442 lines
8.4 KiB
C++
442 lines
8.4 KiB
C++
// Copyright (c) 2016-2018 Easy2D - 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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#pragma once
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#include "include-forwards.h"
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#include "Transform.hpp"
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#include "ActionManager.h"
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#include "../base/TimerManager.h"
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#include "../base/EventDispatcher.h"
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namespace easy2d
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{
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class Application;
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// 节点
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class E2D_API Node
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: public virtual Object
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, public TimerManager
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, public ActionManager
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, public EventDispatcher
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, public IntrusiveListItem<NodePtr>
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{
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friend class Application;
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friend class Transition;
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friend class IntrusiveList<NodePtr>;
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using Children = IntrusiveList<NodePtr>;
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using UpdateCallback = Closure<void(Duration)>;
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public:
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Node();
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// 更新节点
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virtual void OnUpdate(Duration dt) { E2D_NOT_USED(dt); }
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// 渲染节点
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virtual void OnRender() {}
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// 获取显示状态
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bool IsVisible() const { return visible_; }
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// 获取响应状态
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bool IsResponsible() const { return responsible_; }
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// 获取名称的 Hash 值
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size_t GetHashName() const { return hash_name_; }
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// 获取 Z 轴顺序
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int GetZOrder() const { return z_order_; }
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// 获取坐标
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Point GetPosition() const { return transform_.position; }
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// 获取 x 坐标
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float GetPositionX() const { return transform_.position.x; }
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// 获取 y 坐标
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float GetPositionY() const { return transform_.position.y; }
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// 获取横向缩放比例
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Point GetScale() const { return transform_.scale; }
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// 获取横向缩放比例
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float GetScaleX() const { return transform_.scale.x; }
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// 获取纵向缩放比例
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float GetScaleY() const { return transform_.scale.y; }
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// 获取错切角度
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Point GetSkew() const { return transform_.skew; }
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// 获取横向错切角度
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float GetSkewX() const { return transform_.skew.x; }
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// 获取纵向错切角度
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float GetSkewY() const { return transform_.skew.y; }
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// 获取旋转角度
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float GetRotation() const { return transform_.rotation; }
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// 获取宽度
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float GetWidth() const { return size_.x; }
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// 获取高度
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float GetHeight() const { return size_.y; }
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// 获取大小
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Size GetSize() const { return size_; }
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// 获取缩放后的宽度
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float GetScaledWidth() const { return size_.x * transform_.scale.x; }
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// 获取缩放后的高度
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float GetScaledHeight() const { return size_.y * transform_.scale.y; }
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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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// 获取锚点
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Point GetAnchor() const { return anchor_; }
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// 获取 x 方向锚点
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float GetAnchorX() const { return anchor_.x; }
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// 获取 y 方向锚点
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float GetAnchorY() const { return anchor_.y; }
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// 获取透明度
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float GetOpacity() const { return opacity_; }
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// 获取变换
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Transform GetTransform() const { return transform_; }
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// 获取边框
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Rect GetBounds() const;
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// 获取外切包围盒
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Rect GetBoundingBox() const;
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// 获取二维变换矩阵
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Matrix const& GetTransformMatrix() const;
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// 获取二维变换的逆矩阵
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Matrix const& GetTransformInverseMatrix() const;
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// 获取父节点
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inline Node* GetParent() const { return parent_; }
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// 获取所在场景
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inline Scene* GetScene() const { return scene_; }
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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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// 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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// 设置横坐标
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void SetPositionX(
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float x
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);
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// 设置纵坐标
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void SetPositionY(
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float y
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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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// 设置坐标
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void SetPosition(
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float x,
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float y
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);
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// 移动
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void Move(
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float x,
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float y
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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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// 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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float scale_x
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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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float scale_y
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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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float scale_x,
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float scale_y
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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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// 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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float scale
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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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float skew_x
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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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float skew_y
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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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float skew_x,
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float skew_y
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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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// 设置旋转角度
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// 默认为 0
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void SetRotation(
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float rotation
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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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float anchor_x
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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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float anchor_y
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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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float anchor_x,
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float anchor_y
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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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// 修改宽度
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void SetWidth(
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float width
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);
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// 修改高度
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void SetHeight(
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float height
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);
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// 修改大小
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void SetSize(
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float width,
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float height
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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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void SetTransform(
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Transform const& transform
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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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float opacity
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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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int zorder
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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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// 判断点是否在节点内
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bool ContainsPoint(
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const Point& point
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) const;
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// 添加子节点
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void AddChild(
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NodePtr const& child
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);
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// 添加多个子节点
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void AddChildren(
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Array<NodePtr> const& children
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);
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// 获取所有名称相同的子节点
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Array<NodePtr> GetChildren(
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String const& name
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) const;
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// 获取名称相同的子节点
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NodePtr GetChild(
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String const& name
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) const;
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// 获取全部子节点
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Children const& GetChildren() const;
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// 移除子节点
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void RemoveChild(
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NodePtr const& child
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);
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// 移除子节点
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void RemoveChild(
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Node* child
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);
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// 移除所有名称相同的子节点
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void RemoveChildren(
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String const& child_name
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);
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// 移除所有节点
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void RemoveAllChildren();
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// 从父节点移除
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void RemoveFromParent();
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// 暂停节点更新
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inline void PauseUpdating() { update_pausing_ = true; }
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// 继续节点更新
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inline void ResumeUpdating() { update_pausing_ = false; }
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// 节点更新是否暂停
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inline bool IsUpdatePausing() const { return update_pausing_; }
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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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// 获取更新时的回调函数
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inline UpdateCallback const& GetCallbackOnUpdate() { return cb_update_; }
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// 设置默认锚点
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static void SetDefaultAnchor(
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float anchor_x,
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float anchor_y
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);
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public:
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// 事件分发
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void Dispatch(Event& evt) override;
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protected:
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virtual void PrepareRender() {}
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void Update(Duration dt);
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void Render();
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void UpdateTransform() const;
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void UpdateOpacity();
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void SetScene(Scene* scene);
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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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int z_order_;
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float opacity_;
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float display_opacity_;
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size_t hash_name_;
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Transform transform_;
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Point anchor_;
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Size size_;
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Node* parent_;
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Scene* scene_;
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Children children_;
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UpdateCallback cb_update_;
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mutable bool dirty_transform_;
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mutable bool dirty_transform_inverse_;
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mutable Matrix transform_matrix_;
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mutable Matrix transform_matrix_inverse_;
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};
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// 可视化节点
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class E2D_API VisualNode
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: public Node
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{
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public:
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virtual void PrepareRender() override;
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};
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}
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