Index: sky/examples/game/lib/node.dart |
diff --git a/sky/examples/game/lib/node.dart b/sky/examples/game/lib/node.dart |
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--- a/sky/examples/game/lib/node.dart |
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-part of sprites; |
- |
-double convertDegrees2Radians(double degrees) => degrees * Math.PI/180.8; |
- |
-double convertRadians2Degrees(double radians) => radians * 180.0/Math.PI; |
- |
-/// A base class for all objects that can be added to the sprite node tree and rendered to screen using [SpriteBox] and |
-/// [SpriteWidget]. |
-/// |
-/// The [Node] class itself doesn't render any content, but provides the basic functions of any type of node, such as |
-/// handling transformations and user input. To render the node tree, a root node must be added to a [SpriteBox] or a |
-/// [SpriteWidget]. Commonly used sub-classes of [Node] are [Sprite], [NodeWithSize], and many more upcoming subclasses. |
-/// |
-/// Nodes form a hierarchical tree. Each node can have a number of children, and the transformation (positioning, |
-/// rotation, and scaling) of a node also affects its children. |
-class Node { |
- |
- // Member variables |
- |
- SpriteBox _spriteBox; |
- Node _parent; |
- |
- Point _position = Point.origin; |
- double _rotation = 0.0; |
- |
- Matrix4 _transformMatrix = new Matrix4.identity(); |
- Matrix4 _transformMatrixNodeToBox; |
- Matrix4 _transformMatrixBoxToNode; |
- |
- double _scaleX = 1.0; |
- double _scaleY = 1.0; |
- |
- /// The visibility of this node and its children. |
- bool visible = true; |
- |
- double _zPosition = 0.0; |
- int _addedOrder; |
- int _childrenLastAddedOrder = 0; |
- bool _childrenNeedSorting = false; |
- |
- /// Decides if the node and its children is currently paused. |
- /// |
- /// A paused node will not receive any input events, update calls, or run any animations. |
- /// |
- /// myNodeTree.paused = true; |
- bool paused = false; |
- |
- bool _userInteractionEnabled = false; |
- |
- /// If set to true the node will receive multiple pointers, otherwise it will only receive events the first pointer. |
- /// |
- /// This property is only meaningful if [userInteractionEnabled] is set to true. Default value is false. |
- /// |
- /// class MyCustomNode extends Node { |
- /// handleMultiplePointers = true; |
- /// } |
- bool handleMultiplePointers = false; |
- int _handlingPointer; |
- |
- List<Node>_children = []; |
- |
- // Constructors |
- |
- /// Creates a new [Node] without any transformation. |
- /// |
- /// var myNode = new Node(); |
- Node() { |
- } |
- |
- // Property setters and getters |
- |
- /// The [SpriteBox] this node is added to, or null if it's not currently added to a [SpriteBox]. |
- /// |
- /// For most applications it's not necessary to access the [SpriteBox] directly. |
- /// |
- /// // Get the transformMode of the sprite box |
- /// var transformMode = myNode.spriteBox.transformMode; |
- SpriteBox get spriteBox => _spriteBox; |
- |
- /// The parent of this node, or null if it doesn't have a parent. |
- /// |
- /// // Hide the parent |
- /// myNode.parent.visible = false; |
- Node get parent => _parent; |
- |
- /// The rotation of this node in degrees. |
- /// |
- /// myNode.rotation = 45.0; |
- double get rotation => _rotation; |
- |
- void set rotation(double rotation) { |
- assert(rotation != null); |
- _rotation = rotation; |
- _invalidateTransformMatrix(); |
- } |
- |
- /// The position of this node relative to its parent. |
- /// |
- /// myNode.position = new Point(42.0, 42.0); |
- Point get position => _position; |
- |
- void set position(Point position) { |
- assert(position != null); |
- _position = position; |
- _invalidateTransformMatrix(); |
- } |
- |
- /// The draw order of this node compared to its parent and its siblings. |
- /// |
- /// By default nodes are drawn in the order that they have been added to a parent. To override this behavior the |
- /// [zPosition] property can be used. A higher value of this property will force the node to be drawn in front of |
- /// siblings that have a lower value. If a negative value is used the node will be drawn behind its parent. |
