axmol/extensions/cocostudio/ext/LayoutHelper.h

841 lines
29 KiB
C++

//
// Copyright (c) 2014-2017 purelib,x-studio365 - All Rights Reserved
// This module is used by x-studio365 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 "cocostudio/ext/LayoutHelper"
// nodes_layout::centerNode(node); // the node should be already have parent.
// nodes_layout::makeVerticalSpacingEqual(nodes); // all the nodes shoud be in the same parent.
//
#ifndef _NXNODESLAYOUT_H_
#define _NXNODESLAYOUT_H_
#include "cocos2d.h"
#include "cocostudio/CocosStudioExport.h"
using namespace cocos2d;
// 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 )
inline cocos2d::Size operator*(const cocos2d::Size& left, const cocos2d::Size& right)
{
return cocos2d::Size(left.width * right.width, left.height * right.height);
}
inline cocos2d::Size operator*(const cocos2d::Size& left, const cocos2d::Vec2& right)
{
return cocos2d::Size(left.width * right.x, left.height * right.y);
}
namespace LayoutHelper {
class CC_STUDIO_DLL ScreenVisibleRect
{
public:
static void refresh(void);
static cocos2d::Rect getScreenVisibleRect();
static cocos2d::Size size();
static cocos2d::Point left();
static cocos2d::Point right();
static cocos2d::Point top();
static cocos2d::Point bottom();
static cocos2d::Point center();
static cocos2d::Point leftTop();
static cocos2d::Point rightTop();
static cocos2d::Point leftBottom();
static cocos2d::Point rightBottom();
private:
static void lazyInit();
static cocos2d::Rect s_ScreenVisibleRect;
};
class CC_STUDIO_DLL nodes_layout {
nodes_layout() = delete;
public:
static float adjustedScale;
static cocos2d::Size designSize;
static void setDesignSizeNoBorder(const cocos2d::Size& designSize);
static void setDesignSizeFixedEdge(const cocos2d::Size& designSize);
static cocos2d::Vec2 getVisibleOrigin(void);
static cocos2d::Size 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 const cocos2d::Point ANCHOR_CENTER; // center
static const cocos2d::Point ANCHOR_LB; // left bottom,
static const cocos2d::Point ANCHOR_LT; // left top
static const cocos2d::Point ANCHOR_RB; // rigth bottom
static const cocos2d::Point ANCHOR_RT; // rigth top
static cocos2d::Vec2 getScale2D(Node* pNode) { return cocos2d::Vec2(pNode->getScaleX(), pNode->getScaleY()); }
static float getNodeLeftX(Node* pNode) {
return pNode->getPositionX() - pNode->getAnchorPoint().x * pNode->getContentSize().width * pNode->getScaleX();
}
static float getNodeRightX(Node* pNode) {
return pNode->getPositionX() + (1 - pNode->getAnchorPoint().x) * pNode->getContentSize().width * pNode->getScaleX();
}
static float getNodeTopY(Node* pNode) {
return pNode->getPositionY() + (1 - pNode->getAnchorPoint().y) * pNode->getContentSize().height * pNode->getScaleY();
}
static float getNodeBottomY(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(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(Node* pNode, const cocos2d::Point& anchorPoint, const int align, float x, float y)
{
pNode->setAnchorPoint(anchorPoint);
setNodePosition(pNode, align, x, y);
}
static void setNodePosition(Node* pNode, const int align, float value = 0.0f)
{ // ignore x or y
setNodePosition(pNode, align, value, value);
}
static void setNodePosition(Node* pNode, const cocos2d::Point& anchorPoint, const int align, float value = 0.0f)
{ // ignore x or y
setNodePosition(pNode, anchorPoint, align, value, value);
}
// @version 1
static void centerNodeX(Node* pNode)
{
Node* pNodeParent = pNode->getParent();
if (pNodeParent)
{
nodes_layout::centerNodeX(pNode, pNodeParent->getContentSize());
}
}
