// // Copyright (c) 2014-2020 Simdsoft Limited - All Rights Reserved // This module is used by x-studio UI Editor to layout UI elements // It's very useful for programer to operate UI elements in runtime, // so, we publish it to here. // usage: // #include "ui/LayoutHelper.h" // LayoutHelper::centerNode(node); // the node should be already have parent. // LayoutHelper::makeVerticalSpacingEqual(nodes); // all the nodes shoud be in the same parent. // #pragma once #ifndef _LAYOUTHELPER_H_ # define _LAYOUTHELPER_H_ # include "cocos2d.h" # include "base/ccMacros.h" // f(x) = s * a + x # define adjust_coord(__sz__, __achor__, __coord__) ((__sz__) * (__achor__) + (__coord__)) // f(y) = y - s * a # define adjust_coord_r(__sz__, __achor__, __coord__) ((__coord__) - (__sz__) * (__achor__)) // f(x) = S - (s - s * a + x) # define adjust_coord_neg(__SZ__, __sz__, __achor__, __coord__) \ ((__SZ__) - ((__sz__) - (__sz__) * (__achor__) + (__coord__))) // f(y) = S - (s - s * a + y) # define adjust_coord_neg_r adjust_coord_neg # define center_coord(__SZ__, __sz__, __achor__) (((__SZ__) - (__sz__) + 2 * (__sz__) * (__achor__)) * 0.5f) USING_NS_AX; // inline Vec2 operator*(const Vec2& left, const ax::Vec2& right) //{ // return Vec2(left.width * right.x, left.height * right.y); // } struct AX_DLL LayoutHelper { static Vec2 s_designSize; static float s_adjustedScale; /// /// adatpe design size with fixed edge, normally, use this function for screen adatpe /// /// static void setDesignSizeFixedEdge(const Vec2& designSize); /// /// adapte design size with no border /// /// static void setDesignSizeNoBorder(const Vec2& designSize); static ax::Vec2 getVisibleOrigin(void); static Vec2 getVisibleSize(void); /// align type defination enum AlignType { ALIGN_NONE = 1 >> 1, ALIGN_XCENTER = 1, ALIGN_YCENTER = 1 << 1, ALIGN_LEFT = 1 << 2, ALIGN_RIGHT = 1 << 3, ALIGN_TOP = 1 << 4, ALIGN_BOTTOM = 1 << 5, ALIGN_CENTER = ALIGN_XCENTER | ALIGN_YCENTER, ALIGN_CT = ALIGN_XCENTER | ALIGN_TOP, // center top ALIGN_CB = ALIGN_XCENTER | ALIGN_BOTTOM, // center bottom ALIGN_LC = ALIGN_LEFT | ALIGN_YCENTER, // left center ALIGN_LT = ALIGN_LEFT | ALIGN_TOP, // left top ALIGN_LB = ALIGN_LEFT | ALIGN_BOTTOM, // left bottom ALIGN_RC = ALIGN_RIGHT | ALIGN_YCENTER, // right center ALIGN_RT = ALIGN_RIGHT | ALIGN_TOP, // right top ALIGN_RB = ALIGN_RIGHT | ALIGN_BOTTOM, // right bottom }; # define isIgnoreX(align) (align != ALIGN_LEFT) && (align != ALIGN_RIGHT) # define isIgnoreY(align) (align != ALIGN_TOP) && (align != ALIGN_BOTTOM) # define isIgnoreXY(align) (align == ALIGN_CENTER) static ax::Vec2 getScale2D(ax::Node* pNode) { return ax::Vec2(pNode->getScaleX(), pNode->getScaleY()); } static float getNodeLeftX(ax::Node* pNode) { return pNode->getPositionX() - pNode->getAnchorPoint().x * pNode->getContentSize().width * pNode->getScaleX(); } static float getNodeRightX(ax::Node* pNode) { return pNode->getPositionX() + (1 - pNode->getAnchorPoint().x) * pNode->getContentSize().width * pNode->getScaleX(); } static float getNodeTopY(ax::Node* pNode) { return pNode->getPositionY() + (1 - pNode->getAnchorPoint().y) * pNode->getContentSize().height * pNode->getScaleY(); } static float getNodeBottomY(ax::Node* pNode) { return pNode->getPositionY() + pNode->getAnchorPoint().y * pNode->getContentSize().height * pNode->getScaleY(); } /* @brief: nodes_layout set node position ** */ /* ** @brief: setNodePosition with achor point modified ** @params ** pNode: the node to be set ** align: align type, see enum AlighType ** x: specify coord x.so ** y: specify coord y. */ static void setNodePosition(ax::Node* pNode, const int align, float x, float y) { const AlignType alignType = (const AlignType)align; if (alignType == ALIGN_NONE) { pNode->setPosition(x, y); return; } if (alignType & ALIGN_XCENTER) { centerNodeX(pNode); } if (alignType & ALIGN_YCENTER) { centerNodeY(pNode); } if (alignType & ALIGN_LEFT) { setNodeLeft(pNode, x); } if (alignType & ALIGN_RIGHT) { setNodeRight(pNode, x); } if (alignType & ALIGN_TOP) { setNodeTop(pNode, y); } if (alignType & ALIGN_BOTTOM) { setNodeBottom(pNode, y); } } /* ** @brief: setNodePosition with achor point modified ** @params ** pNode: the node to be set ** achorPoint: specify new achor point for the node ** align: align type, see enum AlighType ** x: specify coord x. ** y: specify coord y. ** */ static void setNodePosition(ax::Node* pNode, const ax::Point& anchorPoint, const int align, float x, float y) { pNode->setAnchorPoint(anchorPoint); setNodePosition(pNode, align, x, y); } static void setNodePosition(ax::Node* pNode, const int align, float value = 0.0f) { // ignore x or y setNodePosition(pNode, align, value, value); } static void setNodePosition(ax::Node* pNode, const ax::Point& anchorPoint, const int align, float value = 0.0f) { // ignore x or y setNodePosition(pNode, anchorPoint, align, value, value); } // @version 1 static void centerNodeX(ax::Node* pNode) { ax::Node* pNodeParent = pNode->getParent(); if (pNodeParent) { centerNodeX(pNode, pNodeParent->getContentSize()); } } static void centerNodeY(ax::Node* pNode) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { centerNodeY(pNode, pNodeParent->getContentSize()); } } static void centerNode(ax::Node* pNode) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { centerNode(pNode, pNodeParent->getContentSize()); } } // @version 2 static void centerNodeX(ax::Node* pNode, const Vec2& parentSize) { AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); float achorX = 0.0f; if (!pNode->isIgnoreAnchorPointForPosition()) { achorX = pNode->getAnchorPoint().x; } pNode->setPositionX(center_coord(parentSize.width, size.width, achorX) /*parentSize.width * 0.5f*/); } static void centerNodeY(ax::Node* pNode, const Vec2& parentSize) { AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); float achorY = 0.0f; if (!pNode->isIgnoreAnchorPointForPosition()) { achorY = pNode->getAnchorPoint().y; } pNode->setPositionY(center_coord(parentSize.height, size.height, achorY)); } static void centerNode(ax::Node* pNode, const Vec2& parentSize) { AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); ax::Point achor = ax::Vec2::ZERO; if (!pNode->isIgnoreAnchorPointForPosition()) { achor = pNode->getAnchorPoint(); } pNode->setPosition(ax::Vec2(center_coord(parentSize.width, size.width, achor.x), center_coord(parentSize.height, size.height, achor.y))); } // @version 1 static void setNodeLeft(ax::Node* pNode, float left, float anchor = 0.0f) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { setNodeLeft(pNode, pNodeParent->getContentSize(), left, anchor); } } static float getNodeLeft(ax::Node* pNode, float anchor = 0.0f) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { return getNodeLeft(pNode, pNodeParent->getContentSize(), anchor); } return 0.0f; } static void setNodeTop(ax::Node* pNode, float top, float anchor = 0.0f) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { setNodeTop(pNode, pNodeParent->getContentSize(), top, anchor); } } static float getNodeTop(ax::Node* pNode, float anchor = 0.0f) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { return getNodeTop(pNode, pNodeParent->getContentSize(), anchor); } return 0.0f; } static void setNodeRight(ax::Node* pNode, float right) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { setNodeRight(pNode, pNodeParent->getContentSize(), right); } } static float getNodeRight(ax::Node* pNode, float anchor = 0.0f) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { return getNodeRight(pNode, pNodeParent->getContentSize(), anchor); } return 0.0f; } static void setNodeBottom(ax::Node* pNode, float bottom, float anchor = .0f) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { setNodeBottom(pNode, pNodeParent->getContentSize(), bottom, anchor); } } static float getNodeBottom(ax::Node* pNode, float anchor = 0.0f) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { return getNodeBottom(pNode, pNodeParent->getContentSize(), anchor); } return 0.0f; } static void setNodeLB(ax::Node* pNode, const ax::Point& p) { // left bottom ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { setNodeLB(pNode, pNodeParent->getContentSize(), p); } } static