt);
bool contains = ContainsPoint(mouse_evt->pos);
if (!hover_ && contains)
{
hover_ = true;
MouseHoverEventPtr hover = memory::New<MouseHoverEvent>();
hover->pos = mouse_evt->pos;
HandleEvent(hover.Get());
}
else if (hover_ && !contains)
{
hover_ = false;
pressed_ = false;
MouseOutEventPtr out = memory::New<MouseOutEvent>();
out->pos = mouse_evt->pos;
HandleEvent(out.Get());
}
}
if (evt->IsType<MouseDownEvent>() && hover_)
{
pressed_ = true;
}
if (evt->IsType<MouseUpEvent>() && pressed_)
{
pressed_ = false;
auto mouse_up_evt = dynamic_cast<MouseUpEvent*>(evt);
MouseClickEventPtr click = memory::New<MouseClickEvent>();
click->pos = mouse_up_evt->pos;
click->button = mouse_up_evt->button;
HandleEvent(click.Get());
}
}
return true;
}
const Matrix3x2& Actor::GetTransformMatrix() const
{
UpdateTransform();
return transform_matrix_;
}
const Matrix3x2& Actor::GetTransformInverseMatrix() const
{
UpdateTransform();
if (dirty_transform_inverse_)
{
transform_matrix_inverse_ = transform_matrix_.Invert();
dirty_transform_inverse_ = false;
}
return transform_matrix_inverse_;
}
const Matrix3x2& Actor::GetTransformMatrixToParent() const
{
UpdateTransform();
return transform_matrix_to_parent_;
}
void Actor::UpdateTransform() const
{
if (!dirty_transform_)
return;
dirty_transform_ = false;
dirty_transform_inverse_ = true;
dirty_visibility_ = true;
if (is_fast_transform_)
{
transform_matrix_to_parent_ = Matrix3x2::Translation(transform_.position);
}
else
{
// matrix multiplication is optimized by expression template
transform_matrix_to_parent_ = transform_.ToMatrix();
}
Point anchor_offset(-size_.x * anchor_.x, -size_.y * anchor_.y);
transform_matrix_to_parent_.Translate(anchor_offset);
transform_matrix_ = transform_matrix_to_parent_;
if (parent_)
{
transform_matrix_ *= parent_->transform_matrix_;
}
// update children's transform
for (const auto& child : children_)
child->dirty_transform_ = true;
}
void Actor::UpdateOpacity()
{
if (parent_ && parent_->IsCascadeOpacityEnabled())
{
displayed_opacity_ = opacity_ * parent_->displayed_opacity_;
}
else
{
displayed_opacity_ = opacity_;
}
for (auto& child : children_)
{
child->UpdateOpacity();
}
}
void Actor::SetStage(Stage* stage)
{
if (stage_ != stage)
{
stage_ = stage;
for (auto& child : children_)
{
child->stage_ = stage;
}
}
}
void Actor::Reorder()
{
if (parent_)
{
ActorPtr me = this;
parent_->children_.Remove(me);
ActorPtr sibling = parent_->children_.GetLast();
if (sibling && sibling->GetZOrder() > z_order_)
{
sibling = sibling->GetPrev();
while (sibling)
{
if (sibling->GetZOrder() <= z_order_)
break;
sibling = sibling->GetPrev();
}
}
if (sibling)
{
parent_->children_.InsertAfter(me, sibling);
}
else
{
parent_->children_.PushFront(me);
}
}
}
void Actor::SetZOrder(int zorder)
{
if (z_order_ != zorder)
{
z_order_ = zorder;
Reorder();
}
}
void Actor::SetOpacity(float opacity)
{
if (opacity_ == opacity)
return;
displayed_opacity_ = opacity_ = std::min(std::max(opacity, 0.f), 1.f);
UpdateOpacity();
}
void Actor::SetCascadeOpacityEnabled(bool enabled)
{
if (cascade_opacity_ == enabled)
return;
cascade_opacity_ = enabled;
UpdateOpacity();
}
void Actor::SetAnchor(const Vec2& anchor)
{
if (anchor_ == anchor)
return;
anchor_ = anchor;
dirty_transform_ = true;
}
void Actor::SetSize(const Size& size)
{
if (size_ == size)
return;
size_ = size;
dirty_transform_ = true;
}
void Actor::SetTransform(const Transform& transform)
{
transform_ = transform;
dirty_transform_ = true;
is_fast_transform_ = false;
}
void Actor::SetVisible(bool val)
{
visible_ = val;
}
void Actor::SetName(const String& name)
