|
bool | addAbstractChildOverride (NodeSharedPtr child) override |
| Node::addAbstractChildOverride() implementation. More...
|
|
void | addChild (Node2DSharedPtr child) |
| Adds a child node. More...
|
|
void | arrange () |
| Arrange one Node2D. More...
|
|
ChildConstIterator | beginChildren () const |
|
bool | compositionRequiresAlpha () const |
| Tell if composition requires alpha. More...
|
|
bool | compositionRequiresDepth () const |
| Tell if composition requires depth. More...
|
|
bool | compositionRequiresStencil () const |
| Tell if composition requires stencil. More...
|
|
optional< Vector2 > | containsGlobal (Vector2 point) const |
| Tell if a node area contains a point (defined in screen space). More...
|
|
bool | containsLocal (Vector2 point) const |
| Tell if a node area contains a point (defined in node's own space). More...
|
|
ChildConstIterator | endChildren () const |
|
NodeSharedPtr | findAbstractChildOverride (string_view name) override |
| Node::findAbstractChildOverride() implementation. More...
|
|
size_t | getAbstractChildCountOverride () override |
| Node::getAbstractChildCountOverride() implementation. More...
|
|
size_t | getAbstractChildIndexOverride (const Node &node) override |
|
NodeSharedPtr | getAbstractChildOverride (size_t index) override |
| Node::getAbstractChildOverride() implementation. More...
|
|
Vector2 | getActualSize () const |
| Get actual size. More...
|
|
Vector2 | getAllocatedSize () const |
| Get allocated size. More...
|
|
Matrix3x3 | getArrangeTransform () const |
| Get arrange transform. More...
|
|
BrushSharedPtr | getBackgroundBrush () const |
| Gets value of BackgroundBrushProperty. More...
|
|
BrushRenderer * | getBackgroundBrushRenderer () const |
| Get background brush renderer. More...
|
|
QuadDescription | getBackgroundQuad () const |
| Gets the background quad description. More...
|
|
Node2DSharedPtr | getChild (size_t index) const |
| Returns a child from given index from object node. More...
|
|
Matrix3x3 | getChildCompositionSpaceTransform () const |
| Gets the transform used for composition children of the 2D node. More...
|
|
size_t | getChildCount () const |
| Gets the number of children of the node. More...
|
|
size_t | getChildIndex (const Node &child) const |
| Returns the index of a child in an object node. More...
|
|
ClippingArea | getClippingArea () const |
| Get clipping area. More...
|
|
BrushSharedPtr | getCompositionBrush () const |
| Gets value of CompositionBrushProperty. More...
|
|
BrushRenderer * | getCompositionBrushRenderer () const |
| Access cache result brush renderer. More...
|
|
CompositionManager * | getCompositionManager () const |
| Access composition manager. More...
|
|
TextureSharedPtr | getCompositionTarget () const |
| Gets the composition target used for compositing the node. More...
|
|
NodeCompositor2D * | getCompositor () const |
| Access compositor component. More...
|
|
Vector2 | getContentDesiredSize () const |
| Get size desired by content. More...
|
|
Vector2 | getDesiredSize () const |
| Gets desired size. More...
|
|
NodeEffect2DSharedPtr | getEffect () const |
| Gets the value of EffectProperty. More...
|
|
NodeEffectPrefab2DSharedPtr | getEffectPrefab () const |
| Gets the value of EffectPrefabProperty. More...
|
|
BrushSharedPtr | getForegroundBrush () const |
| Gets value of ForegroundBrushProperty. More...
|
|
BrushRenderer * | getForegroundBrushRenderer () const |
| Get foreground brush renderer. More...
|
|
float | getLayoutOpacity () const |
| Get opacity after propagation from layouting hierarchy. More...
|
|
SRTValue2D | getLayoutTransformation () const |
| Gets the value of LayoutTransformationProperty. More...