static void centerNodeY(Node* pNode)
{
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
nodes_layout::centerNodeY(pNode, pNodeParent->getContentSize());
}
}
static void centerNode(Node* pNode)
{
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
nodes_layout::centerNode(pNode, pNodeParent->getContentSize());
}
}
// @version 2
static void centerNodeX(Node* pNode, const cocos2d::Size& parentSize)
{
CC_ASSERT(pNode);
cocos2d::Size 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(Node* pNode, const cocos2d::Size& parentSize)
{
CC_ASSERT(pNode);
cocos2d::Size 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(Node* pNode, const cocos2d::Size& parentSize)
{
CC_ASSERT(pNode);
cocos2d::Size size = pNode->getContentSize() * getScale2D(pNode);
cocos2d::Point achor = Vec2::ZERO;
if (!pNode->isIgnoreAnchorPointForPosition())
{
achor = pNode->getAnchorPoint();
}
pNode->setPosition(cocos2d::Vec2(center_coord(parentSize.width, size.width, achor.x),
center_coord(parentSize.height, size.height, achor.y)));
}
// @version 1
static void setNodeLeft(Node* pNode, float left, float anchor = 0.0f)
{
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
setNodeLeft(pNode, pNodeParent->getContentSize(), left, anchor);
}
}
static float getNodeLeft(Node* pNode, float anchor = 0.0f)
{
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
return getNodeLeft(pNode, pNodeParent->getContentSize(), anchor);
}
return 0.0f;
}
static void setNodeTop(Node* pNode, float top, float anchor = 0.0f)
{
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
nodes_layout::setNodeTop(pNode, pNodeParent->getContentSize(), top, anchor);
}
}
static float getNodeTop(Node* pNode, float anchor = 0.0f)
{
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
return getNodeTop(pNode, pNodeParent->getContentSize(), anchor);
}
return 0.0f;
}
static void setNodeRight(Node* pNode, float right)
{
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
nodes_layout::setNodeRight(pNode, pNodeParent->getContentSize(), right);
}
}
static float getNodeRight(Node* pNode, float anchor = 0.0f)
{
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
return getNodeRight(pNode, pNodeParent->getContentSize(), anchor);
}
return 0.0f;
}
static void setNodeBottom(Node* pNode, float bottom, float anchor = .0f)
{
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
nodes_layout::setNodeBottom(pNode, pNodeParent->getContentSize(), bottom, anchor);
}
}
static float getNodeBottom(Node* pNode, float anchor = 0.0f)
{
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
return getNodeBottom(pNode, pNodeParent->getContentSize(), anchor);
}
return 0.0f;
}
static void setNodeLB(Node* pNode, const cocos2d::Point& p)
{ // left bottom
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
nodes_layout::setNodeLB(pNode, pNodeParent->getContentSize(), p);
}
}
static void setNodeRB(Node* pNode, const cocos2d::Point& p)
{ // right bottom
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
nodes_layout::setNodeRB(pNode, pNodeParent->getContentSize(), p);
}
}
static void setNodeLT(Node* pNode, const cocos2d::Point& p)
{ // left top
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
nodes_layout::setNodeLT(pNode, pNodeParent->getContentSize(), p);
}
}
static void setNodeRT(Node* pNode, const cocos2d::Point& p)
{ // right top
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
nodes_layout::setNodeRT(pNode, pNodeParent->getContentSize(), p);
}
}
// @version 2 used as internal interfaces
static void setNodeLeft(Node* pNode, const cocos2d::Size& parentSize, float left, float anchor = 0.0f)
