| #ifndef _RIVE_TRANSFORM_COMPONENT_HPP_ |
| #define _RIVE_TRANSFORM_COMPONENT_HPP_ |
| #include "rive/generated/transform_component_base.hpp" |
| #include "rive/intrinsically_sizeable.hpp" |
| #include "rive/lazy_vector.hpp" |
| #include "rive/math/aabb.hpp" |
| #include "rive/math/mat2d.hpp" |
| #include "rive/layout/layout_measure_mode.hpp" |
| |
| namespace rive |
| { |
| class Constraint; |
| class WorldTransformComponent; |
| class AABB; |
| class TransformComponent : public TransformComponentBase, |
| public IntrinsicallySizeable |
| { |
| protected: |
| Mat2D m_Transform; |
| float m_RenderOpacity = 0.0f; |
| WorldTransformComponent* m_ParentTransformComponent = nullptr; |
| LazyVector<Constraint*> m_Constraints; |
| |
| protected: |
| virtual void updateConstraints(); |
| |
| public: |
| bool collapse(bool value) override; |
| const std::vector<Constraint*>& constraints() const |
| { |
| return m_Constraints.view(); |
| } |
| StatusCode onAddedClean(CoreContext* context) override; |
| void buildDependencies() override; |
| void update(ComponentDirt value) override; |
| virtual void updateTransform(); |
| /// Builds m_WorldTransform from the parent world and our local transform. |
| /// Split out of updateWorldTransform so a subclass can substitute its own |
| /// composition (a layout participant inserts its slot) without the base |
| /// first composing and constraining a value that is then thrown away. |
| /// Constraints are applied by updateWorldTransform, once, afterwards. |
| virtual void composeWorldTransform(); |
| virtual 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; |
| |
| /// Our translation in the parent's frame — what a constraint's offset |
| /// preserves. x/y, plus where the layout engine placed anything laid out. |
| virtual Vec2D composedTranslation() const { return Vec2D(x(), y()); } |
| |
| /// Where our anchor sits in our own local space. Zero for anything drawn |
| /// about its origin; a layout's box starts at local zero, so its origin |
| /// is this far in. |
| virtual Vec2D localAnchor() const { return Vec2D(); } |
| |
| void rotationChanged() override; |
| void scaleXChanged() override; |
| void scaleYChanged() override; |
| |
| void addConstraint(Constraint* constraint); |
| virtual AABB constraintBounds() const { return AABB(); } |
| virtual AABB localBounds() const; |
| void markDirtyIfConstrained(); |
| |
| #ifdef WITH_RIVE_EDITOR |
| /// Idempotent add — `Constraint::editorParentChanged` calls this |
| /// when transitioning into us as the parent. |
| void addConstraintForEditor(Constraint* constraint); |
| /// Remove if present — `Constraint::editorParentChanged` calls |
| /// this when transitioning away (re-parent or unregister). |
| void removeConstraintForEditor(Constraint* constraint); |
| #endif |
| }; |
| } // namespace rive |
| |
| #endif |