195 lines
6.5 KiB
C++
195 lines
6.5 KiB
C++
#pragma once
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#include <easy2d/core/types.h>
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#include <easy2d/core/math_types.h>
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#include <easy2d/core/color.h>
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#include <easy2d/graphics/render_backend.h>
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#include <easy2d/event/event_dispatcher.h>
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#include <vector>
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#include <string>
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#include <functional>
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#include <algorithm>
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namespace easy2d {
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// 前向声明
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class Scene;
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class Action;
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class RenderBackend;
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struct RenderCommand;
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// ============================================================================
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// 节点基类 - 场景图的基础
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// ============================================================================
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class Node : public std::enable_shared_from_this<Node> {
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public:
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Node();
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virtual ~Node();
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// ------------------------------------------------------------------------
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// 层级管理
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// ------------------------------------------------------------------------
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void addChild(Ptr<Node> child);
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void removeChild(Ptr<Node> child);
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void removeChildByName(const std::string& name);
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void removeFromParent();
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void removeAllChildren();
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Ptr<Node> getParent() const { return parent_.lock(); }
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const std::vector<Ptr<Node>>& getChildren() const { return children_; }
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Ptr<Node> getChildByName(const std::string& name) const;
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Ptr<Node> getChildByTag(int tag) const;
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// ------------------------------------------------------------------------
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// 变换属性
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// ------------------------------------------------------------------------
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void setPosition(const Vec2& pos);
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void setPosition(float x, float y);
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Vec2 getPosition() const { return position_; }
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void setRotation(float degrees);
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float getRotation() const { return rotation_; }
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void setScale(const Vec2& scale);
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void setScale(float scale);
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void setScale(float x, float y);
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Vec2 getScale() const { return scale_; }
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void setAnchor(const Vec2& anchor);
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void setAnchor(float x, float y);
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Vec2 getAnchor() const { return anchor_; }
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void setSkew(const Vec2& skew);
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void setSkew(float x, float y);
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Vec2 getSkew() const { return skew_; }
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void setOpacity(float opacity);
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float getOpacity() const { return opacity_; }
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void setVisible(bool visible);
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bool isVisible() const { return visible_; }
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void setZOrder(int zOrder);
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int getZOrder() const { return zOrder_; }
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// ------------------------------------------------------------------------
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// 世界变换
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// ------------------------------------------------------------------------
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Vec2 convertToWorldSpace(const Vec2& localPos) const;
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Vec2 convertToNodeSpace(const Vec2& worldPos) const;
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glm::mat4 getLocalTransform() const;
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glm::mat4 getWorldTransform() const;
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// ------------------------------------------------------------------------
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// 名称和标签
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// ------------------------------------------------------------------------
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void setName(const std::string& name) { name_ = name; }
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const std::string& getName() const { return name_; }
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void setTag(int tag) { tag_ = tag; }
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int getTag() const { return tag_; }
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// ------------------------------------------------------------------------
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// 生命周期回调
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// ------------------------------------------------------------------------
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virtual void onEnter();
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virtual void onExit();
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virtual void onUpdate(float dt);
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virtual void onRender(RenderBackend& renderer);
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virtual void onAttachToScene(Scene* scene);
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virtual void onDetachFromScene();
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// ------------------------------------------------------------------------
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// 边界框(用于空间索引)
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// ------------------------------------------------------------------------
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virtual Rect getBoundingBox() const;
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// 是否需要参与空间索引(默认 true)
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void setSpatialIndexed(bool indexed) { spatialIndexed_ = indexed; }
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bool isSpatialIndexed() const { return spatialIndexed_; }
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// 更新空间索引(手动调用,通常在边界框变化后)
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void updateSpatialIndex();
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// ------------------------------------------------------------------------
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// 动作系统
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// ------------------------------------------------------------------------
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void runAction(Ptr<Action> action);
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void stopAllActions();
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void stopAction(Ptr<Action> action);
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void stopActionByTag(int tag);
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Ptr<Action> getActionByTag(int tag) const;
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size_t getActionCount() const { return actions_.size(); }
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// ------------------------------------------------------------------------
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// 事件系统
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// ------------------------------------------------------------------------
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EventDispatcher& getEventDispatcher() { return eventDispatcher_; }
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// ------------------------------------------------------------------------
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// 内部方法
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// ------------------------------------------------------------------------
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void update(float dt);
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void render(RenderBackend& renderer);
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void sortChildren();
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bool isRunning() const { return running_; }
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Scene* getScene() const { return scene_; }
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// 多线程渲染命令收集
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virtual void collectRenderCommands(std::vector<RenderCommand>& commands, int parentZOrder = 0);
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protected:
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// 子类重写
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virtual void onDraw(RenderBackend& renderer) {}
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virtual void onUpdateNode(float dt) {}
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virtual void generateRenderCommand(std::vector<RenderCommand>& commands, int zOrder) {};
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// 供子类访问的内部状态
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Vec2& getPositionRef() { return position_; }
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Vec2& getScaleRef() { return scale_; }
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Vec2& getAnchorRef() { return anchor_; }
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float getRotationRef() { return rotation_; }
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float getOpacityRef() { return opacity_; }
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private:
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// 层级
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WeakPtr<Node> parent_;
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std::vector<Ptr<Node>> children_;
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bool childrenOrderDirty_ = false;
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// 变换
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Vec2 position_ = Vec2::Zero();
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float rotation_ = 0.0f;
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Vec2 scale_ = Vec2(1.0f, 1.0f);
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Vec2 anchor_ = Vec2(0.5f, 0.5f);
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Vec2 skew_ = Vec2::Zero();
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float opacity_ = 1.0f;
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bool visible_ = true;
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int zOrder_ = 0;
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// 缓存
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mutable bool transformDirty_ = true;
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mutable glm::mat4 localTransform_;
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mutable glm::mat4 worldTransform_;
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// 元数据
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std::string name_;
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int tag_ = -1;
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// 状态
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bool running_ = false;
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Scene* scene_ = nullptr;
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bool spatialIndexed_ = true; // 是否参与空间索引
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Rect lastSpatialBounds_; // 上一次的空间索引边界(用于检测变化)
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// 动作
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std::vector<Ptr<Action>> actions_;
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// 事件
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EventDispatcher eventDispatcher_;
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};
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} // namespace easy2d
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