mirror of https://github.com/axmolengine/axmol.git
665 lines
20 KiB
C++
665 lines
20 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) Bytedance Inc.
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https://axis-project.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __LAYOUT_H__
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#define __LAYOUT_H__
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#include "ui/UIWidget.h"
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#include "ui/GUIExport.h"
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#include "renderer/CCCustomCommand.h"
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#include "renderer/CCGroupCommand.h"
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#include "renderer/CCCallbackCommand.h"
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/**
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* @addtogroup ui
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* @{
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*/
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NS_AX_BEGIN
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class DrawNode;
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class LayerColor;
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class LayerGradient;
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class StencilStateManager;
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struct AX_DLL ResourceData;
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namespace ui
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{
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class LayoutManager;
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class Scale9Sprite;
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/**
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*@brief Layout interface for creating LayoutManger and do actual layout.
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* @js NA
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*/
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class AX_GUI_DLL LayoutProtocol
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{
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public:
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/**
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*@brief Default constructor.
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*/
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LayoutProtocol() {}
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/**
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*@brief Default destructor.
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*/
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virtual ~LayoutProtocol() {}
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/**
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* @brief Create a custom layout manager.
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*
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* @return A LayoutManager descendants instance.
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*/
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virtual LayoutManager* createLayoutManager() = 0;
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/**
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* @brief Return the content size of layout.
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*
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* @return A content size in Vec2.
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*/
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virtual Vec2 getLayoutContentSize() const = 0;
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/**
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* @brief Get all elements of the layout.
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*
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* @return A vector of Node pointers.
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*/
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virtual const Vector<Node*>& getLayoutElements() const = 0;
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/**
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* @brief The main function to do the layout job.
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* Different layout manager should implement its own layout algorithm.
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*
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*/
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virtual void doLayout() = 0;
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};
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/**
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*@brief A container for holding a few child widgets.
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*
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* The child widgets could be rearranged according to the layout type and it also enables clipping, set background image
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*and color.
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*
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* There are mainly four types of layout:
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* - Absolute layout: This the default layout type, child elements are arranged by their absolute position.
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* - Horizontal layout: child elements are arranged horizontally.
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* - Vertical layout: child elements are arranged vertically.
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* - Relative layout: child elements are arranged relative to certain rules.
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*
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*/
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class AX_GUI_DLL Layout : public Widget, public LayoutProtocol
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{
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DECLARE_CLASS_GUI_INFO
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public:
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/**
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* Layout type, default is ABSOLUTE.
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*/
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enum class Type
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{
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ABSOLUTE,
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VERTICAL,
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HORIZONTAL,
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RELATIVE,
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CENTER_VERTICAL,
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};
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/**
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* Clipping Type, default is STENCIL.
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*/
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enum class ClippingType
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{
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STENCIL,
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SCISSOR
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};
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/**
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* Background color type, default is NONE.
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*/
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enum class BackGroundColorType
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{
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NONE,
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SOLID,
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GRADIENT
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};
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/**
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* Default constructor
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* @js ctor
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* @lua new
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*/
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Layout();
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/**
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* Default destructor
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* @js NA
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* @lua NA
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*/
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virtual ~Layout();
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/**
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* Create a empty layout.
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*/
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static Layout* create();
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/**
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* Sets a background image for layout.
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*
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* @param fileName image file path.
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* @param texType @see TextureResType.
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*/
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void setBackGroundImage(std::string_view fileName, TextureResType texType = TextureResType::LOCAL);
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/**
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* Sets a background image capinsets for layout, it only affects the scale9 enabled background image
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*
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* @param capInsets The capInsets in Rect.
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*
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*/
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void setBackGroundImageCapInsets(const Rect& capInsets);
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/**
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* Query background image's capInsets size.
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*@return The background image capInsets.
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*/
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const Rect& getBackGroundImageCapInsets() const;
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/**
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* Sets Color Type for layout's background
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*
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* @param type @see `BackGroundColorType`
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*/
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void setBackGroundColorType(BackGroundColorType type);
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/**
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* Query the layout's background color type.
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*@return The layout's background color type.
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*/
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BackGroundColorType getBackGroundColorType() const;
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/**
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* Enable background image scale9 rendering.
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*
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* @param enabled True means enable scale9 rendering for background image, false otherwise.
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*/
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void setBackGroundImageScale9Enabled(bool enabled);
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/**
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* Query background image scale9 enable status.
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*@return Whether background image is scale9 enabled or not.
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*/
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bool isBackGroundImageScale9Enabled() const;
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/**
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* Set background color for layout
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* The color only applies to layout when it's color type is BackGroundColorType::SOLIDE
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*
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* @param color Color in Color3B.