|
|
TextureSharedPtr | getManagedCompositionTarget () const |
| Gets the managed composition target of a node. More...
|
|
Matrix3x3 | getParentSpaceTransform () const |
| Gets the parent space transform of the 2D node. More...
|
|
Matrix3x3 | getPartialArrangeTransform () const |
| Get partial arrange transform. More...
|
|
Matrix3x3 | getRenderQuadTransform () const |
| Gets transformation used to render the 2D node. More...
|
|
TextureSharedPtr | getRenderTarget () const |
| Gets value of RenderTargetProperty. More...
|
|
SRTValue2D | getRenderTransformation () const |
| Gets the value of RenderTransformationProperty. More...
|
|
RenderType | getRenderType () const |
| Get render type. More...
|
|
Vector2 | getSecondPassDesiredSize () const |
| Get second pass desired size. More...
|
|
Vector2 | getUserDesiredSize () const |
| Get size desired by user. More...
|
|
NodeVisual2D * | getVisual () const |
| Access visual component. More...
|
|
Matrix3x3 | getWorldTransform () const |
| Get world transform. More...
|
|
optional< Vector2 > | globalToLocal (Vector2 point) const |
|
bool | hasCenterClipArea () const |
| Tell if Node2D has the center clip area (the area of itself). More...
|
|
bool | hasChild (const Node &child) const |
| Returns whether or not the child exists. More...
|
|
bool | hasCompositionTarget () const |
| Indicates whether the node has a composition target. More...
|
|
bool | hasEffect () const |
| Whether an active effect is applied to this node. More...
|
|
bool | hasManagedCompositionTarget () const |
| Indicates whether the node has a managed composition target. More...
|
|
bool | hasOutsideClipArea () const |
| Tell if Node2D has outside clipping area. More...
|
|
bool | hasTranslucentForeground () const |
| Tell if Node2D foreground has translucency. More...
|
|
NodeSharedPtr | hitTest (Vector2 point) |
| Performs a hit test to a 2D node and all its child nodes. More...
|
|
NodeSharedPtr | hitTest (Vector2 point, const Metaclass *type) |
| Performs a hit test to a 2D node and all its child nodes. More...
|
|
template<typename T > |
shared_ptr< T > | hitTest (Vector2 point) |
| Wrapper for hitTest(Vector2), casts the return value. More...
|
|
template<typename T > |
shared_ptr< T > | hitTest (Vector2 point, const Metaclass *type) |
| Wrapper for hitTest(Vector2, const Metaclass), casts the return value. More...
|
|
virtual tuple< NodeSharedPtr, Ray, float > | hitTestContent (Vector2 point) |
| Default implementation of Node2D content hit test. More...
|
|
NodeSharedPtr | hitTestIterate (Vector2 point, HitTestVisitor visitor, void *userData) |
| Recursively hit test nodes from this node downwards and call visitor function on nodes hit. More...
|
|
void | insertChild (size_t index, Node2DSharedPtr child) |
| Adds a child node for object node to given index. More...
|
|
bool | isCacheValid () const |
| Tell if children cache is valid. More...
|
|
bool | isClearColorAllowed () const |
| Indicates whether this Node2D is allowed and should clear the color buffer of its own composition target. More...
|
|
bool | isCompletelyClipped () const |
| Tell if node is completely clipped (and needs not be rendered). More...
|
|
bool | isCompletelyTransparent () const |
| Tell if node is completely transparent. More...
|
|
bool | isCompositionClearColorRequired () const |
| Indicates whether composition target requires color clear before rendering. More...
|
|
bool | isCompositionPotentiallyRequired () const |
| Tell if node itself is going to get rendered into a composition target. More...
|
|
bool | isPerspectiveTransformActive () const |
| Tell if node is being perspective transformed. More...
|
|
bool | isRenderChildrenAllowed () const |
| Tell if rendering children is allowed. More...
|
|
bool | isRenderSelfAllowed () const |
| Tell if render self is allowed. More...