- /// |
- /// nodeInFront.zPosition = 1.0; |
- /// nodeBehind.zPosition = -1.0; |
- double get zPosition => _zPosition; |
- |
- void set zPosition(double zPosition) { |
- assert(zPosition != null); |
- _zPosition = zPosition; |
- if (_parent != null) { |
- _parent._childrenNeedSorting = true; |
- } |
- } |
- |
- /// The scale of this node relative its parent. |
- /// |
- /// The [scale] property is only valid if [scaleX] and [scaleY] are equal values. |
- /// |
- /// myNode.scale = 5.0; |
- double get scale { |
- assert(_scaleX == _scaleY); |
- return _scaleX; |
- } |
- |
- void set scale(double scale) { |
- assert(scale != null); |
- _scaleX = _scaleY = scale; |
- _invalidateTransformMatrix(); |
- } |
- |
- /// The horizontal scale of this node relative its parent. |
- /// |
- /// myNode.scaleX = 5.0; |
- double get scaleX => _scaleX; |
- |
- void set scaleX(double scaleX) { |
- assert(scaleX != null); |
- _scaleX = scaleX; |
- _invalidateTransformMatrix(); |
- } |
- |
- /// The vertical scale of this node relative its parent. |
- /// |
- /// myNode.scaleY = 5.0; |
- double get scaleY => _scaleY; |
- |
- void set scaleY(double scaleY) { |
- assert(scaleY != null); |
- _scaleY = scaleY; |
- _invalidateTransformMatrix(); |
- } |
- |
- /// A list of the children of this node. |
- /// |
- /// This list should only be modified by using the [addChild] and [removeChild] methods. |
- /// |
- /// // Iterate over a nodes children |
- /// for (Node child in myNode.children) { |
- /// // Do something with the child |
- /// } |
- List<Node> get children { |
- _sortChildren(); |
- return _children; |
- } |
- |
- // Adding and removing children |
- |
- /// Adds a child to this node. |
- /// |
- /// The same node cannot be added to multiple nodes. |
- /// |
- /// addChild(new Sprite(myImage)); |
- void addChild(Node child) { |
- assert(child != null); |
- assert(child._parent == null); |
- |
- _childrenNeedSorting = true; |
- _children.add(child); |
- child._parent = this; |
- child._spriteBox = this._spriteBox; |
- _childrenLastAddedOrder += 1; |
- child._addedOrder = _childrenLastAddedOrder; |
- if (_spriteBox != null) _spriteBox._eventTargets = null; |
- } |
- |
- /// Removes a child from this node. |
- /// |
- /// removeChild(myChildNode); |
- void removeChild(Node child) { |
- assert(child != null); |
- if (_children.remove(child)) { |
- child._parent = null; |
- child._spriteBox = null; |
- if (_spriteBox != null) _spriteBox._eventTargets = null; |
- } |
- } |
- |
- /// Removes this node from its parent node. |
- /// |
- /// removeFromParent(); |
- void removeFromParent() { |
- assert(_parent != null); |
- _parent.removeChild(this); |
- } |
- |
- /// Removes all children of this node. |
- /// |
- /// removeAllChildren(); |
- void removeAllChildren() { |
- for (Node child in _children) { |
- child._parent = null; |
- child._spriteBox = null; |
- } |
- _children = []; |
- _childrenNeedSorting = false; |
- if (_spriteBox != null) _spriteBox._eventTargets = null; |
- } |
- |
- void _sortChildren() { |
- // Sort children primarily by zPosition, secondarily by added order |
- if (_childrenNeedSorting) { |
- _children.sort((Node a, Node b) { |
- if (a._zPosition == b._zPosition) { |
- return a._addedOrder - b._addedOrder; |
- } |
- else if (a._zPosition > b._zPosition) { |
- return 1; |
- } |
- else { |
- return -1; |
- } |
- }); |
- _childrenNeedSorting = false; |
- } |
- } |
- |
- // Calculating the transformation matrix |
- |
- /// The transformMatrix describes the transformation from the node's parent. |
- /// |
- /// You cannot set the transformMatrix directly, instead use the position, rotation and scale properties. |
- /// |
- /// Matrix4 matrix = myNode.transformMatrix; |
- Matrix4 get transformMatrix { |
- if (_transformMatrix != null) { |
- return _transformMatrix; |
- } |
- |
- double cx, sx, cy, sy; |
- |
- if (_rotation == 0.0) { |
- cx = 1.0; |
- sx = 0.0; |
- cy = 1.0; |
- sy = 0.0; |
- } |
- else { |
- double radiansX = convertDegrees2Radians(_rotation); |
- double radiansY = convertDegrees2Radians(_rotation); |
