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2025-10-06 04:18:49 +08:00
commit df2cacdb92
2784 changed files with 1280840 additions and 0 deletions

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#include "BaseNode.h"
void BaseNode::Init()
{
}
void BaseNode::HandleEvents(SDL_Event *e)
{
// 如果有子节点并含有事件标签,则处理事件
RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
while (child)
{
if (child->hasTag(Tag::ACTOR) || child->hasTag(Tag::HANDEL_EVENT))
child->HandleEvents(e);
child = child->GetNext();
}
}
void BaseNode::Update(float deltaTime)
{
// 如果有回调函数,则调用回调函数
if (cb_update_)
{
cb_update_(deltaTime);
}
// 如果有子节点并含有刷新标签,则更新子节点
RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
while (child)
{
if (child->hasTag(Tag::UPDATE))
child->Update(deltaTime);
child = child->GetNext();
}
}
void BaseNode::Render()
{
// 如果有子节点并含有渲染标签,则渲染子节点
RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
while (child)
{
if (child->hasTag(Tag::RENDER))
child->Render();
child = child->GetNext();
}
}
void BaseNode::Clear()
{
}
void BaseNode::SetCallbackOnUpdate(const UpdateCallback &cb)
{
cb_update_ = cb;
}
void BaseNode::SetChildIterationTransform()
{
TransformT n_transform;
n_transform.position = transform.position + transformIter.position;
n_transform.scale = transform.scale * transformIter.scale;
n_transform.rotation = transform.rotation + transformIter.rotation;
// 如果有子节点并含有transform标签则设置其位置
RefPtr<BaseNode> child = m_BaseNodes.GetFirst();
while (child)
{
if (child->hasTag(Tag::TRANSFORM))
child->SetIterationTransform(n_transform);
child = child->GetNext();
}
}
void BaseNode::CalcRenderInfo()
{
}
void BaseNode::SetName(std::string name)
{
m_Name = name;
}
std::string BaseNode::GetName()
{
return m_Name;
}
int BaseNode::GetRenderZOrder()
{
return m_RenderZOrder;
}
void BaseNode::SetRenderZOrder(int zOrder)
{
m_RenderZOrder = zOrder;
}
void BaseNode::Reorder()
{
if (m_Parent)
{
RefPtr<BaseNode> me = this;
m_Parent->m_BaseNodes.Remove(me);
RefPtr<BaseNode> sibling = m_Parent->m_BaseNodes.GetLast();
if (sibling && sibling->GetRenderZOrder() > m_RenderZOrder)
{
sibling = sibling->GetPrev();
while (sibling)
{
if (sibling->GetRenderZOrder() <= m_RenderZOrder)
break;
sibling = sibling->GetPrev();
}
}
if (sibling)
{
m_Parent->m_BaseNodes.InsertAfter(me, sibling);
}
else
{
m_Parent->m_BaseNodes.PushFront(me);
}
}
}
void BaseNode::AddChild(RefPtr<BaseNode> child)
{
m_BaseNodes.PushBack(child);
child->OnAdded(this);
// 如果是需要渲染的子对象
if (child->hasTag(Tag::RENDER))
{
// 重新排序
child->Reorder();
// 如果组件有transform标签则设置其位置
if (child->hasTag(Tag::TRANSFORM))
{
TransformT n_transform;
n_transform.position = transform.position + transformIter.position;
n_transform.scale = transform.scale * transformIter.scale;
n_transform.rotation = transform.rotation + transformIter.rotation;
child->SetIterationTransform(n_transform);
}
}
}
void BaseNode::RemoveChild(RefPtr<BaseNode> child)
{
child->m_Parent = nullptr;
m_BaseNodes.Remove(child);
}
void BaseNode::OnAdded(BaseNode *node)
{
m_Parent = node;
}
void BaseNode::SetIterationTransform(TransformT n_transform)
{
if (n_transform == transformIter)
return;
transformIter = n_transform;
CalcRenderInfo();
SetChildIterationTransform();
}
TransformT BaseNode::GetIterationTransform()
{
return transformIter;
}
void BaseNode::SetTransform(TransformT n_transform)
{
if (n_transform == transform)
return;
transform = n_transform;
CalcRenderInfo();
SetChildIterationTransform();
}
TransformT BaseNode::GetTransform()
{
return transform;
}
void BaseNode::SetPos(VecFPos pos)
{
if (pos == this->transform.position)
return;
this->transform.position = pos;
CalcRenderInfo();
SetChildIterationTransform();
}
VecFPos BaseNode::GetPos()
{
return this->transform.position;
}
void BaseNode::SetScale(VecFPos scale)
{
if (scale == this->transform.scale)
return;
this->transform.scale = scale;
CalcRenderInfo();
SetChildIterationTransform();
}
VecFPos BaseNode::GetScale()
{
return this->transform.scale;
}
void BaseNode::SetRotation(float angle)
{
if (angle == this->transform.rotation)