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*/
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void setBackGroundColor(const Color3B& color);
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/**
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* Query the layout's background color.
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*@return Background color in Color3B.
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*/
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const Color3B& getBackGroundColor() const;
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/**
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* Set start and end background color for layout.
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* This setting only take effect when the layout's color type is BackGroundColorType::GRADIENT
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*
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* @param startColor Color value in Color3B.
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* @param endColor Color value in Color3B.
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*/
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void setBackGroundColor(const Color3B& startColor, const Color3B& endColor);
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/**
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* Get the gradient background start color.
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*@return Gradient background start color value.
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*/
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const Color3B& getBackGroundStartColor() const;
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/**
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* Get the gradient background end color.
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* @return Gradient background end color value.
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*/
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const Color3B& getBackGroundEndColor() const;
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/**
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* Sets background color opacity of layout.
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*
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* @param opacity The opacity in `GLubyte`.
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*/
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void setBackGroundColorOpacity(uint8_t opacity);
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/**
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* Get the layout's background color opacity.
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*@return Background color opacity value.
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*/
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uint8_t getBackGroundColorOpacity() const;
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/**
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* Sets background color vector for layout.
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* This setting only take effect when layout's color type is BackGroundColorType::GRADIENT
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*
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* @param vector The color vector in `Vec2`.
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*/
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void setBackGroundColorVector(const Vec2& vector);
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/**
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* Get the layout's background color vector.
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*@return Background color vector.
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*/
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const Vec2& getBackGroundColorVector() const;
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/**
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* Set layout's background image color.
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*@param color Background color value in `Color3B`.
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*/
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void setBackGroundImageColor(const Color3B& color);
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/**
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* Set opacity of background image.
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*@param opacity Background image opacity in GLubyte.
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*/
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void setBackGroundImageOpacity(uint8_t opacity);
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/**
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* Get color of layout's background image.
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*@return Layout's background image color.
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*/
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const Color3B& getBackGroundImageColor() const;
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/**
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* Get the opacity of layout's background image.
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* @return The opacity of layout's background image.
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*/
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uint8_t getBackGroundImageOpacity() const;
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/**
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* Remove the background image of layout.
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*/
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void removeBackGroundImage();
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/**
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* Gets background image texture size.
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*
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* @return background image texture size.
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*/
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const Vec2& getBackGroundImageTextureSize() const;
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/**
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* Toggle layout clipping.
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*
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* If you do need clipping, you pass true to this function.
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*
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* @param enabled Pass true to enable clipping, false otherwise.
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*/
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virtual void setClippingEnabled(bool enabled);
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/**
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* Change the clipping type of layout.
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* On default, the clipping type is `ClippingType::STENCIL`.
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* @see `ClippingType`
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*@param type The clipping type of layout.
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*/
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void setClippingType(ClippingType type);
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/**
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*
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* @see `setClippingType(ClippingType)`
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*/
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ClippingType getClippingType() const;
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/**
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* Gets if layout is clipping enabled.
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*
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* @return if layout is clipping enabled.
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*/
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virtual bool isClippingEnabled() const;
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/**
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* Returns the "class name" of widget.
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*/
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virtual std::string getDescription() const override;
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/**
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* Change the layout type.
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*@param type Layout type.
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*/
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virtual void setLayoutType(Type type);
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/**
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* Query layout type.
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*@return Get the layout type.
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*/
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virtual Type getLayoutType() const;
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virtual void addChild(Node* child) override;
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virtual void addChild(Node* child, int localZOrder) override;
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/**
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* Adds a child to the container with z order and tag
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*
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* If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called
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* immediately.
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*
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* @param child A child node
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* @param localZOrder Z order for drawing priority. Please refer to setLocalZOrder(int)
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* @param tag A integer to identify the node easily. Please refer to setTag(int)
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*/
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virtual void addChild(Node* child, int localZOrder, int tag) override;
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virtual void addChild(Node* child, int localZOrder, std::string_view name) override;
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virtual void visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags) override;
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virtual void removeChild(Node* child, bool cleanup = true) override;
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/**
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* Removes all children from the container with a cleanup.
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*
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* @see `removeAllChildrenWithCleanup(bool)`
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*/
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virtual void removeAllChildren() override;
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/**
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* Removes all children from the container, and do a cleanup to all running actions depending on the cleanup
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* parameter.
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*
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* @param cleanup true if all running actions on all children nodes should be cleanup, false otherwise.
