| #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 |