205 lines
5.0 KiB
C++
205 lines
5.0 KiB
C++
// IAEngine: 2D Game Engine by IA
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// Copyright (C) 2025 IASoft (PVT) LTD (oss@iasoft.dev)
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <https://www.gnu.org/licenses/>.
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#pragma once
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#include <IAEngine/Components/IComponent.hpp>
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#include <IAEngine/Nodes/INode.hpp>
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namespace ia::iae
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{
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class Node2D : public INode
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{
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public:
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Node2D(IN CONST String &name);
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~Node2D();
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public:
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template<typename _component_type> _component_type *AddComponent()
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{
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const auto t = new _component_type(this);
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m_components.pushBack(t);
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return t;
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}
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template<typename _component_type> _component_type *GetComponent()
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{
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for (auto &c : m_components)
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{
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_component_type *comp = dynamic_cast<_component_type *>(c.get());
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if (comp)
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return comp;
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}
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return nullptr;
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}
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template<typename _component_type> Vector<_component_type *> GetComponents()
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{
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Vector<_component_type *> result;
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for (auto &c : m_components)
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{
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_component_type *comp = dynamic_cast<_component_type *>(c.get());
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if (comp)
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result.pushBack(comp);
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}
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return result;
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}
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VOID AddChild(IN RefPtr<Node2D> node)
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{
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m_children.pushBack(node);
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}
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public:
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VOID Translate(IN Vec2 v)
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{
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m_local.Position += v;
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RecalculatePosition();
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}
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VOID Scale(IN FLOAT32 v)
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{
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m_local.Scale *= v;
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RecalculateScale();
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}
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VOID Scale(IN Vec2 v)
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{
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m_local.Scale *= v;
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RecalculateScale();
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}
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VOID Rotate(IN FLOAT32 v)
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{
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m_local.Rotation += v;
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RecalculateRotation();
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}
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VOID SetLocalPosition(IN CONST Vec2 &v)
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{
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m_local.Position = v;
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RecalculatePosition();
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}
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VOID SetLocalScale(IN CONST Vec2 &v)
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{
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m_local.Scale = v;
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RecalculateScale();
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}
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VOID SetLocalRotation(IN FLOAT32 v)
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{
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m_local.Rotation = v;
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RecalculateRotation();
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}
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public:
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CONST Vec2 &GetPosition() CONST
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{
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return m_global.Position;
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}
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CONST Vec2 &GetScale() CONST
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{
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return m_global.Scale;
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}
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CONST FLOAT32 &GetRotation() CONST
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{
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return m_global.Rotation;
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}
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CONST Vec2 &GetLocalPosition() CONST
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{
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return m_local.Position;
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}
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CONST Vec2 &GetLocalScale() CONST
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{
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return m_local.Scale;
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}
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CONST FLOAT32 &GetLocalRotation() CONST
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{
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return m_local.Rotation;
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}
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UINT8 &Layer()
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{
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return m_layer;
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}
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INT16 &SortIndex()
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{
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return m_sortIndex;
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}
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CONST UINT8 &Layer() CONST
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{
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return m_layer;
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}
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CONST INT16 &SortIndex() CONST
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{
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return m_sortIndex;
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}
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protected:
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VOID RecalculatePosition()
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{
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m_global.Position = (m_parent ? m_parent->GetPosition() : Vec2{}) + m_local.Position;
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for (auto &c : m_children)
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c->RecalculatePosition();
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}
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VOID RecalculateRotation()
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{
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m_global.Rotation = (m_parent ? m_parent->GetRotation() : 0) + m_local.Rotation;
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for (auto &c : m_children)
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c->RecalculateRotation();
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}
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VOID RecalculateScale()
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{
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m_global.Scale = (m_parent ? m_parent->GetScale() : Vec2{}) + m_local.Scale;
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for (auto &c : m_children)
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c->RecalculateScale();
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}
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protected:
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RefPtr<Node2D> m_parent{};
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Vector<IComponent *> m_components;
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Vector<RefPtr<Node2D>> m_children{};
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private:
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struct
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{
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FLOAT32 Rotation{0.0f};
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Vec2 Position{0.0f, 0.0f};
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Vec2 Scale{1.0f, 1.0f};
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} m_local{}, m_global{};
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UINT8 m_layer{};
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INT16 m_sortIndex{};
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public:
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VOID Draw();
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VOID DebugDraw();
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VOID Update();
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VOID FixedUpdate();
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};
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} // namespace ia::iae
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