This commit is contained in:
2026-02-08 16:20:50 +08:00
parent 0ae47e5d6a
commit 8b88904ef7
72 changed files with 5963 additions and 2038 deletions

View File

@@ -5,11 +5,18 @@ void Node::Init()
}
void Node::HandleEvents(SDL_Event *e)
{
RefPtr<Node> child = children_.GetFirst();
while (child)
{
child->HandleEvents(e);
child = child->GetNext();
}
}
inline void Node::Update(float deltaTime)
{
if (children_.IsEmpty())
{
UpdateSelf(deltaTime);
return;
}
@@ -34,26 +41,118 @@ inline void Node::Update(float deltaTime)
}
inline void Node::PreRender()
{
if (!visible_)
return;
UpdateTransform();
UpdateOpacity();
if (children_.IsEmpty())
{
if (CheckVisibility())
{
OnPreRender();
}
}
else
{
RefPtr<Node> child = children_.GetFirst();
while (child)
{
if (child->GetZOrder() >= 0)
break;
child->PreRender();
child = child->GetNext();
}
if (CheckVisibility())
{
OnPreRender();
}
while (child)
{
child->PreRender();
child = child->GetNext();
}
}
}
inline void Node::Render()
{
if (!visible_)
return;
if (children_.IsEmpty())
{
if (visible_in_rt_)
{
PrepareToRender();
OnRender();
}
}
else
{
RefPtr<Node> child = children_.GetFirst();
while (child)
{
if (child->GetZOrder() >= 0)
break;
child->Render();
child = child->GetNext();
}
if (visible_in_rt_)
{
PrepareToRender();
OnRender();
}
while (child)
{
child->Render();
child = child->GetNext();
}
}
}
void Node::Clear()
{
}
void Node::OnPreRender()
{
}
void Node::OnRender()
{
}
void Node::OnUpdate(float deltaTime)
{
}
void Node::UpdateSelf(float deltaTime)
{
// 如果有回调函数,则调用回调函数
if (cb_update_.size() > 0)
if (!update_pausing_)
{
for (auto &cb : cb_update_)
OnUpdate(deltaTime);
// 如果有回调函数,则调用回调函数
if (cb_update_.size() > 0)
{
cb.second(deltaTime);
for (auto &cb : cb_update_)
{
cb.second(deltaTime);
}
}
}
}
void Node::PrepareToRender()
{
Game::GetInstance().GetRenderer()->SetMatrix(render_matrix_);
Game::GetInstance().GetRenderer()->SetOpacity(displayed_opacity_);
}
void Node::RemoveFromParent()
{
if (parent_)
@@ -109,7 +208,7 @@ void Node::ShowBorder(bool show)
show_border_ = show;
}
Node::Node() : visible_(true), update_pausing_(false), show_border_(false), parent_(nullptr), anchor_(0.0f, 0.0f), z_order_(0), opacity_(1.f), name_("Node")
Node::Node() : visible_(true), update_pausing_(false), show_border_(false), parent_(nullptr), anchor_(0.0f, 0.0f), z_order_(0), opacity_(1.f), name_("Node"), displayed_opacity_(1.f), cascade_opacity_(true)
{
Game::GetInstance().m_nodeCount++;
}
@@ -146,6 +245,8 @@ void Node::UpdateTransform() const
transform_matrix_ *= parent_->transform_matrix_;
}
GenerateRenderMatrix();
for (const auto &child : children_)
child->dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
@@ -165,6 +266,26 @@ void Node::UpdateTransformUpwards() const
UpdateTransform();
}
void Node::UpdateOpacity()
{
if (!dirty_flag_.Has(DirtyFlag::DirtyOpacity))
return;
dirty_flag_.Unset(DirtyFlag::DirtyOpacity);
if (parent_ && parent_->IsCascadeOpacityEnabled())
{
displayed_opacity_ = opacity_ * parent_->displayed_opacity_;
}
else
{
displayed_opacity_ = opacity_;
}
for (const auto &child : children_)
child->dirty_flag_.Set(DirtyFlag::DirtyOpacity);
}
const Matrix3x2 &Node::GetTransformMatrix() const
{
UpdateTransformUpwards();
@@ -188,6 +309,20 @@ const Matrix3x2 &Node::GetTransformMatrixToParent() const
return transform_matrix_to_parent_;
}
void Node::GenerateRenderMatrix() const
{
// 构造OpenGl渲染矩阵
render_matrix_ = glm::mat4(1.0f);
// 填充旋转+缩放分量2D 变换核心,对应 4x4 矩阵左上 2x2 区域)
render_matrix_[0][0] = transform_matrix_[0]; // _11 → x轴缩放+旋转
render_matrix_[0][1] = transform_matrix_[1]; // _12 → 影响y轴方向的旋转分量
render_matrix_[1][0] = transform_matrix_[2]; // _21 → 影响x轴方向的旋转分量
render_matrix_[1][1] = transform_matrix_[3]; // _22 → y轴缩放+旋转
// 填充平移分量(对应 4x4 矩阵最后一行前两列z轴平移为0
render_matrix_[3][0] = transform_matrix_[4]; // _31 → x方向平移世界坐标
render_matrix_[3][1] = transform_matrix_[5]; // _32 → y方向平移世界坐标
}
void Node::Reorder()
{
if (parent_)
@@ -220,287 +355,24 @@ void Node::Reorder()
}
}
inline void Node::RemoveAllChildren()
bool Node::CheckVisibility() const
{
RefPtr<Node> next;
for (RefPtr<Node> child = children_.GetFirst(); child; child = next)
if (dirty_flag_.Has(DirtyFlag::DirtyVisibility))
{
next = child->GetNext();
RemoveChild(child);
}
}
inline bool Node::IsVisible() const
{
return visible_;
}
inline int Node::GetZOrder() const
{
return z_order_;
}
inline glm::vec2 Node::GetPosition() const
{
return transform_.position;
}
inline float Node::GetPositionX() const
{
return GetPosition().x;
}
inline float Node::GetPositionY() const
