| #ifndef _RIVE_TRANSFORM_COMPONENT_HPP_ | |
| #define _RIVE_TRANSFORM_COMPONENT_HPP_ | |
| #include "rive/generated/transform_component_base.hpp" | |
| #include "rive/math/mat2d.hpp" | |
| namespace rive { | |
| class Constraint; | |
| class WorldTransformComponent; | |
| class TransformComponent : public TransformComponentBase { | |
| private: | |
| Mat2D m_Transform; | |
| float m_RenderOpacity = 0.0f; | |
| WorldTransformComponent* m_ParentTransformComponent = nullptr; | |
| std::vector<Constraint*> m_Constraints; | |
| public: | |
| #ifdef TESTING | |
| const std::vector<Constraint*>& constraints() const { return m_Constraints; } | |
| #endif | |
| StatusCode onAddedClean(CoreContext* context) override; | |
| void buildDependencies() override; | |
| void update(ComponentDirt value) override; | |
| void updateTransform(); | |
| void updateWorldTransform(); | |
| void markTransformDirty(); | |
| /// Opacity inherited by any child of this transform component. This'll | |
| /// later get overridden by effect layers. | |
| float childOpacity() override { return m_RenderOpacity; } | |
| float renderOpacity() const { return m_RenderOpacity; } | |
| const Mat2D& transform() const; | |
| /// Explicitly dangerous. Use transform/worldTransform when you don't | |
| /// need to transform things outside of their hierarchy. | |
| Mat2D& mutableTransform(); | |
| virtual float x() const = 0; | |
| virtual float y() const = 0; | |
| void rotationChanged() override; | |
| void scaleXChanged() override; | |
| void scaleYChanged() override; | |
| void addConstraint(Constraint* constraint); | |
| }; | |
| } // namespace rive | |
| #endif |