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Side by Side Diff: sky/examples/game/lib/node_with_size.dart

Issue 1218593002: Move sky/examples to sky/sdk/lib/example, and code changes to support that change. Fixes T277. (Closed) Base URL: git@github.com:domokit/mojo.git@master
Patch Set: Created 5 years, 6 months ago
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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 }
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