void setNodeRB(ax::Node* pNode, const ax::Point& p) { // right bottom ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { setNodeRB(pNode, pNodeParent->getContentSize(), p); } } static void setNodeLT(ax::Node* pNode, const ax::Point& p) { // left top ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { setNodeLT(pNode, pNodeParent->getContentSize(), p); } } static void setNodeRT(ax::Node* pNode, const ax::Point& p) { // right top ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { setNodeRT(pNode, pNodeParent->getContentSize(), p); } } // @version 2 used as internal interfaces static void setNodeLeft(ax::Node* pNode, const Vec2& parentSize, float left, float anchor = 0.0f) { AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); float achorX = 0.0f; if (!pNode->isIgnoreAnchorPointForPosition()) { achorX = pNode->getAnchorPoint().x; } pNode->setPositionX(adjust_coord(size.width, achorX, left) - size.width * anchor); } static float getNodeLeft(ax::Node* pNode, const Vec2& parentSize, float anchor = 0.0f) { AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); float achorX = 0.0f; if (!pNode->isIgnoreAnchorPointForPosition()) { achorX = pNode->getAnchorPoint().x; } return adjust_coord_r(size.width, achorX, pNode->getPositionX()) + anchor * size.width; } static void setNodeTop(ax::Node* pNode, const Vec2& parentSize, float top, float anchor = 0.0f) { AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); float achorY = 0.0f; if (!pNode->isIgnoreAnchorPointForPosition()) { achorY = pNode->getAnchorPoint().y; } pNode->setPositionY(adjust_coord_neg(parentSize.height, size.height, achorY, top) - size.height * anchor); } static float getNodeTop(ax::Node* pNode, const Vec2& parentSize, float anchor = 0.0f) { AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); float achorY = 0.0f; if (!pNode->isIgnoreAnchorPointForPosition()) { achorY = pNode->getAnchorPoint().y; } return adjust_coord_neg_r(parentSize.height, size.height, achorY, pNode->getPositionY()) + size.height * anchor; } static void setNodeRight(ax::Node* pNode, const Vec2& parentSize, float right) { AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); float achorX = 0.0f; if (!pNode->isIgnoreAnchorPointForPosition()) { achorX = pNode->getAnchorPoint().x; } pNode->setPositionX(adjust_coord_neg(parentSize.width, size.width, achorX, right)); } static float getNodeRight(ax::Node* pNode, const Vec2& parentSize, float anchor = 0.0f) { AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); float achorX = 0.0f; if (!pNode->isIgnoreAnchorPointForPosition()) { achorX = pNode->getAnchorPoint().x; } return adjust_coord_neg_r(parentSize.width, size.width, achorX, pNode->getPositionX()) + anchor * size.width; } static void setNodeBottom(ax::Node* pNode, const Vec2& parentSize, float bottom, float anchor = 0.0f) { AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); float achorY = 0.0f; if (!pNode->isIgnoreAnchorPointForPosition()) { achorY = pNode->getAnchorPoint().y; } pNode->setPositionY(adjust_coord(size.height, achorY, bottom) - anchor * size.height); } static float getNodeBottom(ax::Node* pNode, const Vec2& parentSize, float anchor = 0.f) { AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); float achorY = 0.0f; if (!pNode->isIgnoreAnchorPointForPosition()) { achorY = pNode->getAnchorPoint().y; } return adjust_coord_r(size.height, achorY, pNode->getPositionY()) + size.height * anchor; } static void setNodeLB(ax::Node* pNode, const Vec2& parentSize, const ax::Point& p) { // left bottom AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); ax::Point achorPoint = ax::Vec2::ZERO; if (!pNode->isIgnoreAnchorPointForPosition()) { achorPoint = pNode->getAnchorPoint(); } pNode->setPosition( ax::Vec2(adjust_coord(size.width, achorPoint.x, p.x), adjust_coord(size.height, achorPoint.y, p.y))); } static void setNodeRB(ax::Node* pNode, const Vec2& parentSize, const ax::Point& p) { // right bottom AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); ax::Point achorPoint = ax::Vec2::ZERO; if (!pNode->isIgnoreAnchorPointForPosition()) { achorPoint = pNode->getAnchorPoint(); } pNode->setPosition(ax::Vec2(adjust_coord_neg(parentSize.width, size.width, achorPoint.x, p.x), adjust_coord(size.height, achorPoint.y, p.y))); } static void setNodeLT(ax::Node* pNode, const Vec2& parentSize, const ax::Point& p) { // left top AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); ax::Point achorPoint = ax::Vec2::ZERO; if (!pNode->isIgnoreAnchorPointForPosition()) { achorPoint = pNode->getAnchorPoint(); } pNode->setPosition(ax::Vec2(adjust_coord(size.width, achorPoint.x, p.x), adjust_coord_neg(parentSize.height, size.height, achorPoint.y, p.y))); } static void setNodeRT(ax::Node* pNode, const Vec2& parentSize, const ax::Point& p) { // right top AX_ASSERT(pNode); Vec2 size = pNode->getContentSize() * getScale2D(pNode); ax::Point achorPoint = ax::Vec2::ZERO; if (!pNode->isIgnoreAnchorPointForPosition()) { achorPoint = pNode->getAnchorPoint(); } pNode->setPosition(ax::Vec2(adjust_coord_neg(parentSize.width, size.width, achorPoint.x, p.x), adjust_coord_neg(parentSize.height, size.height, achorPoint.y, p.y))); } /* set node position as normalized: @version 1 */ static void setNodeNormalizedPositionX(ax::Node* pNode, float ratio) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { setNodeNormalizedPositionX(pNode, pNodeParent->getContentSize(), ratio); } } static void setNodeNormalizedPositionY(ax::Node* pNode, float ratio) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { setNodeNormalizedPositionY(pNode, pNodeParent->getContentSize(), ratio); } } static void setNodeNormalizedPosition(ax::Node* pNode, const ax::Point& ratio) { ax::Node* pNodeParent = pNode->getParent(); if ((pNodeParent)) { setNodeNormalizedPosition(pNode, pNodeParent->getContentSize(), ratio); } } /* set node position as normalized: @version 2 */ static void setNodeNormalizedPositionX(ax::Node* pNode, const Vec2& parentSize, float ratio) { AX_ASSERT(pNode); pNode->setPositionX(parentSize.width * ratio); } static void setNodeNormalizedPositionY(ax::Node* pNode, const Vec2& parentSize, float ratio) { AX_ASSERT(pNode); pNode->setPositionY(parentSize.height * ratio); } static void setNodeNormalizedPosition(ax::Node* pNode, const Vec2& parentSize, const ax::Point& ratio) { AX_ASSERT(pNode); pNode->setPosition(ax::Point(parentSize.width * ratio.x, parentSize.height * ratio.y)); } /// Get node group size static Vec2 getNodeGroupSize(const std::vector& nodes); static Vec2 getNodeGroupScaledSize(const std::vector& nodes); /// Set nodes group size static void setNodeGroupSize(const std::vector& nodes, const Vec2& newSize); /// Get Node group left static float getNodeGroupLeft(const std::vector& nodes); /// Get node group top static float getNodeGroupTop(const std::vector& nodes); /// Get node group right static float getNodeGroupRight(const std::vector& nodes); /// Get node group bottom static float getNodeGroupBottom(const std::vector& nodes); /* ** setNodeGroupLeft ** */ static void setNodeGroupLeft(const std::vector& nodes, float left); /* ** setNodeGroupLeft ** */ static void setNodeGroupTop(const std::vector& nodes, float top); static void setNodeGroupLT(const std::vector& nodes, const ax::Vec2& p); /* ** setNodeGroupRight ** */ static void setNodeGroupRight(const std::vector& nodes, float right); /* ** setNodeGroupRight ** */ static void setNodeGroupBottom(const std::vector& nodes, float bottom); //// move node group, use UI direction static void moveNodeGroupHorizontally(const std::vector& nodes, float delta); static void moveNodeGroupVertically(const std::vector& nodes, float delta); /* @brief: group layout and alignment ** @remark: */ /// /// Center horiz to parent /// /// static void centerHorizontally(const std::vector& nodes); /// /// Center vertical to parent /// /// static void centerVertically(const std::vector& nodes); /// /// Center to parent /// /// static void centerToParent(const std::vector& nodes); /// /// Align lefts /// /// static void alignLefts(const std::vector& nodes); /// /// Align rights /// /// static void alignRights(const