return;
this->transform.rotation = angle;
CalcRenderInfo();
SetChildIterationTransform();
}
float BaseNode::GetRotation()
{
return this->transform.rotation;
}
void BaseNode::SetAnchor(VecFPos anchor)
{
if (anchor == this->Anchor)
return;
Anchor.x = anchor.x;
Anchor.y = anchor.y;
}
VecFPos BaseNode::GetAnchor()
{
VecFPos P;
P.x = Anchor.x;
P.y = Anchor.y;
return P;
}
void BaseNode::SetSize(VecSize size)
{
this->Size = size;
}
VecSize BaseNode::GetSize()
{
return this->Size;
}
void BaseNode::SetVisible(bool visible)
{
this->Visible = visible;
}
bool BaseNode::GetVisible()
{
return this->Visible;
}
void BaseNode::SetIterationPos(VecFPos pos)
{
if (pos == this->transformIter.position)
return;
this->transformIter.position = pos;
CalcRenderInfo();
SetChildIterationTransform();
}
VecFPos BaseNode::GetIterationPos()
{
return this->transformIter.position;
}
void BaseNode::SetIterationScale(VecFPos scale)
{
if (scale == this->transformIter.scale)
return;
this->transformIter.scale = scale;
CalcRenderInfo();
SetChildIterationTransform();
}
VecFPos BaseNode::GetIterationScale()
{
return this->transformIter.scale;
}
void BaseNode::SetIterationRotation(float angle)
{
if (angle == this->transformIter.rotation)
return;
this->transformIter.rotation = angle;
CalcRenderInfo();
SetChildIterationTransform();
}
float BaseNode::GetIterationRotation()
{
return this->transformIter.rotation;
}

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#pragma once
#include <functional>
#include <SDL.h>
#include <string>
#include "Tool/RefObject.h"
#include "Tool/RefPtr.h"
#include "Tool/IntrusiveList.hpp"
#include "Tool/TagGed.h"
#include "Tool/TransformT.h"
class BaseNode : public RefObject, public TagGed, protected IntrusiveListValue<RefPtr<BaseNode>>
{
public:
typedef std::function<void(float deltaTime)> UpdateCallback;
using IntrusiveListValue<RefPtr<BaseNode>>::GetNext;
using IntrusiveListValue<RefPtr<BaseNode>>::GetPrev;
public:
// 更新时的回调函数
UpdateCallback cb_update_;
// 节点名称
std::string m_Name;
// 子节点列表
IntrusiveList<RefPtr<BaseNode>> m_BaseNodes;
// 指向父对象的指针
BaseNode *m_Parent = nullptr;
// 渲染层级
int m_RenderZOrder = 0;
// 二维仿射变换
TransformT transform;
// 迭代的二维仿射变换
TransformT transformIter;
// 锚点
VecFPos Anchor = {0.f, 0.f};
// 大小
VecSize Size = {0, 0};
// 是否显示
bool Visible = true;
// 计算渲染信息Flag (为了保证每帧只计算一次)
bool CalcRenderInfoFlag = true;
public:
BaseNode(/* args */) = default;
~BaseNode() = default;
public:
virtual void Init();
virtual void HandleEvents(SDL_Event *e);
virtual void Update(float deltaTime);
virtual void Render();
virtual void Clear();
/// \~chinese
/// @brief 设置更新时的回调函数
void SetCallbackOnUpdate(const UpdateCallback &cb);
void SetChildIterationTransform();
// 计算渲染信息
virtual void CalcRenderInfo();
// 设置名字
void SetName(std::string name);
// 获取名字
std::string GetName();
// 设置渲染层级
int GetRenderZOrder();
// 获取渲染层级
void SetRenderZOrder(int zOrder);
// 重新排序
void Reorder();
// 添加子对象
virtual void AddChild(RefPtr<BaseNode> child);
// 移除子对象
void RemoveChild(RefPtr<BaseNode> child);
// 被添加时
virtual void OnAdded(BaseNode *node);
// 设置迭代的二维仿射变换
void SetIterationTransform(TransformT transform);
// 获取迭代的二维仿射变换
TransformT GetIterationTransform();
// 设置二维仿射变换
void SetTransform(TransformT transform);
// 获取二维仿射变换
TransformT GetTransform();
// 设置迭代的坐标
virtual void SetIterationPos(VecFPos pos);
// 获取迭代的坐标
VecFPos GetIterationPos();
// 设置迭代的缩放
virtual void SetIterationScale(VecFPos scale);
// 获取迭代的缩放
VecFPos GetIterationScale();
// 设置迭代的旋转角度
virtual void SetIterationRotation(float angle);
// 获取迭代的旋转角度
float GetIterationRotation();
// 设置坐标
virtual void SetPos(VecFPos pos);
// 获取坐标
VecFPos GetPos();
// 设置缩放
virtual void SetScale(VecFPos scale);
// 获取缩放
VecFPos GetScale();
// 设置旋转角度
virtual void SetRotation(float angle);
// 获取旋转角度
float GetRotation();
// 设置中心点
virtual void SetAnchor(VecFPos anchor);
// 获取中心点
VecFPos GetAnchor();
// 设置大小
virtual void SetSize(VecSize size);
// 获取大小
VecSize GetSize();
// 设置是否显示
void SetVisible(bool visible);
// 获取是否显示
bool GetVisible();
};