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

797 lines
17 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.
#pragma once
#include <kiwano/math/Math.h>
#include <kiwano/core/Time.h>
#include <kiwano/base/ObjectBase.h>
#include <kiwano/base/component/ComponentManager.h>
#include <kiwano/event/EventDispatcher.h>
#include <kiwano/utils/TaskScheduler.h>
#include <kiwano/2d/action/ActionScheduler.h>
namespace kiwano
{
class Stage;
class Director;
class RenderContext;
namespace physics
{
class PhysicBody;
}
KGE_DECLARE_SMART_PTR(Actor);
/// \~chinese
/// @brief 角色列表
typedef IntrusiveList<ActorPtr> ActorList;
/**
* \~chinese
* \defgroup Actors 基础角色
*/
/**
* \addtogroup Actors
* @{
*/
/**
* \~chinese
* @brief 角色
* @details
* 角色是舞台上最基本的元素,是完成渲染、更新、事件分发等功能的最小单位,也是动画、任务、事件监听等功能的载体
*/
class KGE_API Actor
: public ObjectBase
, public TaskScheduler
, public ActionScheduler
, public EventDispatcher
, public ComponentManager
, protected IntrusiveListValue<ActorPtr>
{
friend class Director;
friend class Transition;
friend IntrusiveList<ActorPtr>;
public:
/// \~chinese
/// @brief 角色更新回调函数
typedef Function<void(Duration)> UpdateCallback;
/// \~chinese
/// @brief 创建角色
static ActorPtr Create();
Actor();
virtual ~Actor();
/// \~chinese
/// @brief 更新角色
/// @details 每帧画面刷新前调用该函数,重载该函数以实现角色的更新处理
/// @param dt 距上一次更新的时间间隔
virtual void OnUpdate(Duration dt);
/// \~chinese
/// @brief 渲染角色
/// @details
/// 每帧画面刷新时调用该函数,默认不进行渲染,重载该函数以实现具体渲染过程
/// @param ctx 渲染上下文
virtual void OnRender(RenderContext& ctx);
/// \~chinese
/// @brief 获取显示状态
bool IsVisible() const;
/// \~chinese
/// @brief 获取响应状态
bool IsResponsible() const;
/// \~chinese
/// @brief 是否启用级联透明度
bool IsCascadeOpacityEnabled() const;
/// \~chinese
/// @brief 是否启用事件分发
bool IsEventDispatchEnabled() const;
/// \~chinese
/// @brief 获取名称的 Hash 值
size_t GetHashName() const;
/// \~chinese
/// @brief 获取 Z 轴顺序
int GetZOrder() const;
/// \~chinese
/// @brief 获取坐标
virtual Point GetPosition() const;
/// \~chinese
/// @brief 获取 x 坐标
float GetPositionX() const;
/// \~chinese
/// @brief 获取 y 坐标
float GetPositionY() const;
/// \~chinese
/// @brief 获取大小
virtual Size GetSize() const;
/// \~chinese
/// @brief 获取宽度
float GetWidth() const;
/// \~chinese
/// @brief 获取高度
float GetHeight() const;
/// \~chinese
/// @brief 获取缩放后的宽度
float GetScaledWidth() const;
/// \~chinese
/// @brief 获取缩放后的高度
float GetScaledHeight() const;
/// \~chinese
/// @brief 获取缩放后的大小
Size GetScaledSize() const;
/// \~chinese
/// @brief 获取锚点
virtual Point GetAnchor() const;
/// \~chinese
/// @brief 获取 x 方向锚点
float GetAnchorX() const;
/// \~chinese
/// @brief 获取 y 方向锚点
float GetAnchorY() const;
/// \~chinese
/// @brief 获取透明度
virtual float GetOpacity() const;
/// \~chinese
/// @brief 获取显示透明度
float GetDisplayedOpacity() const;
/// \~chinese
/// @brief 获取旋转角度
virtual float GetRotation() const;
/// \~chinese
/// @brief 获取缩放比例
virtual Point GetScale() const;
/// \~chinese
/// @brief 获取横向缩放比例
float GetScaleX() const;
/// \~chinese
/// @brief 获取纵向缩放比例
float GetScaleY() const;
/// \~chinese
/// @brief 获取错切角度
virtual Point GetSkew() const;
/// \~chinese
/// @brief 获取横向错切角度
float GetSkewX() const;
/// \~chinese
/// @brief 获取纵向错切角度
float GetSkewY() const;
/// \~chinese
/// @brief 获取变换
Transform GetTransform() const;
/// \~chinese
/// @brief 获取父角色
Actor* GetParent() const;
/// \~chinese