{
if (!IsName(name))
{
ObjectBase::SetName(name);
hash_name_ = std::hash<String>{}(name);
}
}
void Actor::SetPosition(const Point& pos)
{
if (transform_.position == pos)
return;
transform_.position = pos;
dirty_transform_ = true;
}
void Actor::SetScale(const Vec2& scale)
{
if (transform_.scale == scale)
return;
transform_.scale = scale;
dirty_transform_ = true;
is_fast_transform_ = false;
}
void Actor::SetSkew(const Vec2& skew)
{
if (transform_.skew == skew)
return;
transform_.skew = skew;
dirty_transform_ = true;
is_fast_transform_ = false;
}
void Actor::SetRotation(float angle)
{
if (transform_.rotation == angle)
return;
transform_.rotation = angle;
dirty_transform_ = true;
is_fast_transform_ = false;
}
void Actor::AddChild(ActorPtr child, int zorder)
{
KGE_ASSERT(child && "Actor::AddChild failed, NULL pointer exception");
if (child)
{
KGE_ASSERT(!child->parent_ && "Actor::AddChild failed, the actor to be added already has a parent");
#ifdef KGE_DEBUG
for (Actor* parent = parent_; parent; parent = parent->parent_)
{
if (parent == child)
{
KGE_ERRORF("A actor cannot be its own parent");
return;
}
}
#endif // KGE_DEBUG
children_.PushBack(child);
child->parent_ = this;
child->SetStage(this->stage_);
child->dirty_transform_ = true;
child->z_order_ = zorder;
child->Reorder();
child->UpdateOpacity();
}
}
void Actor::AddChildren(const Vector<ActorPtr>& children)
{
for (const auto& actor : children)
{
this->AddChild(actor);
}
}
Rect Actor::GetBounds() const
{
return Rect{ Point{}, size_ };
}
Rect Actor::GetBoundingBox() const
{
return GetTransformMatrix().Transform(GetBounds());
}
Vector<ActorPtr> Actor::GetChildren(const String& name) const
{
Vector<ActorPtr> children;
size_t hash_code = std::hash<String>{}(name);
for (const auto& child : children_)
{
if (child->hash_name_ == hash_code && child->IsName(name))
{
children.push_back(child);
}
}
return children;
}
ActorPtr Actor::GetChild(const String& name) const
{
size_t hash_code = std::hash<String>{}(name);
for (const auto& child : children_)
{
if (child->hash_name_ == hash_code && child->IsName(name))
{
return child;
}
}
return nullptr;
}
ActorList& Actor::GetAllChildren()
{
return children_;
}
const ActorList& Actor::GetAllChildren() const
{
return children_;
}
void Actor::RemoveFromParent()
{
if (parent_)
{
parent_->RemoveChild(this);
}
}
void Actor::RemoveChild(ActorPtr child)
{
KGE_ASSERT(child && "Actor::RemoveChild failed, NULL pointer exception");
if (children_.IsEmpty())
return;
if (child)
{
child->parent_ = nullptr;
if (child->stage_)
child->SetStage(nullptr);
children_.Remove(child);
}
}
void Actor::RemoveChildren(const String& child_name)
{
if (children_.IsEmpty())
{
return;
}
size_t hash_code = std::hash<String>{}(child_name);
ActorPtr next;
for (ActorPtr child = children_.GetFirst(); child; child = next)
{
next = child->GetNext();
if (child->hash_name_ == hash_code && child->IsName(child_name))
{
RemoveChild(child);
}
}
}
void Actor::RemoveAllChildren()
{
children_.Clear();
}
void Actor::SetResponsible(bool enable)
{
responsible_ = enable;
}
bool Actor::ContainsPoint(const Point& point) const
{
if (size_.x == 0.f || size_.y == 0.f)
return false;
Point local = ConvertToLocal(point);
return local.x >= 0 && local.y >= 0 && local.x <= size_.x && local.y <= size_.y;
}
Point Actor::ConvertToLocal(const Point& point) const
{
Point local = GetTransformInverseMatrix().Transform(point);
return local;
}
Point Actor::ConvertToWorld(const Point& point) const
{
Point world = GetTransformMatrix().Transform(point);
return world;
}
} // namespace kiwano