Files
Frostbite2D/Frostbite2D/include/frostbite2D/2d/actor.h
Lenheart ec16aeffa6 feat: 实现游戏摄像机控制器并优化地图系统
重构地图系统,增加摄像机控制器管理相机行为。主要变更包括:
- 新增 GameCameraController 类,支持跟随目标和调试模式
- 重构 GameMap 类,分离相机逻辑到控制器
- 优化地图资源加载和同步逻辑
- 改进动画系统的事件处理
- 添加地图测试场景用于快速验证
2026-04-02 20:07:42 +08:00

220 lines
6.3 KiB
C++

#pragma once
#include <frostbite2D/base/RefObject.h>
#include <frostbite2D/types/type_alias.h>
#include <frostbite2D/types/type_math.h>
#include <frostbite2D/types/uuid.h>
#include <frostbite2D/utils/intrusive_list.hpp>
#include <frostbite2D/event/event.h>
#include <frostbite2D/event/key_event.h>
#include <frostbite2D/event/mouse_event.h>
#include <frostbite2D/event/touch_event.h>
#include <frostbite2D/event/joystick_event.h>
#include <frostbite2D/event/window_event.h>
#include <string>
#include <vector>
#include <functional>
#include <unordered_map>
namespace frostbite2D {
class Actor;
class Scene;
using ActorList = IntrusiveList<RefPtr<Actor>>;
class Actor : public RefObject, protected IntrusiveListValue<RefPtr<Actor>> {
public:
using IntrusiveListValue<RefPtr<Actor>>::GetNext;
using IntrusiveListValue<RefPtr<Actor>>::GetPrev;
Actor();
virtual ~Actor();
virtual void Update(float deltaTime);
virtual void Render();
virtual void OnUpdate(float deltaTime) {}
virtual void OnAdded(Actor* parent) {}
void AddChild(RefPtr<Actor> child);
void RemoveChild(RefPtr<Actor> child);
void RemoveAllChildren();
Actor* GetParent() const { return parent_; }
Scene* GetScene() const { return scene_; }
const std::string& GetName() const { return name_; }
void SetName(const std::string& name) { name_ = name; }
const UUID& GetUUID() const { return uuid_; }
std::string GetUUIDString() const { return uuid_.toString(); }
/**
* @brief 获取锚点在父坐标系中的位置
*/
const Vec2& GetPosition() const { return position_; }
/**
* @brief 设置锚点在父坐标系中的位置
*/
void SetPosition(const Vec2& pos);
void SetPosition(float x, float y);
float GetRotation() const { return rotation_; }
void SetRotation(float rotation);
const Vec2& GetScale() const { return scale_; }
void SetScale(const Vec2& scale);
void SetScale(float scale);
const Transform2D& GetLocalTransform() const;
const Transform2D& GetWorldTransform() const;
const Vec2& GetSize() const { return size_; }
void SetSize(const Vec2& size);
void SetSize(float width, float height);
/**
* @brief 获取归一化锚点,(0, 0) 为左上角,(0.5, 0.5) 为中心
*/
const Vec2& GetAnchor() const { return anchor_; }
/**
* @brief 设置归一化锚点,不会自动补偿 position
*/
void SetAnchor(const Vec2& anchor);
void SetAnchor(float x, float y);
/**
* @brief 获取未旋转矩形左上角在父坐标系中的位置
*/
Vec2 GetTopLeftPosition() const;
/**
* @brief 设置未旋转矩形左上角在父坐标系中的位置
*/
void SetTopLeftPosition(const Vec2& pos);
void SetTopLeftPosition(float x, float y);
bool IsVisible() const { return visible_; }
void SetVisible(bool visible) { visible_ = visible; }
int GetZOrder() const { return zOrder_; }
void SetZOrder(int zOrder);
float GetOpacity() const { return opacity_; }
void SetOpacity(float opacity);
float GetWorldOpacity() const;
ActorList& GetChildren() { return children_; }
const ActorList& GetChildren() const { return children_; }
bool IsEventReceiveEnabled() const { return eventReceiveEnabled_; }
void EnableEventReceive() { eventReceiveEnabled_ = true; }
void DisableEventReceive() { eventReceiveEnabled_ = false; }
int32 GetEventPriority() const { return eventPriority_; }
void SetEventPriority(int32 priority) { eventPriority_ = priority; }
bool IsEventInterceptEnabled() const { return eventInterceptEnabled_; }
void EnableEventIntercept() { eventInterceptEnabled_ = true; }
void DisableEventIntercept() { eventInterceptEnabled_ = false; }
enum class UpdatePhase {
BeforeChildren,
AfterChildren
};
using UpdateCallback = Function<void(Actor&, float)>;
using EventCallback = std::function<bool(const Event&)>;
uint32 AddUpdateListener(UpdateCallback callback,
UpdatePhase phase = UpdatePhase::BeforeChildren);
bool RemoveUpdateListener(uint32 listenerId);
void ClearUpdateListeners();
uint32 AddEventListener(EventType type, EventCallback callback);
bool RemoveEventListener(uint32 listenerId);
void ClearEventListeners();
virtual bool OnEvent(const Event& event);
virtual bool OnKeyDown(const KeyEvent& event);
virtual bool OnKeyUp(const KeyEvent& event);
virtual bool OnMouseDown(const MouseEvent& event);
virtual bool OnMouseUp(const MouseEvent& event);
virtual bool OnMouseMove(const MouseEvent& event);
virtual bool OnMouseWheel(const MouseEvent& event);
virtual bool OnTouchDown(const TouchEvent& event);
virtual bool OnTouchUp(const TouchEvent& event);
virtual bool OnTouchMove(const TouchEvent& event);
virtual bool OnJoystickAxis(const JoystickEvent& event);
virtual bool OnJoystickButtonDown(const JoystickEvent& event);
virtual bool OnJoystickButtonUp(const JoystickEvent& event);
virtual bool OnWindowResize(const WindowEvent& event);
bool DispatchEvent(const Event& event);
bool BubbleEvent(const Event& event);
protected:
void SetParent(Actor* parent) { parent_ = parent; }
void SetScene(Scene* scene) { scene_ = scene; }
void insertChildByZOrder(RefPtr<Actor> child);
void UpdateChildren(float deltaTime);
void RenderChildren();
virtual void OnTransformChanged() {};
private:
Actor* parent_;
Scene* scene_;
ActorList children_;
UUID uuid_;
std::string name_;
Vec2 position_;
float rotation_;
Vec2 scale_ = Vec2(1.0f, 1.0f);
Vec2 size_;
Vec2 anchor_;
bool visible_;
int zOrder_;
float opacity_;
mutable Transform2D localTransform_;
mutable Transform2D worldTransform_;
mutable bool transformDirty_ = true;
bool eventReceiveEnabled_ = false;
int32 eventPriority_ = 0;
bool eventInterceptEnabled_ = false;
struct UpdateListener {
uint32 id;
UpdatePhase phase;
UpdateCallback callback;
bool active = true;
};
std::vector<UpdateListener> updateListeners_;
uint32 nextUpdateListenerId_ = 1;
bool iteratingUpdateListeners_ = false;
bool updateListenersDirty_ = false;
struct EventListener {
uint32 id;
EventType type;
EventCallback callback;
};
std::vector<EventListener> eventListeners_;
uint32 nextListenerId_ = 1;
void markTransformDirty();
void updateLocalTransform() const;
void updateWorldTransform() const;
void executeUpdateListeners(UpdatePhase phase, float deltaTime);
void compactUpdateListeners();
friend class Scene;
};
}