/// @brief 获取所在舞台
Stage* GetStage() const;
/// \~chinese
/// @brief 获取边框
virtual Rect GetBounds() const;
/// \~chinese
/// @brief 获取外切包围盒
virtual Rect GetBoundingBox() const;
/// \~chinese
/// @brief 获取二维变换矩阵
const Matrix3x2& GetTransformMatrix() const;
/// \~chinese
/// @brief 获取二维变换的逆矩阵
const Matrix3x2& GetTransformInverseMatrix() const;
/// \~chinese
/// @brief 获取变换到父角色的二维变换矩阵
const Matrix3x2& GetTransformMatrixToParent() const;
/// \~chinese
/// @brief 设置角色是否可见
void SetVisible(bool val);
/// \~chinese
/// @brief 设置名称
void SetName(const String& name);
/// \~chinese
/// @brief 设置坐标
virtual void SetPosition(const Point& point);
/// \~chinese
/// @brief 设置坐标
void SetPosition(float x, float y);
/// \~chinese
/// @brief 设置横坐标
void SetPositionX(float x);
/// \~chinese
/// @brief 设置纵坐标
void SetPositionY(float y);
/// \~chinese
/// @brief 移动至坐标
void MoveTo(const Point& p);
/// \~chinese
/// @brief 移动至坐标
void MoveTo(float x, float y);
/// \~chinese
/// @brief 移动相对坐标
void MoveBy(const Vec2& trans);
/// \~chinese
/// @brief 移动相对坐标
void MoveBy(float trans_x, float trans_y);
/// \~chinese
/// @brief 设置缩放比例,默认为 (1.0, 1.0)
virtual void SetScale(const Vec2& scale);
/// \~chinese
/// @brief 设置缩放比例,默认为 (1.0, 1.0)
void SetScale(float scalex, float scaley);
/// \~chinese
/// @brief 设置错切角度,默认为 (0, 0)
virtual void SetSkew(const Vec2& skew);
/// \~chinese
/// @brief 设置错切角度,默认为 (0, 0)
void SetSkew(float skewx, float skewy);
/// \~chinese
/// @brief 设置旋转角度,默认为 0
virtual void SetRotation(float rotation);
/// \~chinese
/// @brief 设置锚点位置,默认为 (0, 0), 范围 [0, 1]
virtual void SetAnchor(const Vec2& anchor);
/// \~chinese
/// @brief 设置锚点位置,默认为 (0, 0), 范围 [0, 1]
void SetAnchor(float anchorx, float anchory);
/// \~chinese
/// @brief 修改大小
virtual void SetSize(const Size& size);
/// \~chinese
/// @brief 修改大小
void SetSize(float width, float height);
/// \~chinese
/// @brief 修改宽度
void SetWidth(float width);
/// \~chinese
/// @brief 修改高度
void SetHeight(float height);
/// \~chinese
/// @brief 设置透明度,默认为 1.0, 范围 [0, 1]
virtual void SetOpacity(float opacity);
/// \~chinese
/// @brief 启用或禁用级联透明度
void SetCascadeOpacityEnabled(bool enabled);
/// \~chinese
/// @brief 设置二维仿射变换
void SetTransform(const Transform& transform);
/// \~chinese
/// @brief 设置 Z 轴顺序,默认为 0
void SetZOrder(int zorder);
/// \~chinese
/// @brief 设置角色是否可响应,默认为 false
/// @details 可响应的角色会收到鼠标的 Hover | Out | Click 消息
void SetResponsible(bool enable);
/// \~chinese
/// @brief 添加子角色
void AddChild(ActorPtr child, int zorder = 0);
/// \~chinese
/// @brief 添加多个子角色
void AddChildren(const Vector<ActorPtr>& children);
/// \~chinese
/// @brief 获取名称相同的子角色
ActorPtr GetChild(const String& name) const;
/// \~chinese
/// @brief 获取所有名称相同的子角色
Vector<ActorPtr> GetChildren(const String& name) const;
/// \~chinese
/// @brief 获取全部子角色
ActorList& GetAllChildren();
/// \~chinese
/// @brief 获取全部子角色
const ActorList& GetAllChildren() const;
/// \~chinese
/// @brief 移除子角色
void RemoveChild(ActorPtr child);
/// \~chinese
/// @brief 移除所有名称相同的子角色
void RemoveChildren(const String& child_name);
/// \~chinese
/// @brief 移除所有角色
void RemoveAllChildren();
/// \~chinese
/// @brief 从父角色移除
void RemoveFromParent();
/// \~chinese
/// @brief 暂停角色更新
void PauseUpdating();
/// \~chinese
/// @brief 继续角色更新
void ResumeUpdating();
/// \~chinese
/// @brief 角色更新是否暂停
bool IsUpdatePausing() const;
