Exemple #1
0
Vec2f Node2D::screenToParent( const Vec2f &pt ) const
{
    Vec2f p = pt;

    Node2DRef node = getParent<Node2D>();
    if(node) p = node->screenToObject(p);

    return p;
}
Exemple #2
0
Vec2f Node2D::parentToScreen( const Vec2f &pt ) const
{
    Vec2f p = pt;

    Node2DRef node = getParent<Node2D>();
    if(node) p = node->objectToScreen(p);

    return p;
}
Exemple #3
0
vec2 Node2D::screenToParent( const vec2 &pt ) const
{
	vec2 p = pt;

	Node2DRef node = getParent<Node2D>();
	if( node ) p = node->screenToObject( p );

	return p;
}
Exemple #4
0
vec2 Node2D::parentToScreen( const vec2 &pt ) const
{
	vec2 p = pt;

	Node2DRef node = getParent<Node2D>();
	if( node ) p = node->objectToScreen( p );

	return p;
}
void SimpleSceneGraphApp::setup()
{
	// create the root node
	mRoot = Node2DRef( new Node2D() );

	// create a large rectangle first
	mParent = NodeRectangleRef( new NodeRectangle() );
	// specify the position of the anchor point on our canvas
	mParent->setPosition(400, 300); // relative to parent node
	// we can easily set the anchor point to its center
	mParent->setAnchorPercentage(0.5f, 0.5f);
	// set the size of the node
	mParent->setSize(600, 450);
	// add it to the root of our scenegraph
	mRoot->addChild(mParent);

		// add smaller rectangles to the root node
	NodeRectangleRef child1( new NodeRectangle() );
	child1->setPosition(200, 225); // relative to parent node
	child1->setAnchorPercentage(0.5f, 0.5f);
	child1->setSize(240, 200);
	mParent->addChild(child1);

	NodeRectangleRef child2( new NodeRectangle() );
	child2->setPosition(400, 225); // relative to parent node
	child2->setAnchorPercentage(0.5f, 0.5f);
	child2->setSize(240, 200);
	mParent->addChild(child2);

	// add even smaller rectangles to the child rectangles
	NodeRectangleRef child( new NodeRectangle() );
	child->setPosition(60, 100); // relative to parent node
	child->setAnchorPercentage(0.5f, 0.5f);
	child->setSize(100, 100);
	child1->addChild(child);

	child.reset( new NodeRectangle() );
	child->setPosition(180, 100); // relative to parent node
	child->setAnchorPercentage(0.5f, 0.5f);
	child->setSize(100, 100);
	child1->addChild(child);

	child.reset( new NodeRectangle() );
	child->setPosition(60, 100); // relative to parent node
	child->setAnchorPercentage(0.5f, 0.5f);
	child->setSize(100, 100);
	child2->addChild(child);

	child.reset( new NodeRectangle() );
	child->setPosition(180, 100); // relative to parent node
	child->setAnchorPercentage(0.5f, 0.5f);
	child->setSize(100, 100);
	child2->addChild(child);

	// note that we only keep a reference to the root node. The children are
	// not deleted when this function goes out of scope, because they sit happily
	// in the list of children of their parent node. They are not deleted until
	// they are removed from their parent.
}
void SimpleSceneGraphApp::mouseMove( MouseEvent event )
{
	// pass the mouseMove event to all nodes. Important: this can easily bring your
	// frame rate down if you have a lot of nodes and none of them does anything with
	// this event. Only use it if you have just a few nodes, like in this sample,
	// or catch it as soon as possible by returning TRUE in your mouseMove() method.
	mRoot->treeMouseMove(event);
}
void SimpleSceneGraphApp::draw()
{
	// clear the window
	gl::clear();
	gl::setMatricesWindow( getWindowSize(), true );

	// draw all nodes, starting with the root node
	mRoot->treeDraw();

	// example of coordinate conversion: 
	// convert big rectangle's origin to screen coordinates and draw a red circle there
	gl::color( Color(1, 0, 0) );
	gl::drawSolidCircle( mParent->objectToScreen( Vec2f::zero() ), 5.0f );
}
void SimpleSceneGraphApp::keyDown( KeyEvent event )
{
	// let nodes handle keys first
	if(! mRoot->treeKeyDown(event) ) {
		switch( event.getCode() ) {
		case KeyEvent::KEY_ESCAPE:
			quit();
			break;
		case KeyEvent::KEY_RETURN:
			if(event.isAltDown()) {
				setFullScreen( !isFullScreen() );
			}
			break;
		}
	}
}
void SimpleSceneGraphApp::resize()
{
	mRoot->treeResize();
}
void SimpleSceneGraphApp::keyUp( KeyEvent event )
{
	mRoot->treeKeyUp(event);
}
void SimpleSceneGraphApp::mouseUp( MouseEvent event )
{
	// pass the mouseUp event to all nodes. This is usually very quick.
	mRoot->treeMouseUp(event);
}
void SimpleSceneGraphApp::mouseDown( MouseEvent event )
{
	// pass the mouseDown event to all nodes. This is usually very quick because
	// it starts at the top nodes and they often catch the event.
	mRoot->treeMouseDown(event);
}
void SimpleSceneGraphApp::update()
{
	// update all nodes
	mRoot->treeUpdate();
}