/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.scenes.scene2d;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Rectangle;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.scenes.scene2d.InputEvent.Type;
import com.badlogic.gdx.scenes.scene2d.utils.ActorGestureListener;
import com.badlogic.gdx.scenes.scene2d.utils.ClickListener;
import com.badlogic.gdx.scenes.scene2d.utils.ScissorStack;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.DelayedRemovalArray;
import com.badlogic.gdx.utils.Pools;
/** 2D scene graph node. An actor has a position, rectangular size, origin, scale, rotation, Z index, and color. The position
* corresponds to the unrotated, unscaled bottom left corner of the actor. The position is relative to the actor's parent. The
* origin is relative to the position and is used for scale and rotation.
* <p>
* An actor has a list of in-progress {@link Action actions} that are applied to the actor (over time). These are generally used to
* change the presentation of the actor (moving it, resizing it, etc). See {@link #act(float)} and {@link Action}.
* <p>
* An actor has two kinds of listeners associated with it: "capture" and regular. The listeners are notified of events the actor
* or its children receive. The capture listeners are designed to allow a parent or container actor to hide events from child
* actors. The regular listeners are designed to allow an actor to respond to events that have been delivered. See {@link #fire}
* for more details.
* <p>
* An {@link InputListener} can receive all the basic input events, and more complex listeners (like {@link ClickListener} and
* {@link ActorGestureListener}) can listen for and combine primitive events and recognize complex interactions like multi-click
* or pinch.
*
* @author mzechner
* @author Nathan Sweet */
public class Actor {
private Stage stage;
private Group parent;
private final DelayedRemovalArray<EventListener> listeners = new DelayedRemovalArray(0);
private final DelayedRemovalArray<EventListener> captureListeners = new DelayedRemovalArray(0);
private final Array<Action> actions = new Array(0);
private String name;
private Touchable touchable = Touchable.enabled;
private boolean visible = true;
float x, y;
float width, height;
float originX, originY;
float scaleX = 1, scaleY = 1;
float rotation;
final Color color = new Color(1, 1, 1, 1);
/** Draws the actor. The SpriteBatch is configured to draw in the parent's coordinate system.
* {@link SpriteBatch#draw(com.badlogic.gdx.graphics.g2d.TextureRegion, float, float, float, float, float, float, float, float, float)
* This draw method} is convenient to draw a rotated and scaled TextureRegion. {@link SpriteBatch#begin()} has already been
* called on the SpriteBatch. If {@link SpriteBatch#end()} is called to draw without the SpriteBatch then
* {@link SpriteBatch#begin()} must be called before the method returns.
* <p>
* The default implementation does nothing.
* @param parentAlpha Should be multiplied with the actor's alpha, allowing a parent's alpha to affect all children. */
public void draw (SpriteBatch batch, float parentAlpha) {
}
/** Updates the actor based on time. Typically this is called each frame by {@link Stage#act(float)}.
* <p>
* The default implementation calls {@link Action#act(float)} on each action and removes actions that are complete.
* @param delta Time in seconds since the last frame. */
public void act (float delta) {
for (int i = 0; i < actions.size; i++) {
Action action = actions.get(i);
if (action.act(delta) && i < actions.size) {
actions.removeIndex(i);
action.setActor(null);
i--;
}
}
}
/** Sets this actor as the event {@link Event#setTarget(Actor) target} and propagates the event to this actor and ancestor
* actors as necessary. If this actor is not in the stage, the stage must be set before calling this method.
* <p>
* Events are fired in 2 phases.
* <ol>
* <li>The first phase (the "capture" phase) notifies listeners on each actor starting at the root and propagating downward to
* (and including) this actor.</li>
* <li>The second phase notifies listeners on each actor starting at this actor and, if {@link Event#getBubbles()} is true,
* propagating upward to the root.</li>
* </ol>
* If the event is {@link Event#stop() stopped} at any time, it will not propagate to the next actor.
* @return true if the event was {@link Event#cancel() cancelled}. */
public boolean fire (Event event) {
if (event.getStage() == null) event.setStage(getStage());
event.setTarget(this);
// Collect ancestors so event propagation is unaffected by hierarchy changes.
