Files
DNF_DEV/source/EngineFrame/Base/Node.cpp

549 lines
10 KiB
C++

#include "Node.h"
#include "EngineCore/Game.h"
void Node::Init()
{
}
void Node::HandleEvents(SDL_Event *e)
{
}
inline void Node::Update(float deltaTime)
{
if (children_.IsEmpty())
{
return;
}
RefPtr<Node> child = children_.GetFirst();
while (child)
{
if (child->GetZOrder() >= 0)
break;
child->Update(deltaTime);
child = child->GetNext();
}
UpdateSelf(deltaTime);
while (child)
{
child->Update(deltaTime);
child = child->GetNext();
}
}
inline void Node::PreRender()
{
}
inline void Node::Render()
{
}
void Node::Clear()
{
}
void Node::UpdateSelf(float deltaTime)
{
// 如果有回调函数,则调用回调函数
if (cb_update_.size() > 0)
{
for (auto &cb : cb_update_)
{
cb.second(deltaTime);
}
}
}
void Node::RemoveFromParent()
{
if (parent_)
{
parent_->RemoveChild(this);
}
}
inline void Node::PauseUpdating()
{
update_pausing_ = true;
}
inline void Node::ResumeUpdating()
{
update_pausing_ = false;
}
inline bool Node::IsUpdatePausing() const
{
return update_pausing_;
}
void Node::SetCallbackOnUpdate(std::string Key, const UpdateCallback &cb)
{
cb_update_[Key] = cb;
}
void Node::RemoveCallbackOnUpdate(std::string Key)
{
cb_update_.erase(Key);
}
bool Node::ContainsPoint(const glm::vec2 &point) const
{
// if (size_.x == 0.f || size_.y == 0.f)
return false;
// glm::vec2 local = ConvertToLocal(point);
// return local.x >= 0 && local.y >= 0 && local.x <= size_.x && local.y <= size_.y;
}
glm::vec2 Node::ConvertToLocal(const glm::vec2 &point) const
{
glm::vec2 local = GetTransformInverseMatrix().Transform(point);
return local;
}
glm::vec2 Node::ConvertToWorld(const glm::vec2 &point) const
{
glm::vec2 world = GetTransformMatrix().Transform(point);
return world;
}
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")
{
Game::GetInstance().m_nodeCount++;
}
Node::~Node()
{
Game::GetInstance().m_nodeCount--;
RemoveAllChildren();
}
void Node::UpdateTransform() const
{
if (!dirty_flag_.Has(DirtyFlag::DirtyTransform))
return;
dirty_flag_.Unset(DirtyFlag::DirtyTransform);
dirty_flag_.Set(DirtyFlag::DirtyTransformInverse);
dirty_flag_.Set(DirtyFlag::DirtyVisibility);
if (transform_.IsFast())
{
transform_matrix_to_parent_ = Matrix3x2::Translation(transform_.position);
}
else
{
transform_matrix_to_parent_ = transform_.ToMatrix();
}
glm::vec2 anchor_offset(-size_.width * anchor_.x, -size_.height * anchor_.y);
transform_matrix_to_parent_.Translate(anchor_offset);
transform_matrix_ = transform_matrix_to_parent_;
if (parent_)
{
transform_matrix_ *= parent_->transform_matrix_;
}
for (const auto &child : children_)
child->dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
void Node::UpdateTransformUpwards() const
{
if (parent_)
{
parent_->UpdateTransformUpwards();
if (parent_->dirty_flag_.Has(DirtyFlag::DirtyTransform))
{
dirty_flag_.Set(DirtyFlag::DirtyTransform);
}
}
UpdateTransform();
}
const Matrix3x2 &Node::GetTransformMatrix() const
{
UpdateTransformUpwards();
return transform_matrix_;
}
const Matrix3x2 &Node::GetTransformInverseMatrix() const
{
UpdateTransformUpwards();
if (dirty_flag_.Has(DirtyFlag::DirtyTransformInverse))
{
dirty_flag_.Unset(DirtyFlag::DirtyTransformInverse);
transform_matrix_inverse_ = transform_matrix_.Invert();
}
return transform_matrix_inverse_;
}
const Matrix3x2 &Node::GetTransformMatrixToParent() const
{
UpdateTransformUpwards();
return transform_matrix_to_parent_;
}
void Node::Reorder()
{
if (parent_)
{
RefPtr<Node> me = this;
parent_->children_.Remove(me);
RefPtr<Node> sibling = parent_->children_.GetLast();
if (sibling && sibling->GetZOrder() > z_order_)
{
sibling = sibling->GetPrev();
while (sibling)
{
if (sibling->GetZOrder() <= z_order_)
break;
sibling = sibling->GetPrev();
}
}
if (sibling)
{
parent_->children_.InsertAfter(me, sibling);
}
else
{
parent_->children_.PushFront(me);
}
}
}
inline void Node::RemoveAllChildren()
{
RefPtr<Node> next;
for (RefPtr<Node> child = children_.GetFirst(); child; child = next)
{
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();
}
}
void Node::AddChild(RefPtr<Node> child)
{
if (child)
{
assert(!child->parent_ && "Actor::AddChild failed, the actor to be added already has a parent");
children_.PushBack(child);
child->parent_ = this;
child->dirty_flag_.Set(DirtyFlag::DirtyTransform);
child->dirty_flag_.Set(DirtyFlag::DirtyOpacity);
child->Reorder();
}
else
{
SDL_LogError(0, "Actor::AddChild failed, NULL pointer exception");
}
}
Node::NodeList &Node::GetAllChildren()
{
return children_;
}
const Node::NodeList &Node::GetAllChildren() const
{
return children_;
}
inline void Node::RemoveChild(RefPtr<Node> child)
{
if (children_.IsEmpty())
return;
if (child)
{
child->parent_ = nullptr;
children_.Remove(child);
}
else
{
SDL_LogError(0, "Actor::RemoveChild failed, NULL pointer exception");
}
}