{
return GetPosition().y;
}
inline VecSize Node::GetSize() const
{
return size_;
}
inline float Node::GetWidth() const
{
return GetSize().width;
}
inline float Node::GetHeight() const
{
return GetSize().height;
}
inline float Node::GetScaledWidth() const
{
return GetWidth() * GetScaleX();
}
inline float Node::GetScaledHeight() const
{
return GetHeight() * GetScaleY();
}
inline VecSize Node::GetScaledSize() const
{
return VecSize{GetScaledWidth(), GetScaledHeight()};
}
inline glm::vec2 Node::GetAnchor() const
{
return anchor_;
}
inline float Node::GetAnchorX() const
{
return GetAnchor().x;
}
inline float Node::GetAnchorY() const
{
return GetAnchor().y;
}
inline float Node::GetOpacity() const
{
return opacity_;
}
inline float Node::GetRotation() const
{
return transform_.rotation;
}
inline glm::vec2 Node::GetScale() const
{
return transform_.scale;
}
inline float Node::GetScaleX() const
{
return GetScale().x;
}
inline float Node::GetScaleY() const
{
return GetScale().y;
}
inline glm::vec2 Node::GetSkew() const
{
return transform_.skew;
}
inline float Node::GetSkewX() const
{
return GetSkew().x;
}
inline float Node::GetSkewY() const
{
return GetSkew().y;
}
inline Y_Transform Node::GetTransform() const
{
return transform_;
}
inline Node *Node::GetParent() const
{
return parent_;
}
inline void Node::SetVisible(bool val)
{
visible_ = val;
}
inline void Node::SetName(std::string name)
{
name_ = name;
}
inline void Node::SetPosition(const glm::vec2 &pos)
{
if (transform_.position == pos)
return;
transform_.position = pos;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetPosition(float x, float y)
{
this->SetPosition(glm::vec2(x, y));
}
inline void Node::SetPositionX(float x)
{
this->SetPosition(glm::vec2(x, GetPosition().y));
}
inline void Node::SetPositionY(float y)
{
this->SetPosition(glm::vec2(GetPosition().x, y));
}
inline void Node::MoveTo(const glm::vec2 &p)
{
this->SetPosition(p);
}
inline void Node::MoveTo(float x, float y)
{
this->SetPosition(glm::vec2(x, y));
}
inline void Node::MoveBy(const glm::vec2 &trans)
{
this->SetPosition(transform_.position.x + trans.x, transform_.position.y + trans.y);
}
inline void Node::MoveBy(float trans_x, float trans_y)
{
this->MoveBy(glm::vec2(trans_x, trans_y));
}
inline void Node::SetScale(const glm::vec2 &scale)
{
if (transform_.scale == scale)
return;
transform_.scale = scale;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetScale(float scalex, float scaley)
{
this->SetScale(glm::vec2(scalex, scaley));
}
inline void Node::SetSkew(const glm::vec2 &skew)
{
if (transform_.skew == skew)
return;
transform_.skew = skew;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetSkew(float skewx, float skewy)
{
this->SetSkew(glm::vec2(skewx, skewy));
}
inline void Node::SetRotation(float rotation)
{
if (transform_.rotation == rotation)
return;
transform_.rotation = rotation;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetAnchor(const glm::vec2 &anchor)
{
if (anchor_ == anchor)
return;
anchor_ = anchor;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetAnchor(float anchorx, float anchory)
{
this->SetAnchor(glm::vec2(anchorx, anchory));
}
inline void Node::SetSize(const VecSize &size)
{
if (size_ == size)
return;
size_ = size;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetSize(float width, float height)
{
this->SetSize(VecSize{width, height});
}
inline void Node::SetWidth(float width)
{
this->SetSize(width, GetHeight());
}
inline void Node::SetHeight(float height)
{
this->SetSize(GetWidth(), height);
}
inline void Node::SetOpacity(float opacity)
{
if (opacity_ == opacity)
return;
opacity_ = std::min(std::max(opacity, 0.f), 1.f);
dirty_flag_.Set(DirtyFlag::DirtyOpacity);
}
inline void Node::SetTransform(const Y_Transform &transform)
{
transform_ = transform;
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
inline void Node::SetZOrder(int zorder)
{
if (z_order_ != zorder)
{
z_order_ = zorder;
Reorder();
dirty_flag_.Unset(DirtyFlag::DirtyVisibility);
if (size_.width == 0.f && size_.height == 0.f)
{
visible_in_rt_ = false;
}
else
{
// TODO
// visible_in_rt_ = ctx.CheckVisibility(GetBounds(), transform_matrix_ /* GetTransformMatrix() */);
visible_in_rt_ = true;
}
}
return visible_in_rt_;
}
void Node::AddChild(RefPtr<Node> child)
@@ -532,7 +404,7 @@ const Node::NodeList &Node::GetAllChildren() const
return children_;
}
inline void Node::RemoveChild(RefPtr<Node> child)
void Node::RemoveChild(RefPtr<Node> child)
{
if (children_.IsEmpty())
return;