/** * @file Actor.cpp * @author Charles Owen */ #include "pch.h" #include #include "Actor.h" #include "Drawable.h" #include "Picture.h" using namespace std; /** * Constructor * @param name The actor name */ Actor::Actor(const std::wstring &name) : mName(name) { // Set the channel name mChannel.SetName(name + L":position"); } /** * Set the root drawable for the actor * @param root Pointer to root drawable */ void Actor::SetRoot(std::shared_ptr root) { mRoot = root; } /** * Draw this actor * @param graphics The Graphics object we are drawing on */ void Actor::Draw(std::shared_ptr graphics) { // Don't draw if not enabled if (!mEnabled) return; // This takes care of determining the absolute placement // of all of the child drawables. We have to determine this // in tree order, which may not be the order we draw. if (mRoot != nullptr) mRoot->Place(mPosition, 0); for (auto drawable : mDrawablesInOrder) { drawable->Draw(graphics); } } /** * Test to see if a mouse click is on this actor. * @param pos Mouse position on drawing * @return A drawable object we clicked on or nullptr if we missed. */ std::shared_ptr Actor::HitTest(wxPoint pos) { // If not enabled or not clickable, we indicate no hit. if (!mClickable || !mEnabled) return nullptr; // Since this list is in drawing order, we realy want to know the last thing drawn // under the mouse, since it will be on top. So, we reverse iterate over the list. for (auto d = mDrawablesInOrder.rbegin(); d != mDrawablesInOrder.rend(); d++) { auto drawable = *d; if (drawable->HitTest(pos)) return drawable; } return nullptr; } /** * Add a drawable to this actor * @param drawable The drawable to add */ void Actor::AddDrawable(std::shared_ptr drawable) { mDrawablesInOrder.push_back(drawable); drawable->SetActor(this); } /** * Set the picture link for this actor. * * This is telling the actor what * picture to use. * * Also tells all child drawables what the timeline is. * @param picture The picture we are using. */ void Actor::SetPicture(Picture *picture) { mPicture = picture; // Add the animation channel to the timeline mPicture->GetTimeline()->AddChannel(&mChannel); // Set the timeline for all drawables. This links the channels to // the timeline system. for (auto drawable : mDrawablesInOrder) { drawable->SetTimeline(mPicture->GetTimeline()); } } /** * Set a keyframe on an actor. */ void Actor::SetKeyframe() { mChannel.SetKeyframe(mPosition); for (auto drawable : mDrawablesInOrder) { drawable->SetKeyframe(); } } /** * Get a keyframe for an actor. */ void Actor::GetKeyframe() { if (mChannel.IsValid()) { mPosition = mChannel.GetPoint(); } for (auto drawable : mDrawablesInOrder) { drawable->GetKeyframe(); } }