Array<Group> ancestors = Pools.obtain(Array.class);
Group parent = getParent();
while (parent != null) {
ancestors.add(parent);
parent = parent.getParent();
}
try {
// Notify all parent capture listeners, starting at the root. Ancestors may stop an event before children receive it.
for (int i = ancestors.size - 1; i >= 0; i--) {
Group currentTarget = ancestors.get(i);
currentTarget.notify(event, true);
if (event.isStopped()) return event.isCancelled();
}
// Notify the target capture listeners.
notify(event, true);
if (event.isStopped()) return event.isCancelled();
// Notify the target listeners.
notify(event, false);
if (!event.getBubbles()) return event.isCancelled();
if (event.isStopped()) return event.isCancelled();
// Notify all parent listeners, starting at the target. Children may stop an event before ancestors receive it.
for (int i = 0, n = ancestors.size; i < n; i++) {
ancestors.get(i).notify(event, false);
if (event.isStopped()) return event.isCancelled();
}
return event.isCancelled();
} finally {
ancestors.clear();
Pools.free(ancestors);
}
}
/** Notifies this actor's listeners of the event. The event is not propagated to any parents. Before notifying the listeners,
* this actor is set as the {@link Event#getListenerActor() listener actor}. The event {@link Event#setTarget(Actor) target}
* must be set before calling this method. If this actor is not in the stage, the stage must be set before calling this method.
* @param capture If true, the capture listeners will be notified instead of the regular listeners.
* @return true of the event was {@link Event#cancel() cancelled}. */
public boolean notify (Event event, boolean capture) {
if (event.getTarget() == null) throw new IllegalArgumentException("The event target cannot be null.");
DelayedRemovalArray<EventListener> listeners = capture ? captureListeners : this.listeners;
if (listeners.size == 0) return event.isCancelled();
event.setListenerActor(this);
event.setCapture(capture);
if (event.getStage() == null) event.setStage(stage);
listeners.begin();
for (int i = 0, n = listeners.size; i < n; i++) {
EventListener listener = listeners.get(i);
if (listener.handle(event)) {
event.handle();
if (event instanceof InputEvent) {
InputEvent inputEvent = (InputEvent)event;
if (inputEvent.getType() == Type.touchDown) {
event.getStage().addTouchFocus(listener, this, inputEvent.getTarget(), inputEvent.getPointer(),
inputEvent.getButton());
}
}
}
}
listeners.end();
return event.isCancelled();
}
/** Returns the deepest actor that contains the specified point and is {@link #getTouchable() touchable} and
* {@link #isVisible() visible}, or null if no actor was hit. The point is specified in the actor's local coordinate system (0,0
* is the bottom left of the actor and width,height is the upper right).
* <p>
* This method is used to delegate touchDown, mouse, and enter/exit events. If this method returns null, those events will not
* occur on this Actor.
* <p>
* The default implementation returns this actor if the point is within this actor's bounds.
*
* @param touchable If true, the hit detection will respect the {@link #setTouchable(Touchable) touchability}.
* @see Touchable */
public Actor hit (float x, float y, boolean touchable) {
if (touchable && this.touchable != Touchable.enabled) return null;
return x >= 0 && x < width && y >= 0 && y < height ? this : null;
}
/** Removes this actor from its parent, if it has a parent.
* @see Group#removeActor(Actor) */
public boolean remove () {
if (parent != null) return parent.removeActor(this);
return false;
}
/** Add a listener to receive events that {@link #hit(float, float, boolean) hit} this actor. See {@link #fire(Event)}.
*
* @see InputListener
* @see ClickListener */
public boolean addListener (EventListener listener) {
if (!listeners.contains(listener, true)) {
listeners.add(listener);
return true;
}
return false;
}
public boolean removeListener (EventListener listener) {
return listeners.removeValue(listener, true);
}
public Array<EventListener> getListeners () {
return listeners;
}
/** Adds a listener that is only notified during the capture phase.