|
|
bool | isSelfInCompositionTarget () const |
| Tell if node itself is going to get rendered into a composition target. More...
|
|
bool | isVisibleForHitTesting () const |
| Tell if Node2D is visible for hit testing. More...
|
|
void | layout (optional< Matrix3x3 > rootTransform) |
| Does layout pass starting from this node and iterating recursively all of its children. More...
|
|
void | layout () |
| Does layout pass with no root transformation (identity). More...
|
|
bool | measure (const Vector2 *availableSize, bool handleStretch) |
| Measure one node. More...
|
|
virtual bool | measureRecursive () |
| Perform measure recursively. More...
|
|
bool | moveAbstractChildToPositionOverride (NodeSharedPtr child, size_t index) override |
| Node::moveAbstractChildToPosition() implementation. More...
|
|
void | moveChildToPosition (Node2DSharedPtr child, size_t index) |
| Moves a child node to a given position in the list of child nodes. More...
|
|
void | moveToBack () |
| Repositions the node to the beginning of its parent's children, so that it is drawn first. More...
|
|
void | moveToFront () |
| Repositions the node to the end of its parent's children, so that it is drawn last. More...
|
|
ChildConstReverseIterator | rbeginChildren () const |
|
bool | removeAbstractChildOverride (Node &child) override |
| Node::removeAbstractChildOverride() implementation. More...
|
|
void | removeAllChildren () |
| Removes all child nodes. More...
|
|
void | removeChild (const Node &child) |
| Removes child node. More...
|
|
void | removeChild (size_t index) |
| Removes child node at specified index. More...
|
|
ChildConstReverseIterator | rendChildren () const |
|
void | render (Renderer3D &renderer, CompositionStack &compositionStack, const optional< Matrix3x3 > &baseTransform) |
| Renders a node and its descendant nodes. More...
|
|
void | render (Renderer3D &renderer, CompositionStack &compositionStack) |
| Render a node and its descendant nodes. More...
|
|
bool | requiresBackgroundBrushRendering () const |
| Tell if background brush rendering is required. More...
|
|
bool | requiresForegroundBrushRendering () const |
| Tell if foreground brush rendering is required. More...
|
|
bool | requiresLocalTransformationScope () const |
| Indicates whether local transformation scope is required. More...
|
|
void | resetCache () |
| Reset cached content for complete node content including itself and its children. More...
|
|
void | setActualSize (Vector2 actualSize) |
| Set actual size. More...
|
|
void | setActualSize (float sizeX, float sizeY) |
| Set actual size. More...
|
|
void | setAllocatedSize (Vector2 allocatedSize) |
| Set allocated size. More...
|
|
void | setArrangeTransform (Matrix3x3 transform) |
| Set arrange transform. More...
|
|
void | setAutoHeight () |
| Sets node to automatically determine height. More...
|
|
void | setAutoSize () |
| Sets node to automatically determine both width and height. More...
|
|
void | setAutoWidth () |
| Sets node to automatically determine width. More...
|
|
void | setBackgroundBrush (BrushSharedPtr value) |
| Sets value of BackgroundBrushProperty. More...
|
|
void | setClearColorAllowed (bool enabled) |
| Set clear color allowed. More...
|
|
void | setCompositionBrush (BrushSharedPtr value) |
| Sets value of CompositionBrushProperty. More...
|
|
void | setCompositionRequested (bool enabled) |
| Turn composition request on or off. More...
|
|
void | setCompositionRequiresAlpha (bool enabled) |
| Turn composition alpha requirement on or off. More...
|
|
void | setCompositionRequiresDepth (bool enabled) |
| Turn composition depth requirement on or off. More...
|
|
void | setCompositionRequiresStencil (bool enabled) |
| Turn composition stencil requirement on or off. More...
|
|
void | setDesiredSize (Vector2 desiredSize) |
| Sets desired size. More...