std::vector& nodes); /// /// Align tops /// /// static void alignTops(const std::vector& nodes); /// /// Align bottoms /// /// static void alignBottoms(const std::vector& nodes); /// /// Align horiz /// /// static void alignHorizontals(const std::vector& nodes); /// /// Align vertical /// /// static void alignVerticals(const std::vector& nodes); /// /// Align centers /// /// static void alignCenters(const std::vector& nodes); /// /// Make same width /// /// static void makeSameWidth(const std::vector& nodes); /// /// Make same height /// /// static void makeSameHeight(const std::vector& nodes); /// /// Make same size /// /// static void makeSameSize(const std::vector& nodes); /// /// Make horiz spacing equal /// /// static void makeHorizontalSpacingEqual(std::vector& nodes); /// /// Make vertical spacing equal /// /// static void makeVerticalSpacingEqual(std::vector& nodes); /// /// Increease horiz spacing /// /// static void increaseHorizontalSpacing(std::vector& nodes, float theSpacing); /// /// Increase vertical spacing /// /// static void increaseVerticalSpacing(std::vector& nodes, float theSpacing); /// /// Decrease horiz spacing /// /// static void decreaseHorizontalSpacing(std::vector& nodes, float theSpacing); /// /// Decrease vertical spacing /// /// static void decreaseVerticalSpacing(std::vector& nodes, float theSpacing); /// /// Remove horiz spacing /// /// static void removeHorizontalSpacing(const std::vector& nodes); /// /// Remove Vertical spacing /// /// static void removeVerticalSpacing(const std::vector& nodes); /// /// maybe for internal use /// /// static void makeHorizontalSpacingEqual(const std::vector& nodes, float theSpacing); /// /// maybe for internal use /// /// static void makeVerticalSpacingEqual(const std::vector& nodes, float theSpacing); /// /// CLASS VisibleRect /// class AX_DLL VisibleRect { public: static void refresh(void); static ax::Rect getScreenVisibleRect(); static Vec2 size(); static ax::Point left(); static ax::Point right(); static ax::Point top(); static ax::Point bottom(); static ax::Point center(); static ax::Point leftTop(); static ax::Point rightTop(); static ax::Point leftBottom(); static ax::Point rightBottom(); // ------- The APIs for set layout node in visible screen rect ------ static void setNodePosition(ax::Node* pNode, const ax::Point& p) { setNodeNormalizedPosition(pNode, ax::Vec2(p.x / s_designSize.width * s_adjustedScale, p.y / s_designSize.height * s_adjustedScale)); } static void centerNode(ax::Node* pNode) { setNodeNormalizedPosition(pNode, ax::Vec2(.5f, .5f)); } static void centerNodeX(ax::Node* pNode) { setNodeNormalizedPositionX(pNode, .5f); } static void centerNodeY(ax::Node* pNode) { setNodeNormalizedPositionY(pNode, .5f); } static void setNodeLeft(ax::Node* pNode, float left); static void setNodeTop(ax::Node* pNode, float top); static void setNodeRight(ax::Node* pNode, float right); static void setNodeBottom(ax::Node* pNode, float bottom); static float getNodeLeft(ax::Node* pNode); static float getNodeTop(ax::Node* pNode); static float getNodeRight(ax::Node* pNode); static float getNodeBottom(ax::Node* pNode); static void setNodeLT(ax::Node* pNode, const ax::Point& p); static void setNodeRT(ax::Node* pNode, const ax::Point& p); static void setNodeLB(ax::Node* pNode, const ax::Point& p); static void setNodeRB(ax::Node* pNode, const ax::Point& p); /// ratio position static void setNodeNormalizedLT(ax::Node* pNode, const ax::Point& ratio); static void setNodeNormalizedRT(ax::Node* pNode, const ax::Point& ratio); static void setNodeNormalizedLB(ax::Node* pNode, const ax::Point& ratio); static void setNodeNormalizedRB(ax::Node* pNode, const ax::Point& ratio); static void setNodeNormalizedTop(ax::Node* pNode, const float ratioTop); static void setNodeNormalizedPositionX(ax::Node* pNode, float ratio); static void setNodeNormalizedPositionY(ax::Node* pNode, float ratio); static void setNodeNormalizedPosition(ax::Node* pNode, const ax::Point& ratio); private: static void lazyInit(); static ax::Rect s_ScreenVisibleRect; }; }; #endif