{
CC_ASSERT(pNode);
cocos2d::Size 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(Node* pNode, const cocos2d::Size& parentSize, float anchor = 0.0f)
{
CC_ASSERT(pNode);
Size 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(Node* pNode, const cocos2d::Size& parentSize, float top, float anchor = 0.0f)
{
CC_ASSERT(pNode);
cocos2d::Size 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(Node* pNode, const cocos2d::Size& parentSize, float anchor = 0.0f)
{
CC_ASSERT(pNode);
Size 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(Node* pNode, const cocos2d::Size& parentSize, float right)
{
CC_ASSERT(pNode);
cocos2d::Size 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(Node* pNode, const cocos2d::Size& parentSize, float anchor = 0.0f)
{
CC_ASSERT(pNode);
Size 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(Node* pNode, const cocos2d::Size& parentSize, float bottom, float anchor = 0.0f)
{
CC_ASSERT(pNode);
Size 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(Node* pNode, const cocos2d::Size& parentSize, float anchor = 0.f)
{
CC_ASSERT(pNode);
Size 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(Node* pNode, const cocos2d::Size& parentSize, const cocos2d::Point& p)
{ // left bottom
CC_ASSERT(pNode);
Size size = pNode->getContentSize() * getScale2D(pNode);
cocos2d::Point achorPoint = Vec2::ZERO;
if (!pNode->isIgnoreAnchorPointForPosition())
{
achorPoint = pNode->getAnchorPoint();
}
pNode->setPosition(cocos2d::Vec2(
adjust_coord(size.width, achorPoint.x, p.x),
adjust_coord(size.height, achorPoint.y, p.y)));
}
static void setNodeRB(Node* pNode, const cocos2d::Size& parentSize, const cocos2d::Point& p)
{ // right bottom
CC_ASSERT(pNode);
Size size = pNode->getContentSize() * getScale2D(pNode);
cocos2d::Point achorPoint = Vec2::ZERO;
if (!pNode->isIgnoreAnchorPointForPosition())
{
achorPoint = pNode->getAnchorPoint();
}
pNode->setPosition(cocos2d::Vec2(
adjust_coord_neg(parentSize.width, size.width, achorPoint.x, p.x),
adjust_coord(size.height, achorPoint.y, p.y)));
}
static void setNodeLT(Node* pNode, const cocos2d::Size& parentSize, const cocos2d::Point& p)
{ // left top
CC_ASSERT(pNode);
Size size = pNode->getContentSize() * getScale2D(pNode);
cocos2d::Point achorPoint = Vec2::ZERO;
if (!pNode->isIgnoreAnchorPointForPosition())
{
achorPoint = pNode->getAnchorPoint();
}
pNode->setPosition(cocos2d::Vec2(
adjust_coord(size.width, achorPoint.x, p.x),
adjust_coord_neg(parentSize.height, size.height, achorPoint.y, p.y)));
}
static void setNodeRT(Node* pNode, const cocos2d::Size& parentSize, const cocos2d::Point& p)
{ // right top
CC_ASSERT(pNode);
Size size = pNode->getContentSize() * getScale2D(pNode);
cocos2d::Point achorPoint = Vec2::ZERO;
if (!pNode->isIgnoreAnchorPointForPosition())
{
achorPoint = pNode->getAnchorPoint();
}
pNode->setPosition(cocos2d::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(cocos2d::Node* pNode, float ratio)
{
cocos2d::Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
setNodeNormalizedPositionX(pNode, pNodeParent->getContentSize(), ratio);
}
}
static void setNodeNormalizedPositionY(cocos2d::Node* pNode, float ratio)
{
cocos2d::Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
setNodeNormalizedPositionY(pNode, pNodeParent->getContentSize(), ratio);
}
}
static void setNodeNormalizedPosition(Node* pNode, const cocos2d::Point& ratio)
{
Node* pNodeParent = pNode->getParent();
if ((pNodeParent))
{
setNodeNormalizedPosition(pNode, pNodeParent->getContentSize(), ratio);
}
}
/* set node position as normalized: @version 2 */