|
|
void | setEffectPrefab (NodeEffectPrefab2DSharedPtr value) |
| Sets the value of EffectPrefabProperty. More...
|
|
void | setForegroundBrush (BrushSharedPtr value) |
| Sets value of ForegroundBrushProperty. More...
|
|
void | setForegroundIsTranslucent (bool enabled) |
| Set foreground translucency status. More...
|
|
KZ_DEPRECATED void | setLayoutSize (float width, float height) |
| Sets size properties of the node. More...
|
|
void | setLayoutTransformation (SRTValue2D value) |
| Sets the value of LayoutTransformationProperty. More...
|
|
void | setPotentialCompositionBitViewport (bool enabled) |
| Turns the potential composition flag for the viewport on or off. More...
|
|
void | setRenderTarget (TextureSharedPtr texture) |
| Sets value of RenderTargetProperty. More...
|
|
void | setRenderTransformation (SRTValue2D value) |
| Sets the value of RenderTransformationProperty. More...
|
|
void | setRequiresLocalTransformationScope (bool enabled) |
| Sets the local transformation scope requirement. More...
|
|
void | setSize (float width, float height) |
| Sets size properties of the node. More...
|
|
void | setSize (Vector2 size) |
| Sets size properties of the node. More...
|
|
void | transform () |
| Transform one Node2D. More...
|
|
VisitorResult | visitAbstractChildOverride (const Visitor &visitor, VisitorOrder order) override |
| Node::visitAabstractChild implementation. More...
|
|
| ~Node2D () override |
|
ResourceSharedPtr | acquireResource (const ResourceID &id) const |
| Acquires a resource from the node or the node's closest ancestor having the resource id in the resource dictionary. More...
|
|
template<typename T > |
shared_ptr< T > | acquireResource (const ResourceID &id) const |
| Acquires a resource from the node or the node's closest ancestor having the resource id in the resource dictionary, and casts the resource to given type. More...
|
|
ResourceManager::AcquireTaskSharedPtr | acquireResourceAsync (const ResourceID &key, ResourceManager::AsyncAcquireFinishedCallback func) const |
| Posts an asynchronous task to acquire a resource. More...
|
|
ResourceDictionarySharedPtr | acquireResourceDictionary () |
| Gets the resource dictionary of the node. More...
|
|
void | addAnonymousResource (ResourceSharedPtr resource) |
| Adds alias resource to an object node. More...
|
|
void | addInputManipulator (InputManipulatorBaseSharedPtr inputManipulator) |
| Transfers the ownership and attaches an input manipulator to an object node. More...
|
|
template<typename TMessageType , typename TClass , typename TClassMethod > |
MessageSubscriptionToken | addMessageFilter (TMessageType &messageType, TClass *messageHandlerObject, TClassMethod method) |
| Adds a message filter where the filter is a method that is invoked on an object. More...
|
|
template<typename TMessageType > |
MessageSubscriptionToken | addMessageFilter (const TMessageType &messageType, typename TMessageType::FunctionType function) |
| Adds a message filter where the filter is a function. More...
|
|
template<typename TMessageType , typename TClass , typename TClassMethod > |
MessageSubscriptionToken | addMessageHandler (TMessageType &messageType, TClass *messageHandlerObject, TClassMethod method) |
| Adds a message handler where the handler is a method that is invoked on an object. More...
|
|
template<typename TMessageType > |
MessageSubscriptionToken | addMessageHandler (const TMessageType &messageType, typename TMessageType::FunctionType function) |
| Adds a message handler where the handler is a function. More...
|
|
template<typename TMessageType > |
MessageSubscriptionToken | addMessageHandler (const TMessageType &messageType, typename TMessageType::FunctionType function, Node *messageSourceFilter) |
| Adds a message handler where the handler is a function and you explicitly define the accepted source. More...
|
|
void | addNodeComponent (NodeComponentSharedPtr nodeComponent) |
| Transfers the ownership of a node component to an object node. More...