/// \~chinese
/// @brief 设置更新时的回调函数
void SetCallbackOnUpdate(const UpdateCallback& cb);
/// \~chinese
/// @brief 获取更新时的回调函数
UpdateCallback GetCallbackOnUpdate() const;
/// \~chinese
/// @brief 判断点是否在角色内
virtual bool ContainsPoint(const Point& point) const;
/// \~chinese
/// @brief 将世界坐标系点转换为局部坐标系点
Point ConvertToLocal(const Point& point) const;
/// \~chinese
/// @brief 将局部坐标系点转换为世界坐标系点
Point ConvertToWorld(const Point& point) const;
/// \~chinese
/// @brief 渲染角色边界
void ShowBorder(bool show);
/// \~chinese
/// @brief 分发事件
/// @param evt 事件
/// @return 是否继续分发该事件
virtual bool DispatchEvent(Event* evt);
/// \~chinese
/// @brief 开启或关闭事件分发功能
/// @param enabled 是否开启
void SetEventDispatchEnabled(bool enabled);
/// \~chinese
/// @brief 获取物理身体
physics::PhysicBody* GetPhysicBody() const;
/// \~chinese
/// @brief 序列化
void DoSerialize(Serializer* serializer) const override;
/// \~chinese
/// @brief 反序列化
void DoDeserialize(Deserializer* deserializer) override;
/// \~chinese
/// @brief 设置默认锚点
static void SetDefaultAnchor(float anchor_x, float anchor_y);
protected:
/// \~chinese
/// @brief 更新自身和所有子角色
virtual void Update(Duration dt);
/// \~chinese
/// @brief 渲染自身和所有子角色
virtual void Render(RenderContext& ctx);
/// \~chinese
/// @brief 绘制自身和所有子角色的边界
virtual void RenderBorder(RenderContext& ctx);
/// \~chinese
/// @brief 检查是否在渲染上下文的视区内
virtual bool CheckVisibility(RenderContext& ctx) const;
/// \~chinese
/// @brief 渲染前初始化渲染上下文状态,仅当 CheckVisibility 返回真时调用该函数
virtual void PrepareToRender(RenderContext& ctx);
/// \~chinese
/// @brief 更新自己的二维变换,并通知所有子角色
void UpdateTransform() const;
/// \~chinese
/// @brief 更新自己和所有子角色的透明度
void UpdateOpacity();
/// \~chinese
/// @brief 将所有子角色按Z轴顺序排序
void Reorder();
/// \~chinese
/// @brief 设置节点所在舞台
void SetStage(Stage* stage);
/// \~chinese
/// @brief 处理事件
bool HandleEvent(Event* evt);
/// \~chinese
/// @brief 设置物理身体
void SetPhysicBody(physics::PhysicBody* body);
friend physics::PhysicBody;
private:
bool visible_;
bool update_pausing_;
bool cascade_opacity_;
bool show_border_;
bool hover_;
bool pressed_;
bool responsible_;
bool evt_dispatch_enabled_;
int z_order_;
float opacity_;
float displayed_opacity_;
Actor* parent_;
Stage* stage_;
size_t hash_name_;
Point anchor_;
Size size_;
ActorList children_;
UpdateCallback cb_update_;
Transform transform_;
physics::PhysicBody* physic_body_;
bool is_fast_transform_;
mutable bool visible_in_rt_;
mutable bool dirty_visibility_;
mutable bool dirty_transform_;
mutable bool dirty_transform_inverse_;
mutable Matrix3x2 transform_matrix_;
mutable Matrix3x2 transform_matrix_inverse_;
mutable Matrix3x2 transform_matrix_to_parent_;
};
/** @} */
inline void Actor::OnUpdate(Duration dt)
{
KGE_NOT_USED(dt);
}
inline void Actor::OnRender(RenderContext& ctx)
{
KGE_NOT_USED(ctx);
}
inline bool Actor::IsVisible() const
{
return visible_;
}
inline bool Actor::IsResponsible() const
{
return responsible_;
}
inline bool Actor::IsCascadeOpacityEnabled() const
{
return cascade_opacity_;
}
inline bool Actor::IsEventDispatchEnabled() const
{
return evt_dispatch_enabled_;
}
inline size_t Actor::GetHashName() const
{
return hash_name_;
}
inline int Actor::GetZOrder() const
{
return z_order_;
}
inline Point Actor::GetPosition() const
{
return transform_.position;
}
inline float Actor::GetPositionX() const
{
return GetPosition().x;