- |
- cx = Math.cos(radiansX); |
- sx = Math.sin(radiansX); |
- cy = Math.cos(radiansY); |
- sy = Math.sin(radiansY); |
- } |
- |
- // Create transformation matrix for scale, position and rotation |
- _transformMatrix = new Matrix4(cy * _scaleX, sy * _scaleX, 0.0, 0.0, |
- -sx * _scaleY, cx * _scaleY, 0.0, 0.0, |
- 0.0, 0.0, 1.0, 0.0, |
- _position.x, _position.y, 0.0, 1.0); |
- |
- return _transformMatrix; |
- } |
- |
- void _invalidateTransformMatrix() { |
- _transformMatrix = null; |
- _invalidateToBoxTransformMatrix(); |
- } |
- |
- void _invalidateToBoxTransformMatrix () { |
- _transformMatrixNodeToBox = null; |
- _transformMatrixBoxToNode = null; |
- |
- for (Node child in children) { |
- child._invalidateToBoxTransformMatrix(); |
- } |
- } |
- |
- // Transforms to other nodes |
- |
- Matrix4 _nodeToBoxMatrix() { |
- assert(_spriteBox != null); |
- if (_transformMatrixNodeToBox != null) { |
- return _transformMatrixNodeToBox; |
- } |
- |
- if (_parent == null) { |
- // Base case, we are at the top |
- assert(this == _spriteBox.rootNode); |
- _transformMatrixNodeToBox = new Matrix4.copy(_spriteBox.transformMatrix).multiply(transformMatrix); |
- } |
- else { |
- _transformMatrixNodeToBox = new Matrix4.copy(_parent._nodeToBoxMatrix()).multiply(transformMatrix); |
- } |
- return _transformMatrixNodeToBox; |
- } |
- |
- Matrix4 _boxToNodeMatrix() { |
- assert(_spriteBox != null); |
- |
- if (_transformMatrixBoxToNode != null) { |
- return _transformMatrixBoxToNode; |
- } |
- |
- _transformMatrixBoxToNode = new Matrix4.copy(_nodeToBoxMatrix()); |
- _transformMatrixBoxToNode.invert(); |
- |
- return _transformMatrixBoxToNode; |
- } |
- |
- /// Converts a point from the coordinate system of the [SpriteBox] to the local coordinate system of the node. |
- /// |
- /// This method is particularly useful when handling pointer events and need the pointers position in a local |
- /// coordinate space. |
- /// |
- /// Point localPoint = myNode.convertPointToNodeSpace(pointInBoxCoordinates); |
- Point convertPointToNodeSpace(Point boxPoint) { |
- assert(boxPoint != null); |
- assert(_spriteBox != null); |
- |
- Vector4 v =_boxToNodeMatrix().transform(new Vector4(boxPoint.x, boxPoint.y, 0.0, 1.0)); |
- return new Point(v[0], v[1]); |
- } |
- |
- /// Converts a point from the local coordinate system of the node to the coordinate system of the [SpriteBox]. |
- /// |
- /// Point pointInBoxCoordinates = myNode.convertPointToBoxSpace(localPoint); |
- Point convertPointToBoxSpace(Point nodePoint) { |
- assert(nodePoint != null); |
- assert(_spriteBox != null); |
- |
- Vector4 v =_nodeToBoxMatrix().transform(new Vector4(nodePoint.x, nodePoint.y, 0.0, 1.0)); |
- return new Point(v[0], v[1]); |
- } |
- |
- /// Converts a [point] from another [node]s coordinate system into the local coordinate system of this node. |
- /// |
- /// Point pointInNodeASpace = nodeA.convertPointFromNode(pointInNodeBSpace, nodeB); |
- Point convertPointFromNode(Point point, Node node) { |
- assert(node != null); |
- assert(point != null); |
- assert(_spriteBox != null); |
- assert(_spriteBox == node._spriteBox); |
- |
- Point boxPoint = node.convertPointToBoxSpace(point); |
- Point localPoint = convertPointToNodeSpace(boxPoint); |
- |
- return localPoint; |
- } |
- |
- // Hit test |
- |
- /// Returns true if the [point] is inside the node, the [point] is in the local coordinate system of the node. |
- /// |
- /// myNode.isPointInside(localPoint); |
- /// |
- /// [NodeWithSize] provides a basic bounding box check for this method, if you require a more detailed check this |
- /// method can be overridden. |
- /// |
- /// bool isPointInside (Point nodePoint) { |
- /// double minX = -size.width * pivot.x; |
- /// double minY = -size.height * pivot.y; |
- /// double maxX = minX + size.width; |
- /// double maxY = minY + size.height; |
- /// return (nodePoint.x >= minX && nodePoint.x < maxX && |
- /// nodePoint.y >= minY && nodePoint.y < maxY); |
- /// } |
- bool isPointInside(Point point) { |
- assert(point != null); |
- |
- return false; |
- } |
- |
- // Rendering |
- |
- void _visit(RenderCanvas canvas) { |
