| OLD | NEW |
| (Empty) |
| 1 part of sprites; | |
| 2 | |
| 3 /// The super class of any [Node] that has a size. | |
| 4 /// | |
| 5 /// NodeWithSize adds the ability for a node to have a size and a pivot point. | |
| 6 abstract class NodeWithSize extends Node { | |
| 7 | |
| 8 /// Changing the size will affect the size of the rendering of the node. | |
| 9 /// | |
| 10 /// myNode.size = new Size(1024.0, 1024.0); | |
| 11 Size size; | |
| 12 | |
| 13 /// The normalized point which the node is transformed around. | |
| 14 /// | |
| 15 /// // Position myNode from is middle top | |
| 16 /// myNode.pivot = new Point(0.5, 0.0); | |
| 17 Point pivot; | |
| 18 | |
| 19 /// Creates a new NodeWithSize. | |
| 20 /// | |
| 21 /// The default [size] is zero and the default [pivot] point is the origin. Su
bclasses may change the default values. | |
| 22 /// | |
| 23 /// var myNodeWithSize = new NodeWithSize(new Size(1024.0, 1024.0)); | |
| 24 NodeWithSize([Size this.size, Point this.pivot]) { | |
| 25 if (size == null) size = Size.zero; | |
| 26 if (pivot == null) pivot = Point.origin; | |
| 27 } | |
| 28 | |
| 29 /// Call this method in your [paint] method if you want the origin of your dra
wing to be the top left corner of the | |
| 30 /// node's bounding box. | |
| 31 /// | |
| 32 /// If you use this method you will need to save and restore your canvas at th
e beginning and | |
| 33 /// end of your [paint] method. | |
| 34 /// | |
| 35 /// void paint(RenderCanvas canvas) { | |
| 36 /// canvas.save(); | |
| 37 /// applyTransformForPivot(canvas); | |
| 38 /// | |
| 39 /// // Do painting here | |
| 40 /// | |
| 41 /// canvas.restore(); | |
| 42 /// } | |
| 43 void applyTransformForPivot(RenderCanvas canvas) { | |
| 44 if (pivot.x != 0 || pivot.y != 0) { | |
| 45 double pivotInPointsX = size.width * pivot.x; | |
| 46 double pivotInPointsY = size.height * pivot.y; | |
| 47 canvas.translate(-pivotInPointsX, -pivotInPointsY); | |
| 48 } | |
| 49 } | |
| 50 | |
| 51 bool isPointInside (Point nodePoint) { | |
| 52 | |
| 53 double minX = -size.width * pivot.x; | |
| 54 double minY = -size.height * pivot.y; | |
| 55 double maxX = minX + size.width; | |
| 56 double maxY = minY + size.height; | |
| 57 return (nodePoint.x >= minX && nodePoint.x < maxX && | |
| 58 nodePoint.y >= minY && nodePoint.y < maxY); | |
| 59 } | |
| 60 } | |
| OLD | NEW |