* @see #fire(Event) */
public boolean addCaptureListener (EventListener listener) {
if (!captureListeners.contains(listener, true)) captureListeners.add(listener);
return true;
}
public boolean removeCaptureListener (EventListener listener) {
return captureListeners.removeValue(listener, true);
}
public Array<EventListener> getCaptureListeners () {
return captureListeners;
}
public void addAction (Action action) {
action.setActor(this);
actions.add(action);
}
public void removeAction (Action action) {
if (actions.removeValue(action, true)) action.setActor(null);
}
public Array<Action> getActions () {
return actions;
}
/** Removes all actions on this actor. */
public void clearActions () {
for (int i = actions.size - 1; i >= 0; i--)
actions.get(i).setActor(null);
actions.clear();
}
/** Removes all listeners on this actor. */
public void clearListeners () {
listeners.clear();
captureListeners.clear();
}
/** Removes all actions and listeners on this actor. */
public void clear () {
clearActions();
clearListeners();
}
/** Returns the stage that this actor is currently in, or null if not in a stage. */
public Stage getStage () {
return stage;
}
/** Called by the framework when this actor or any parent is added to a group that is in the stage.
* @param stage May be null if the actor or any parent is no longer in a stage. */
protected void setStage (Stage stage) {
this.stage = stage;
}
/** Returns true if this actor is the same as or is the descendant of the specified actor. */
public boolean isDescendantOf (Actor actor) {
if (actor == null) throw new IllegalArgumentException("actor cannot be null.");
Actor parent = this;
while (true) {
if (parent == null) return false;
if (parent == actor) return true;
parent = parent.parent;
}
}
/** Returns true if this actor is the same as or is the ascendant of the specified actor. */
public boolean isAscendantOf (Actor actor) {
if (actor == null) throw new IllegalArgumentException("actor cannot be null.");
while (true) {
if (actor == null) return false;
if (actor == this) return true;
actor = actor.parent;
}
}
/** Returns true if the actor's parent is not null. */
public boolean hasParent () {
return parent != null;
}
/** Returns the parent actor, or null if not in a stage. */
public Group getParent () {
return parent;
}
/** Called by the framework when an actor is added to or removed from a group.
* @param parent May be null if the actor has been removed from the parent. */
protected void setParent (Group parent) {
this.parent = parent;
}
public Touchable getTouchable () {
return touchable;
}
/** Determines how touch events are distributed to this actor. Default is {@link Touchable#enabled}. */
public void setTouchable (Touchable touchable) {
this.touchable = touchable;
}
public boolean isVisible () {
return visible;
}
/** If false, the actor will not be drawn and will not receive touch events. Default is true. */
public void setVisible (boolean visible) {
this.visible = visible;
}
public float getX () {
return x;
}
public void setX (float x) {
this.x = x;
}
public float getY () {
return y;
}
public void setY (float y) {
this.y = y;
}
/** Sets the x and y. */
public void setPosition (float x, float y) {
this.x = x;
this.y = y;
}
public void translate (float x, float y) {
this.x += x;
this.y += y;
}
public float getWidth () {
return width;
}
public void setWidth (float width) {
float oldWidth = this.width;
this.width = width;
if (width != oldWidth) sizeChanged();
}
public float getHeight () {
return height;
}
public void setHeight (float height) {
float oldHeight = this.height;
this.height = height;
if (height != oldHeight) sizeChanged();
}
/** Returns y plus height. */
public float getTop () {
return y + height;
}
/** Returns x plus width. */
public float getRight () {
return x + width;
}
/** Called when the actor's size has been changed. */
protected void sizeChanged () {
}
/** Sets the width and height. */
public void setSize (float width, float height) {
float oldWidth = this.width;
float oldHeight = this.height;
this.width = width;
this.height = height;
if (width != oldWidth || height != oldHeight) sizeChanged();
}