- assert(canvas != null); |
- if (!visible) return; |
- |
- _prePaint(canvas); |
- _visitChildren(canvas); |
- _postPaint(canvas); |
- } |
- |
- void _prePaint(RenderCanvas canvas) { |
- canvas.save(); |
- |
- // Get the transformation matrix and apply transform |
- canvas.concat(transformMatrix.storage); |
- } |
- |
- /// Paints this node to the canvas. |
- /// |
- /// Subclasses, such as [Sprite], override this method to do the actual painting of the node. To do custom |
- /// drawing override this method and make calls to the [canvas] object. All drawing is done in the node's local |
- /// coordinate system, relative to the node's position. If you want to make the drawing relative to the node's |
- /// bounding box's origin, override [NodeWithSize] and call the applyTransformForPivot method before making calls for |
- /// drawing. |
- /// |
- /// void paint(RenderCanvas canvas) { |
- /// canvas.save(); |
- /// applyTransformForPivot(canvas); |
- /// |
- /// // Do painting here |
- /// |
- /// canvas.restore(); |
- /// } |
- void paint(RenderCanvas canvas) { |
- } |
- |
- void _visitChildren(RenderCanvas canvas) { |
- // Sort children if needed |
- _sortChildren(); |
- |
- int i = 0; |
- |
- // Visit children behind this node |
- while (i < _children.length) { |
- Node child = _children[i]; |
- if (child.zPosition >= 0.0) break; |
- child._visit(canvas); |
- i++; |
- } |
- |
- // Paint this node |
- paint(canvas); |
- |
- // Visit children in front of this node |
- while (i < _children.length) { |
- Node child = _children[i]; |
- child._visit(canvas); |
- i++; |
- } |
- } |
- |
- void _postPaint(RenderCanvas canvas) { |
- canvas.restore(); |
- } |
- |
- // Receiving update calls |
- |
- /// Called before a frame is drawn. |
- /// |
- /// Override this method to do any updates to the node or node tree before it's drawn to screen. |
- /// |
- /// // Make the node rotate at a fixed speed |
- /// void update(double dt) { |
- /// rotation = rotation * 10.0 * dt; |
- /// } |
- void update(double dt) { |
- } |
- |
- /// Called whenever the [SpriteBox] is modified or resized, or if the device is rotated. |
- /// |
- /// Override this method to do any updates that may be necessary to correctly display the node or node tree with the |
- /// new layout of the [SpriteBox]. |
- /// |
- /// void spriteBoxPerformedLayout() { |
- /// // Move some stuff around here |
- /// } |
- void spriteBoxPerformedLayout() { |
- } |
- |
- // Handling user interaction |
- |
- /// The node will receive user interactions, such as pointer (touch or mouse) events. |
- /// |
- /// class MyCustomNode extends NodeWithSize { |
- /// userInteractionEnabled = true; |
- /// } |
- bool get userInteractionEnabled => _userInteractionEnabled; |
- |
- void set userInteractionEnabled(bool userInteractionEnabled) { |
- _userInteractionEnabled = userInteractionEnabled; |
- if (_spriteBox != null) _spriteBox._eventTargets = null; |
- } |
- |
- /// Handles an event, such as a pointer (touch or mouse) event. |
- /// |
- /// Override this method to handle events. The node will only receive events if the [userInteractionEnabled] property |
- /// is set to true and the [isPointInside] method returns true for the position of the pointer down event (default |
- /// behavior provided by [NodeWithSize]). Unless [handleMultiplePointers] is set to true, the node will only receive |
- /// events for the first pointer that is down. |
- /// |
- /// Return true if the node has consumed the event, if an event is consumed it will not be passed on to nodes behind |
- /// the current node. |
- /// |
- /// // MyTouchySprite gets transparent when we touch it |
- /// class MyTouchySprite extends Sprite { |
- /// |
- /// MyTouchySprite(Image img) : super (img) { |
- /// userInteractionEnabled = true; |
- /// } |
- /// |
- /// bool handleEvent(SpriteBoxEvent event) { |
- /// if (event.type == 'pointerdown) { |
- /// opacity = 0.5; |
- /// } |
- /// else if (event.type == 'pointerup') { |
- /// opacity = 1.0; |
- /// } |
- /// return true; |
- /// } |
- /// } |
- bool handleEvent(SpriteBoxEvent event) { |
- return false; |
- } |
-} |