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* @js removeAllChildren
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* @lua removeAllChildren
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*/
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virtual void removeAllChildrenWithCleanup(bool cleanup) override;
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/**
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* force refresh widget layout
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*/
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virtual void forceDoLayout();
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/**
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* request to refresh widget layout
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*/
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virtual void requestDoLayout();
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/**
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* @lua NA
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*/
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virtual void onEnter() override;
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/**
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* @lua NA
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*/
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virtual void onExit() override;
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virtual void setGlobalZOrder(float globalZOrder) override;
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/**
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* If a layout is loop focused which means that the focus movement will be inside the layout
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*@param loop pass true to let the focus movement loop inside the layout
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*/
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void setLoopFocus(bool loop);
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/**
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*@return If focus loop is enabled, then it will return true, otherwise it returns false. The default value is
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*false.
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*/
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bool isLoopFocus() const;
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/**
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*@param pass To specify whether the layout pass its focus to its child
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*/
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void setPassFocusToChild(bool pass);
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/**
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* @return To query whether the layout will pass the focus to its children or not. The default value is true
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*/
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bool isPassFocusToChild() const;
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/**
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* When a widget is in a layout, you could call this method to get the next focused widget within a specified
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*direction. If the widget is not in a layout, it will return itself
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*@param direction the direction to look for the next focused widget in a layout
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*@param current the current focused widget
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*@return the next focused widget in a layout
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*/
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virtual Widget* findNextFocusedWidget(FocusDirection direction, Widget* current) override;
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/**
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* To specify a user-defined functor to decide which child widget of the layout should get focused
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* @param FocusDirection the finding direction
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* @param this previous focused widget
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* @return return the index of widget in the layout
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*/
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std::function<int(FocusDirection, Widget*)> onPassFocusToChild;
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/**
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* Override function. Set camera mask, the node is visible by the camera whose camera flag & node's camera mask is
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* true.
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* @param mask Mask being set
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* @param applyChildren If true call this function recursively from this node to its children.
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*/
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virtual void setCameraMask(unsigned short mask, bool applyChildren = true) override;
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ResourceData getRenderFile();
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// override "init" method of widget.
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virtual bool init() override;
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protected:
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// override "onSizeChanged" method of widget.
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virtual void onSizeChanged() override;
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// init background image renderer.
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void addBackGroundImage();
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void supplyTheLayoutParameterLackToChild(Widget* child);
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virtual Widget* createCloneInstance() override;
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virtual void copySpecialProperties(Widget* model) override;
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virtual void copyClonedWidgetChildren(Widget* model) override;
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void stencilClippingVisit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags);
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void scissorClippingVisit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags);
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void setStencilClippingSize(const Vec2& size);
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const Rect& getClippingRect();
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virtual void doLayout() override;
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virtual LayoutManager* createLayoutManager() override;
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virtual Vec2 getLayoutContentSize() const override;
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virtual const Vector<Node*>& getLayoutElements() const override;
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// clipping
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void onBeforeVisitScissor();
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void onAfterVisitScissor();
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void updateBackGroundImageColor();
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void updateBackGroundImageOpacity();
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void updateBackGroundImageRGBA();
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/**
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*get the content size of the layout, it will accumulate all its children's content size
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*/
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Vec2 getLayoutAccumulatedSize() const;
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/**
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* When the layout get focused, it the layout pass the focus to its child, it will use this method to determine
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*which child will get the focus. The current algorithm to determine which child will get focus is
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*nearest-distance-priority algorithm
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*@param direction The next focused widget direction
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*@return The index of child widget in the container
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*/
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int findNearestChildWidgetIndex(FocusDirection direction, Widget* baseWidget);
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/**
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* When the layout get focused, it the layout pass the focus to its child, it will use this method to determine
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*which child will get the focus. The current algorithm to determine which child will get focus is
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*farthest-distance-priority algorithm
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*@param direction The next focused widget direction
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*@return The index of child widget in the container
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*/
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int findFarthestChildWidgetIndex(FocusDirection direction, Widget* baseWidget);
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/**
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* calculate the nearest distance between the baseWidget and the children of the layout
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*@param the base widget which will be used to calculate the distance between the layout's children and itself
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*@return return the nearest distance between the baseWidget and the layout's children
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*/
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float calculateNearestDistance(Widget* baseWidget);
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/**
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* calculate the farthest distance between the baseWidget and the children of the layout
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*@param the base widget which will be used to calculate the distance between the layout's children and itself
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*@return return the farthest distance between the baseWidget and the layout's children
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*/
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float calculateFarthestDistance(Widget* baseWidget);
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/**
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* when a layout pass the focus to it's child, use this method to determine which algorithm to use, nearest or
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* farthest distance algorithm or not
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*/
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void findProperSearchingFunctor(FocusDirection dir, Widget* baseWidget);
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/**
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* find the first non-layout widget in this layout
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*/
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Widget* findFirstNonLayoutWidget();
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/**
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* find the first focus enabled widget index in the layout, it will recursive searching the child widget
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*/
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int findFirstFocusEnabledWidgetIndex();
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/**
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* find a focus enabled child Widget in the layout by index
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*/
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Widget* findFocusEnabledChildWidgetByIndex(ssize_t index);
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/**
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* get the center point of a widget in world space
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*/
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Vec2 getWorldCenterPoint(Widget* node) const;
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/**
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* this method is called internally by nextFocusedWidget. When the dir is Right/Down, then this method will be
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*called
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*@param direction the direction.