static void setNodeNormalizedPositionX(cocos2d::Node* pNode, const cocos2d::Size& parentSize, float ratio)
{
CC_ASSERT(pNode);
pNode->setPositionX(parentSize.width * ratio);
}
static void setNodeNormalizedPositionY(cocos2d::Node* pNode, const cocos2d::Size& parentSize, float ratio)
{
CC_ASSERT(pNode);
pNode->setPositionY(parentSize.height * ratio);
}
static void setNodeNormalizedPosition(Node* pNode, const cocos2d::Size& parentSize, const cocos2d::Point& ratio)
{
CC_ASSERT(pNode);
pNode->setPosition(cocos2d::Point(parentSize.width * ratio.x, parentSize.height * ratio.y));
}
///// visible screen location methods //////
class CC_STUDIO_DLL scr {
scr() = delete;
public:
static void setNodePosition(Node* pNode, const cocos2d::Point& p)
{
setNodeNormalizedPosition(pNode, cocos2d::Vec2(p.x / designSize.width * nodes_layout::adjustedScale, p.y / designSize.height * nodes_layout::adjustedScale));
}
static void centerNode(Node* pNode)
{
setNodeNormalizedPosition(pNode, cocos2d::Vec2(.5f, .5f));
}
static void centerNodeX(Node* pNode)
{
setNodeNormalizedPositionX(pNode, .5f);
}
static void centerNodeY(Node* pNode)
{
setNodeNormalizedPositionY(pNode, .5f);
}
static void setNodeLeft(Node* pNode, float left);
static void setNodeTop(Node* pNode, float top);
static void setNodeRight(Node* pNode, float right);
static void setNodeBottom(Node* pNode, float bottom);
static float getNodeLeft(Node* pNode);
static float getNodeTop(Node* pNode);
static float getNodeRight(Node* pNode);
static float getNodeBottom(Node* pNode);
static void setNodeLT(Node* pNode, const cocos2d::Point& p);
static void setNodeRT(Node* pNode, const cocos2d::Point& p);
static void setNodeLB(Node* pNode, const cocos2d::Point& p);
static void setNodeRB(Node* pNode, const cocos2d::Point& p);
/// ratio position
static void setNodeNormalizedLT(Node* pNode, const cocos2d::Point& ratio);
static void setNodeNormalizedRT(Node* pNode, const cocos2d::Point& ratio);
static void setNodeNormalizedLB(Node* pNode, const cocos2d::Point& ratio);
static void setNodeNormalizedRB(Node* pNode, const cocos2d::Point& ratio);
static void setNodeNormalizedTop(Node* pNode, const float ratioTop);
static void setNodeNormalizedPositionX(cocos2d::Node* pNode, float ratio);
static void setNodeNormalizedPositionY(cocos2d::Node* pNode, float ratio);
static void setNodeNormalizedPosition(Node* pNode, const cocos2d::Point& ratio);
};
/// Get node group size
static Size getNodeGroupSize(const std::vector<Node*>& nodes);
static Size getNodeGroupScaledSize(const std::vector<Node*>& nodes);
/// Set nodes group size
static void setNodeGroupSize(const std::vector<Node*>& nodes, const cocos2d::Size& newSize);
/// Get Node group left
static float getNodeGroupLeft(const std::vector<Node*>& nodes);
/// Get node group top
static float getNodeGroupTop(const std::vector<Node*>& nodes);
/// Get node group right
static float getNodeGroupRight(const std::vector<Node*>& nodes);
/// Get node group bottom
static float getNodeGroupBottom(const std::vector<Node*>& nodes);
/*
** setNodeGroupLeft
**
*/
static void setNodeGroupLeft(const std::vector<Node*>& nodes, float left);
/*
** setNodeGroupLeft
**
*/
static void setNodeGroupTop(const std::vector<Node*>& nodes, float top);
static void setNodeGroupLT(const std::vector<Node*>& nodes, const cocos2d::Vec2& p);
/*
** setNodeGroupRight
**
*/
static void setNodeGroupRight(const std::vector<Node*>& nodes, float right);
/*
** setNodeGroupRight
**
*/
static void setNodeGroupBottom(const std::vector<Node*>& nodes, float bottom);
//// move node group, use UI direction