}
inline float Actor::GetPositionY() const
{
return GetPosition().y;
}
inline Point Actor::GetScale() const
{
return transform_.scale;
}
inline float Actor::GetScaleX() const
{
return GetScale().x;
}
inline float Actor::GetScaleY() const
{
return GetScale().y;
}
inline Point Actor::GetSkew() const
{
return transform_.skew;
}
inline float Actor::GetSkewX() const
{
return GetSkew().x;
}
inline float Actor::GetSkewY() const
{
return GetSkew().y;
}
inline float Actor::GetRotation() const
{
return transform_.rotation;
}
inline float Actor::GetWidth() const
{
return GetSize().x;
}
inline float Actor::GetHeight() const
{
return GetSize().y;
}
inline Size Actor::GetSize() const
{
return size_;
}
inline float Actor::GetScaledWidth() const
{
return GetWidth() * GetScaleX();
}
inline float Actor::GetScaledHeight() const
{
return GetHeight() * GetScaleY();
}
inline Size Actor::GetScaledSize() const
{
return Size{ GetScaledWidth(), GetScaledHeight() };
}
inline Point Actor::GetAnchor() const
{
return anchor_;
}
inline float Actor::GetAnchorX() const
{
return GetAnchor().x;
}
inline float Actor::GetAnchorY() const
{
return GetAnchor().y;
}
inline float Actor::GetOpacity() const
{
return opacity_;
}
inline float Actor::GetDisplayedOpacity() const
{
return displayed_opacity_;
}
inline Transform Actor::GetTransform() const
{
return transform_;
}
inline Actor* Actor::GetParent() const
{
return parent_;
}
inline Stage* Actor::GetStage() const
{
return stage_;
}
inline void Actor::PauseUpdating()
{
update_pausing_ = true;
}
inline void Actor::ResumeUpdating()
{
update_pausing_ = false;
}
inline bool Actor::IsUpdatePausing() const
{
return update_pausing_;
}
inline void Actor::SetCallbackOnUpdate(const UpdateCallback& cb)
{
cb_update_ = cb;
}
inline Actor::UpdateCallback Actor::GetCallbackOnUpdate() const
{
return cb_update_;
}
inline void Actor::ShowBorder(bool show)
{
show_border_ = show;
}
inline void Actor::SetPosition(float x, float y)
{
this->SetPosition(Point(x, y));
}
inline void Actor::SetPositionX(float x)
{
this->SetPosition(Point(x, transform_.position.y));
}
inline void Actor::SetPositionY(float y)
{
this->SetPosition(Point(transform_.position.x, y));
}
inline void Actor::MoveTo(const Point& p)
{
this->SetPosition(p);
}
inline void Actor::MoveTo(float x, float y)
{
this->SetPosition(Point(x, y));
}
inline void Actor::MoveBy(const Vec2& trans)
{
this->SetPosition(transform_.position.x + trans.x, transform_.position.y + trans.y);
}
inline void Actor::MoveBy(float trans_x, float trans_y)
{
this->MoveBy(Vec2(trans_x, trans_y));
}
inline void Actor::SetScale(float scalex, float scaley)
{
this->SetScale(Vec2(scalex, scaley));
}
inline void Actor::SetAnchor(float anchorx, float anchory)
{
this->SetAnchor(Vec2(anchorx, anchory));
}
inline void Actor::SetSize(float width, float height)
{
this->SetSize(Size(width, height));
}
inline void Actor::SetWidth(float width)
{
this->SetSize(Size(width, size_.y));
}
inline void Actor::SetHeight(float height)
{
this->SetSize(Size(size_.x, height));
}
inline void Actor::SetSkew(float skewx, float skewy)
{
this->SetSkew(Vec2(skewx, skewy));
}
inline physics::PhysicBody* Actor::GetPhysicBody() const
{
return physic_body_;
}
inline void Actor::SetPhysicBody(physics::PhysicBody* body)
{
physic_body_ = body;
}
} // namespace kiwano