|
|
void | addNodeComponentWithOwner (NodeComponentSharedPtr nodeComponent, const void *owner) |
| Transfers the ownership of a node component to an object node and sets the owner of the node component. More...
|
|
void | addNodeReference (AbstractPropertyType propertyType, AbstractNodeReference *reference) |
|
void | addResource (const ResourceID &resourceId, string_view resourceUrl) |
| Adds a resource manager resource to an object node. If resourceID already exists in object, removes the existing entry. If resourceURL is NULL, error is thrown. */. More...
|
|
void | addResourceDictionary (ResourceDictionarySharedPtr resourceDictionary) |
| Add a nested resource dictionary to the resource dictionary of the node. More...
|
|
void | addResourceReference (AbstractPropertyType propertyType, AbstractResourceReference *reference) |
| This is a helper for automatic resource tracking in ResourceReference. More...
|
|
template<typename TMessageType > |
MessageSubscriptionToken | addTunnelingFilter (const TMessageType &messageType, typename TMessageType::FunctionType function) |
| Adds a message filter where the filter is a function. More...
|
|
template<typename TMessageType , typename TClass , typename TClassMethod > |
MessageSubscriptionToken | addTunnelingFilter (const TMessageType &messageType, TClass *messageHandlerObject, TClassMethod method) |
| Adds a message filter where the filter is a method that is invoked on an object. More...
|
|
template<typename TMessageType > |
MessageSubscriptionToken | addTunnelingHandler (const TMessageType &messageType, typename TMessageType::FunctionType function, Node *messageSourceFilter) |
| Adds a message handler where the handler is a function and you explicitly define the accepted source. More...
|
|
AppliedStyleEntrySharedPtr | applyManualStyle (StyleSharedPtr style) |
| Applies a style to an object node. More...
|
|
AppliedStyleEntrySharedPtr | applyStyle (StyleSharedPtr style) |
| Applies a style to an object node. More...
|
|
void | applyStyles () |
| Apply all styles for an object node. More...
|
|
void | applyStylesRecursive () |
| Applies styles recursively. More...
|
|
void | attachRecursive () |
| Attaches an object node and its children recursively. More...
|
|
InputManipulatorConstIterator | beginInputManipulators () const |
|
NodeComponentConstIterator | beginNodeComponents () const |
|
void | clearChangeFlag (uint32_t flag) |
| Clears a change flag. More...
|
|
void | clearChildChangeFlag (uint32_t flag) |
| Clears a child change flag. More...
|
|
bool | containsResource (const ResourceID &resourceID) const |
| Returns if object node resource dictionary contains the resource with given ID. Resource can be any type: style, alias or resource manager resource. */. More...
|
|
BindingLookupContextPtr | createLookupContext (NodeSharedPtr templateRoot) |
| Creates a lookup context for the node. More...
|
|
void | detachRecursive () |
| Detaches an object node and its children recursively. More...
|
|
void | dispatchAbstractMessage (const AbstractMessageType &messageType, MessageArguments &messageArguments) |
| Dispatches a message from this node with specified arguments. More...
|
|
template<typename TArgumentsType > |
void | dispatchMessage (const MessageType< TArgumentsType > &messageType, typename MessageType< TArgumentsType >::ArgumentsType &messageArguments) |
| Dispatches a message from this node with specified arguments. More...
|
|
InputManipulatorConstIterator | endInputManipulators () const |
|
NodeComponentConstIterator | endNodeComponents () const |
|
template<typename TNodeType > |
shared_ptr< TNodeType > | findAbstractChild (string_view name) |
| Find a child by name. Finds direct children as well as children connected indirectly for example Viewport->Scene. More...
|
|
optional< string > | findResourceURL (const ResourceID &resourceId) const |
| Tries to find Resource URL for Resource ID from this node. More...