/** Adds the specified size to the current size. */
public void size (float size) {
width += size;
height += size;
sizeChanged();
}
/** Adds the specified size to the current size. */
public void size (float width, float height) {
this.width += width;
this.height += height;
sizeChanged();
}
/** Set bounds the x, y, width, and height. */
public void setBounds (float x, float y, float width, float height) {
float oldWidth = this.width;
float oldHeight = this.height;
this.x = x;
this.y = y;
this.width = width;
this.height = height;
if (width != oldWidth || height != oldHeight) sizeChanged();
}
public float getOriginX () {
return originX;
}
public void setOriginX (float originX) {
this.originX = originX;
}
public float getOriginY () {
return originY;
}
public void setOriginY (float originY) {
this.originY = originY;
}
/** Sets the originx and originy. */
public void setOrigin (float originX, float originY) {
this.originX = originX;
this.originY = originY;
}
public float getScaleX () {
return scaleX;
}
public void setScaleX (float scaleX) {
this.scaleX = scaleX;
}
public float getScaleY () {
return scaleY;
}
public void setScaleY (float scaleY) {
this.scaleY = scaleY;
}
/** Sets the scalex and scaley. */
public void setScale (float scale) {
this.scaleX = scale;
this.scaleY = scale;
}
/** Sets the scalex and scaley. */
public void setScale (float scaleX, float scaleY) {
this.scaleX = scaleX;
this.scaleY = scaleY;
}
/** Adds the specified scale to the current scale. */
public void scale (float scale) {
scaleX += scale;
scaleY += scale;
}
/** Adds the specified scale to the current scale. */
public void scale (float scaleX, float scaleY) {
this.scaleX += scaleX;
this.scaleY += scaleY;
}
public float getRotation () {
return rotation;
}
public void setRotation (float degrees) {
this.rotation = degrees;
}
/** Adds the specified rotation to the current rotation. */
public void rotate (float amountInDegrees) {
rotation += amountInDegrees;
}
public void setColor (Color color) {
this.color.set(color);
}
public void setColor (float r, float g, float b, float a) {
color.set(r, g, b, a);
}
/** Returns the color the actor will be tinted when drawn. The returned instance can be modified to change the color. */
public Color getColor () {
return color;
}
public String getName () {
return name;
}
/** Sets a name for easier identification of the actor in application code.
* @see Group#findActor(String) */
public void setName (String name) {
this.name = name;
}
/** Changes the z-order for this actor so it is in front of all siblings. */
public void toFront () {
setZIndex(Integer.MAX_VALUE);
}
/** Changes the z-order for this actor so it is in back of all siblings. */
public void toBack () {
setZIndex(0);
}
/** Sets the z-index of this actor. The z-index is the index into the parent's {@link Group#getChildren() children}, where a
* lower index is below a higher index. Setting a z-index higher than the number of children will move the child to the front.
* Setting a z-index less than zero is invalid. */
public void setZIndex (int index) {
if (index < 0) throw new IllegalArgumentException("ZIndex cannot be < 0.");
Group parent = this.parent;
if (parent == null) return;
Array<Actor> children = parent.getChildren();
if (children.size == 1) return;
if (!children.removeValue(this, true)) return;
if (index >= children.size)
children.add(this);
else
children.insert(index, this);
}
/** Returns the z-index of this actor.
* @see #setZIndex(int) */
public int getZIndex () {
Group parent = this.parent;
if (parent == null) return -1;
return parent.getChildren().indexOf(this, true);
}
/** Calls {@link #clipBegin(float, float, float, float)} to clip this actor's bounds. */
public boolean clipBegin () {
return clipBegin(x, y, width, height);
}
/** Clips the specified screen aligned rectangle, specified relative to the transform matrix of the stage's SpriteBatch. The
* transform matrix and the stage's camera must not have rotational components. Calling this method must be followed by a call
* to {@link #clipEnd()} if true is returned.
* @return false if the clipping area is zero and no drawing should occur.