static void moveNodeGroupHorizontally(const std::vector<Node*>& nodes, float delta);
static void moveNodeGroupVertically(const std::vector<Node*>& nodes, float delta);
/* @brief: group layout and alignment
** @remark:
*/
/// <summary>
/// 水平居中
/// </summary>
/// <param name="nodes"></param>
static void centerHorizontally(const std::vector<Node*>& nodes);
/// <summary>
/// 垂直居中
/// </summary>
/// <param name="nodes"></param>
static void centerVertically(const std::vector<Node*>& nodes);
/// <summary>
/// 居中
/// </summary>
/// <param name="nodes"></param>
static void centerHoriVerti(const std::vector<Node*>& nodes);
/// <summary>
/// 左对齐
/// </summary>
/// <param name="nodes"></param>
static void alignLefts(const std::vector<Node*>& nodes);
/// <summary>
/// 右对齐
/// </summary>
/// <param name="nodes"></param>
static void alignRights(const std::vector<Node*>& nodes);
/// <summary>
/// 顶端对齐
/// </summary>
/// <param name="nodes"></param>
static void alignTops(const std::vector<Node*>& nodes);
/// <summary>
/// 底端对齐
/// </summary>
/// <param name="nodes"></param>
static void alignBottoms(const std::vector<Node*>& nodes);
/// <summary>
/// 水平对齐
/// </summary>
/// <param name="nodes"></param>
static void alignHorizontals(const std::vector<Node*>& nodes);
/// <summary>
/// 垂直对齐
/// </summary>
/// <param name="nodes"></param>
static void alignVerticals(const std::vector<Node*>& nodes);
/// <summary>
/// 中心原点对齐
/// </summary>
/// <param name="nodes"></param>
static void alignCenters(const std::vector<Node*>& nodes);
/// <summary>
/// 使宽度相等
/// </summary>
/// <param name="nodes"></param>
static void makeSameWidth(const std::vector<Node*>& nodes);
/// <summary>
/// 使高度相等
/// </summary>
/// <param name="nodes"></param>
static void makeSameHeight(const std::vector<Node*>& nodes);
/// <summary>
/// 使得大小相等
/// </summary>
/// <param name="nodes"></param>
static void makeSameSize(const std::vector<Node*>& nodes);
/// <summary>
/// 使水平间距相等
/// </summary>
/// <param name="nodes"></param>
static void makeHorizontalSpacingEqual(std::vector<Node*>& nodes);
/// <summary>
/// 使垂直间距相等
/// </summary>
/// <param name="nodes"></param>
static void makeVerticalSpacingEqual(std::vector<Node*>& nodes);
/// <summary>
/// 增加水平间距
/// </summary>
/// <param name="nodes"></param>
static void increaseHorizontalSpacing(std::vector<Node*>& nodes, float theSpacing);
/// <summary>
/// 增加垂直间距
/// </summary>
/// <param name="nodes"></param>
static void increaseVerticalSpacing(std::vector<Node*>& nodes, float theSpacing);
/// <summary>
/// 减少水平间距
/// </summary>
/// <param name="nodes"></param>
static void decreaseHorizontalSpacing(std::vector<Node*>& nodes, float theSpacing);
/// <summary>
/// 减少垂直间距
/// </summary>
/// <param name="nodes"></param>
static void decreaseVerticalSpacing(std::vector<Node*>& nodes, float theSpacing);
/// <summary>
/// 移除水平间距
/// </summary>
/// <param name="nodes"></param>
static void removeHorizontalSpacing(const std::vector<Node*>& nodes);
/// <summary>
/// 移除垂直间距
/// </summary>
/// <param name="nodes"></param>
static void removeVerticalSpacing(const std::vector<Node*>& nodes);
/// <summary>
/// 使水平间距相等 maybe for internal use
/// </summary>
/// <param name="nodes"></param>
static void makeHorizontalSpacingEqual(const std::vector<Node*>& nodes, float theSpacing);
/// <summary>
/// 使垂直间距相等 maybe for internal use
/// </summary>
/// <param name="nodes"></param>
static void makeVerticalSpacingEqual(const std::vector<Node*>& nodes, float theSpacing);
}; /* STATIC CLASS nodes_layout */
}
using namespace LayoutHelper;
#endif