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*@param current the current focused widget
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*@return the next focused widget
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*/
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Widget* getNextFocusedWidget(FocusDirection direction, Widget* current);
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/**
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* this method is called internally by nextFocusedWidget. When the dir is Left/Up, then this method will be called
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*@param direction the direction.
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*@param current the current focused widget
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*@return the next focused widget
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*/
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Widget* getPreviousFocusedWidget(FocusDirection direction, Widget* current);
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/**
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* find the nth element in the _children array. Only the Widget descendant object will be returned
|
|
*@param index The index of a element in the _children array
|
|
*/
|
|
Widget* getChildWidgetByIndex(ssize_t index) const;
|
|
/**
|
|
* whether it is the last element according to all their parents
|
|
*/
|
|
bool isLastWidgetInContainer(Widget* widget, FocusDirection direction) const;
|
|
|
|
/**Lookup any parent widget with a layout type as the direction,
|
|
* if the layout is loop focused, then return true, otherwise
|
|
* It returns false
|
|
*/
|
|
bool isWidgetAncestorSupportLoopFocus(Widget* widget, FocusDirection direction) const;
|
|
|
|
/**
|
|
* pass the focus to the layout's next focus enabled child
|
|
*/
|
|
Widget* passFocusToChild(FocusDirection direction, Widget* current);
|
|
|
|
/**
|
|
* If there are no focus enabled child in the layout, it will return false, otherwise it returns true
|
|
*/
|
|
bool checkFocusEnabledChild() const;
|
|
|
|
protected:
|
|
// background
|
|
bool _backGroundScale9Enabled;
|
|
Scale9Sprite* _backGroundImage;
|
|
std::string _backGroundImageFileName;
|
|
Rect _backGroundImageCapInsets;
|
|
BackGroundColorType _colorType;
|
|
TextureResType _bgImageTexType;
|
|
Vec2 _backGroundImageTextureSize;
|
|
Color3B _backGroundImageColor;
|
|
uint8_t _backGroundImageOpacity;
|
|
|
|
LayerColor* _colorRender;
|
|
LayerGradient* _gradientRender;
|
|
Color3B _cColor;
|
|
Color3B _gStartColor;
|
|
Color3B _gEndColor;
|
|
Vec2 _alongVector;
|
|
uint8_t _cOpacity;
|
|
|
|
// clipping
|
|
bool _clippingEnabled;
|
|
Type _layoutType;
|
|
ClippingType _clippingType;
|
|
DrawNode* _clippingStencil;
|
|
bool _scissorOldState;
|
|
Rect _clippingOldRect;
|
|
Rect _clippingRect;
|
|
Layout* _clippingParent;
|
|
bool _clippingRectDirty;
|
|
|
|
// clipping
|
|
StencilStateManager* _stencilStateManager;
|
|
|
|
GroupCommand _groupCommand;
|
|
//CallbackCommand _beforeVisitCmdStencil;
|
|
//CallbackCommand _afterDrawStencilCmd;
|
|
//CallbackCommand _afterVisitCmdStencil;
|
|
//CallbackCommand _beforeVisitCmdScissor;
|
|
//CallbackCommand _afterVisitCmdScissor;
|
|
|
|
bool _doLayoutDirty;
|
|
bool _isInterceptTouch;
|
|
|
|
// whether enable loop focus or not
|
|
bool _loopFocus;
|
|
// on default, it will pass the focus to the next nearest widget
|
|
bool _passFocusToChild;
|
|
// when finding the next focused widget, use this variable to pass focus between layout & widget
|
|
bool _isFocusPassing;
|
|
};
|
|
|
|
} // namespace ui
|
|
NS_AX_END
|
|
// end of ui group
|
|
/// @}
|
|
#endif /* defined(__Layout__) */
|