* @see ScissorStack */
public boolean clipBegin (float x, float y, float width, float height) {
Rectangle tableBounds = Rectangle.tmp;
tableBounds.x = x;
tableBounds.y = y;
tableBounds.width = width;
tableBounds.height = height;
Stage stage = this.stage;
Rectangle scissorBounds = Pools.obtain(Rectangle.class);
stage.calculateScissors(tableBounds, scissorBounds);
if (ScissorStack.pushScissors(scissorBounds)) return true;
Pools.free(scissorBounds);
return false;
}
/** Ends clipping begun by {@link #clipBegin(float, float, float, float)}. */
public void clipEnd () {
Pools.free(ScissorStack.popScissors());
}
/** Transforms the specified point in screen coordinates to the actor's local coordinate system. */
public Vector2 screenToLocalCoordinates (Vector2 screenCoords) {
Stage stage = this.stage;
if (stage == null) return screenCoords;
return stageToLocalCoordinates(stage.screenToStageCoordinates(screenCoords));
}
/** Transforms the specified point in the stage's coordinates to the actor's local coordinate system. */
public Vector2 stageToLocalCoordinates (Vector2 stageCoords) {
if (parent == null) return stageCoords;
parent.stageToLocalCoordinates(stageCoords);
parentToLocalCoordinates(stageCoords);
return stageCoords;
}
/** Transforms the specified point in the actor's coordinates to be in the stage's coordinates.
* @see Stage#toScreenCoordinates(Vector2, com.badlogic.gdx.math.Matrix4) */
public Vector2 localToStageCoordinates (Vector2 localCoords) {
return localToAscendantCoordinates(null, localCoords);
}
/** Transforms the specified point in the actor's coordinates to be in the parent's coordinates. */
public Vector2 localToParentCoordinates (Vector2 localCoords) {
final float rotation = -this.rotation;
final float scaleX = this.scaleX;
final float scaleY = this.scaleY;
final float x = this.x;
final float y = this.y;
if (rotation == 0) {
if (scaleX == 1 && scaleY == 1) {
localCoords.x += x;
localCoords.y += y;
} else {
final float originX = this.originX;
final float originY = this.originY;
localCoords.x = (localCoords.x - originX) * scaleX + originX + x;
localCoords.y = (localCoords.y - originY) * scaleY + originY + y;
}
} else {
final float cos = (float)Math.cos(rotation * MathUtils.degreesToRadians);
final float sin = (float)Math.sin(rotation * MathUtils.degreesToRadians);
final float originX = this.originX;
final float originY = this.originY;
final float tox = localCoords.x - originX;
final float toy = localCoords.y - originY;
localCoords.x = (tox * cos + toy * sin) * scaleX + originX + x;
localCoords.y = (tox * -sin + toy * cos) * scaleY + originY + y;
}
return localCoords;
}
/** Converts coordinates for this actor to those of a parent actor. The ascendant does not need to be a direct parent. */
public Vector2 localToAscendantCoordinates (Actor ascendant, Vector2 localCoords) {
Actor actor = this;
while (actor.parent != null) {
actor.localToParentCoordinates(localCoords);
actor = actor.parent;
if (actor == ascendant) break;
}
return localCoords;
}
/** Converts the coordinates given in the parent's coordinate system to this actor's coordinate system. */
public Vector2 parentToLocalCoordinates (Vector2 parentCoords) {
final float rotation = this.rotation;
final float scaleX = this.scaleX;
final float scaleY = this.scaleY;
final float childX = x;
final float childY = y;
if (rotation == 0) {
if (scaleX == 1 && scaleY == 1) {
parentCoords.x -= childX;
parentCoords.y -= childY;
} else {
final float originX = this.originX;
final float originY = this.originY;
parentCoords.x = (parentCoords.x - childX - originX) / scaleX + originX;
parentCoords.y = (parentCoords.y - childY - originY) / scaleY + originY;
}
} else {
final float cos = (float)Math.cos(rotation * MathUtils.degreesToRadians);
final float sin = (float)Math.sin(rotation * MathUtils.degreesToRadians);
final float originX = this.originX;
final float originY = this.originY;
final float tox = parentCoords.x - childX - originX;
final float toy = parentCoords.y - childY - originY;
parentCoords.x = (tox * cos + toy * sin) / scaleX + originX;
parentCoords.y = (tox * -sin + toy * cos) / scaleY + originY;
}
return parentCoords;
}
public String toString () {
String name = this.name;
if (name == null) {
name = getClass().getName();
int dotIndex = name.lastIndexOf('.');
if (dotIndex != -1) name = name.substring(dotIndex + 1);
}
return name;
}
}