Initial engine repository

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2026-06-08 19:58:35 +08:00
commit 7a925c3736
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#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 Vec2& GetSkew() const { return skew_; }
void SetSkew(const Vec2& skew);
void SetSkew(float skewX, float skewY);
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);
Vec2 LocalToWorld(const Vec2& point) const;
Vec2 WorldToLocal(const Vec2& point) const;
Rect GetWorldBounds() const;
bool ContainsWorldPoint(const Vec2& point) const;
bool ContainsWorldPoint(float x, float y) const;
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);
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:
void markChildrenOrderDirty();
void reorderChildrenByZOrder();
Actor* parent_;
Scene* scene_;
ActorList children_;
UUID uuid_;
std::string name_;
Vec2 position_;
float rotation_;
Vec2 scale_ = Vec2(1.0f, 1.0f);
Vec2 skew_;
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;
bool iteratingChildren_ = false;
bool childrenOrderDirty_ = 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;
};
}
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#pragma once
#include <frostbite2D/2d/sprite.h>
#include <frostbite2D/graphics/camera.h>
#include <frostbite2D/graphics/render_texture.h>
#include <functional>
namespace frostbite2D {
/// @brief 离屏画布节点。
///
/// 子节点通过 `AddCanvasChild()` 挂到内部画布树,只会在重绘到离屏纹理时参与渲染,
/// 不会像普通场景子节点那样直接显示到屏幕。
class CanvasActor : public Sprite {
public:
CanvasActor();
~CanvasActor() override = default;
bool Init(int width, int height);
bool SetCanvasSize(int width, int height);
Vec2 GetCanvasSize() const {
return Vec2(static_cast<float>(canvasWidth_), static_cast<float>(canvasHeight_));
}
void SetClearColor(const Color& color);
const Color& GetClearColor() const { return clearColor_; }
void SetDirty();
bool IsDirty() const { return dirty_; }
bool Redraw();
void SetCustomDrawCallback(std::function<void()> callback);
void ClearCustomDrawCallback();
void AddCanvasChild(RefPtr<Actor> child);
void RemoveCanvasChild(RefPtr<Actor> child);
void RemoveAllCanvasChildren();
Actor* GetCanvasRoot() const { return canvasRoot_.Get(); }
ActorList& GetCanvasChildren() { return canvasRoot_->GetChildren(); }
const ActorList& GetCanvasChildren() const { return canvasRoot_->GetChildren(); }
Ptr<Texture> GetOutputTexture() const;
Ptr<RenderTexture> GetRenderTexture() const { return renderTexture_; }
bool IsCanvasReady() const { return renderTexture_ && renderTexture_->IsValid(); }
Camera& GetCanvasCamera() { return canvasCamera_; }
const Camera& GetCanvasCamera() const { return canvasCamera_; }
void OnUpdate(float deltaTime) override;
void Render() override;
private:
bool redrawInternal();
void syncCanvasResources();
RefPtr<Actor> canvasRoot_;
Ptr<RenderTexture> renderTexture_ = nullptr;
Camera canvasCamera_;
Color clearColor_ = Colors::Transparent;
int canvasWidth_ = 0;
int canvasHeight_ = 0;
bool dirty_ = true;
std::function<void()> customDrawCallback_;
};
} // namespace frostbite2D
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#pragma once
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/graphics/texture.h>
#include <frostbite2D/graphics/shader.h>
#include <frostbite2D/graphics/types.h>
#include <string>
namespace frostbite2D {
class Sprite : public Actor {
public:
Sprite();
explicit Sprite(Ptr<Texture> texture);
virtual ~Sprite();
static Ptr<Sprite> createFromFile(const std::string& path);
static Ptr<Sprite> createFromMemory(const uint8* data, int width, int height, int channels);
static Ptr<Sprite> createFromNpk(const std::string& imgPath, size_t frameIndex = 0);
void Render() override;
void SetTexture(Ptr<Texture> texture);
Ptr<Texture> GetTexture() const { return texture_; }
void SetShader(const std::string& shaderName);
void SetDefaultShader();
const std::string& GetShaderName() const { return shaderName_; }
bool HasCustomShader() const { return !shaderName_.empty(); }
void SetSourceRect(const Rect& rect);
const Rect& GetSourceRect() const { return srcRect_; }
void SetColor(const Color& color);
void SetColor(float r, float g, float b, float a = 1.0f);
const Color& GetColor() const { return color_; }
void SetFlippedX(bool flipped);
void SetFlippedY(bool flipped);
bool IsFlippedX() const { return flippedX_; }
bool IsFlippedY() const { return flippedY_; }
void SetBlendMode(BlendMode mode);
BlendMode GetBlendMode() const { return blendMode_; }
void SetSizeToTexture();
const Vec2& GetOffset() const { return offset_; }
void SetOffset(const Vec2& offset);
void SetOffset(float x, float y);
protected:
virtual void ConfigureShader(Shader* shader) const;
void updateTransform();
Shader* getActiveShader() const;
Quad createQuad() const;
private:
Ptr<Texture> texture_;
std::string shaderName_;
Color color_ = Color(1.0f, 1.0f, 1.0f, 1.0f);
Rect srcRect_;
bool flippedX_ = false;
bool flippedY_ = false;
BlendMode blendMode_ = BlendMode::Normal;
Vec2 offset_ = Vec2::Zero();
Transform2D transform_;
static constexpr const char* DEFAULT_SHADER = "sprite";
};
}
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#pragma once
#include <frostbite2D/2d/sprite.h>
#include <frostbite2D/types/type_color.h>
#include <frostbite2D/types/type_math.h>
#include <string>
namespace frostbite2D {
class TextSprite : public Sprite {
public:
enum class Align {
Left,
Center,
Right
};
TextSprite();
~TextSprite();
static Ptr<TextSprite> create();
static Ptr<TextSprite> create(const std::string& text, const std::string& fontName);
void SetText(const std::string& text);
const std::string& GetText() const { return text_; }
void SetFont(const std::string& fontName);
const std::string& GetFontName() const { return fontName_; }
void SetTextColor(const Color& color);
void SetTextColor(float r, float g, float b, float a = 1.0f);
const Color& GetTextColor() const { return textColor_; }
void SetAlign(Align align);
Align GetAlign() const { return align_; }
void RenderText();
Vec2 GetTextSize() const;
private:
void updateTexture();
std::string text_;
std::string fontName_;
Color textColor_ = Colors::White;
Align align_ = Align::Left;
};
}