axmol/core/ui/LayoutHelper.h

838 lines
27 KiB
C++

//
// 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;
/// <summary>
/// adatpe design size with fixed edge, normally, use this function for screen adatpe
/// </summary>
/// <param name="designSize"></param>
static void setDesignSizeFixedEdge(const Vec2& designSize);
/// <summary>
/// adapte design size with no border
/// </summary>
/// <param name="designSize"></param>
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<ax::Node*>& nodes);
static Vec2 getNodeGroupScaledSize(const std::vector<ax::Node*>& nodes);
/// Set nodes group size
static void setNodeGroupSize(const std::vector<ax::Node*>& nodes, const Vec2& newSize);
/// Get Node group left
static float getNodeGroupLeft(const std::vector<ax::Node*>& nodes);
/// Get node group top
static float getNodeGroupTop(const std::vector<ax::Node*>& nodes);
/// Get node group right
static float getNodeGroupRight(const std::vector<ax::Node*>& nodes);
/// Get node group bottom
static float getNodeGroupBottom(const std::vector<ax::Node*>& nodes);
/*
** setNodeGroupLeft
**
*/
static void setNodeGroupLeft(const std::vector<ax::Node*>& nodes, float left);
/*
** setNodeGroupLeft
**
*/
static void setNodeGroupTop(const std::vector<ax::Node*>& nodes, float top);
static void setNodeGroupLT(const std::vector<ax::Node*>& nodes, const ax::Vec2& p);
/*
** setNodeGroupRight
**
*/
static void setNodeGroupRight(const std::vector<ax::Node*>& nodes, float right);
/*
** setNodeGroupRight
**
*/
static void setNodeGroupBottom(const std::vector<ax::Node*>& nodes, float bottom);
//// move node group, use UI direction
static void moveNodeGroupHorizontally(const std::vector<ax::Node*>& nodes, float delta);
static void moveNodeGroupVertically(const std::vector<ax::Node*>& nodes, float delta);
/* @brief: group layout and alignment
** @remark:
*/
/// <summary>
/// Center horiz to parent
/// </summary>
/// <param name="nodes"></param>
static void centerHorizontally(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Center vertical to parent
/// </summary>
/// <param name="nodes"></param>
static void centerVertically(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Center to parent
/// </summary>
/// <param name="nodes"></param>
static void centerToParent(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Align lefts
/// </summary>
/// <param name="nodes"></param>
static void alignLefts(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Align rights
/// </summary>
/// <param name="nodes"></param>
static void alignRights(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Align tops
/// </summary>
/// <param name="nodes"></param>
static void alignTops(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Align bottoms
/// </summary>
/// <param name="nodes"></param>
static void alignBottoms(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Align horiz
/// </summary>
/// <param name="nodes"></param>
static void alignHorizontals(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Align vertical
/// </summary>
/// <param name="nodes"></param>
static void alignVerticals(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Align centers
/// </summary>
/// <param name="nodes"></param>
static void alignCenters(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Make same width
/// </summary>
/// <param name="nodes"></param>
static void makeSameWidth(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Make same height
/// </summary>
/// <param name="nodes"></param>
static void makeSameHeight(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Make same size
/// </summary>
/// <param name="nodes"></param>
static void makeSameSize(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Make horiz spacing equal
/// </summary>
/// <param name="nodes"></param>
static void makeHorizontalSpacingEqual(std::vector<ax::Node*>& nodes);
/// <summary>
/// Make vertical spacing equal
/// </summary>
/// <param name="nodes"></param>
static void makeVerticalSpacingEqual(std::vector<ax::Node*>& nodes);
/// <summary>
/// Increease horiz spacing
/// </summary>
/// <param name="nodes"></param>
static void increaseHorizontalSpacing(std::vector<ax::Node*>& nodes, float theSpacing);
/// <summary>
/// Increase vertical spacing
/// </summary>
/// <param name="nodes"></param>
static void increaseVerticalSpacing(std::vector<ax::Node*>& nodes, float theSpacing);
/// <summary>
/// Decrease horiz spacing
/// </summary>
/// <param name="nodes"></param>
static void decreaseHorizontalSpacing(std::vector<ax::Node*>& nodes, float theSpacing);
/// <summary>
/// Decrease vertical spacing
/// </summary>
/// <param name="nodes"></param>
static void decreaseVerticalSpacing(std::vector<ax::Node*>& nodes, float theSpacing);
/// <summary>
/// Remove horiz spacing
/// </summary>
/// <param name="nodes"></param>
static void removeHorizontalSpacing(const std::vector<ax::Node*>& nodes);
/// <summary>
/// Remove Vertical spacing
/// </summary>
/// <param name="nodes"></param>
static void removeVerticalSpacing(const std::vector<ax::Node*>& nodes);
/// <summary>
/// maybe for internal use
/// </summary>
/// <param name="nodes"></param>
static void makeHorizontalSpacingEqual(const std::vector<ax::Node*>& nodes, float theSpacing);
/// <summary>
/// maybe for internal use
/// </summary>
/// <param name="nodes"></param>
static void makeVerticalSpacingEqual(const std::vector<ax::Node*>& nodes, float theSpacing);
/// <summary>
/// CLASS VisibleRect
/// </summary>
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