|
|
template<typename DataType > |
DataType | getAbstractProperty (AbstractPropertyType abstractPropertyType) const |
|
uint32_t | getChangeFlags () const |
| Get current change flags. More...
|
|
uint32_t | getChildChangeFlags () const |
| Get current child change flags. More...
|
|
FocusScope * | getFocusScopeInfo () const |
| Returns the information about the focus scope for a node. More...
|
|
AbstractPropertyTypeDescriptor::ValueSource * | getNodeFinalValueSource (AbstractPropertyTypeDescriptor &descriptor) const |
|
template<typename DataType > |
optional< typename PropertyType< DataType >::DataType > | getOptionalAbstractProperty (AbstractPropertyType abstractPropertyType) const |
|
template<typename DataType > |
optional< typename PropertyType< DataType >::Traits::ReturnType > | getOptionalProperty (const PropertyType< DataType > &propertyType) const |
| Evaluates the property value in the same way as the overload above but does not default to the value in property metadata if there are no inputs to the property value. More...
|
|
Node * | getParent () const |
| Returns the parent of the node. More...
|
|
template<typename DataType > |
PropertyType< DataType >::Traits::ReturnType | getProperty (const PropertyType< DataType > &propertyType) const |
| Returns the current value of a property. More...
|
|
ResourceDictionarySharedPtr | getResourceDictionary () const |
| Gets the resource dictionary of the node, if the node has one. More...
|
|
NodeSharedPtr | getTemplateRoot () const |
| Gets the template root of this node. More...
|
|
void | invalidateArrange () |
| Invalidates arrange. More...
|
|
void | invalidateDraw () |
| Invalidates draw flag for the node. More...
|
|
void | invalidateFinalTransform () |
| Invalidates final transform for node. More...
|
|
void | invalidateMeasure () |
| Invalidates measure for the node. More...
|
|
void | invalidateRender () |
| Invalidates render for node. More...
|
|
bool | isAnyChangeFlagSet (uint32_t flag) const |
| Checks if any of given flags is set. More...
|
|
bool | isAnyChildChangeFlagSet (uint32_t flag) const |
| Checks if any child change flags (corresponding to given mask) are set. More...
|
|
bool | isAttached () const |
| Returns true if the node is attached to a screen or one of its descendants. More...
|
|
bool | isAttaching () const |
| Returns true if node is in the process of attaching, false otherwise. More...
|
|
bool | isChangeFlagSet (uint32_t flag) const |
| Checks if a change flag is set. More...
|
|
bool | isChildChangeFlagSet (uint32_t flag) const |
| Checks if child change flags match. More...
|
|
bool | isDetaching () const |
| Returns true if the node currently detaching. More...
|
|
bool | isEffectivelyFocusable () const |
| Returns whether a node and its ancestor focus scope nodes are focusable. More...
|
|
bool | isEffectivelyVisible () const |
| Returns whether a node and its ancestor nodes are visible. More...
|
|
bool | isInitialized () const |
| Returns true if initialize() has been called, false otherwise. More...
|
|
bool | isInvalidArrange () const |
| Checks if the node needs arrange. More...
|
|
bool | isInvalidDraw () |
| Tells if node draw flag is invalid. More...
|
|
bool | isInvalidFinalTransform () const |
| Tells if final transform flag is invalid for node. More...
|
|
bool | isInvalidMeasure () const |
| Check if the node needs measure. More...
|
|
bool | isInvalidRender () const |
| Returns if node render flag is invalid. More...
|
|
bool | isNamed (string_view name) const |
|
| KZ_METACLASS_PROPERTY_TYPE (FontFamilyProperty) |
|
template<typename Type > |
shared_ptr< Type > | lookupNode (string_view pathOrKey) |
| Returns a node of specified type by looking it up with specified path or alias. More...
|
|
template<typename Type > |
shared_ptr< Type > | lookupNodeComponent (string_view name) |
| Returns a node component of specified type by looking it up with specified name. More...
|
|
Node * | lookupNodeRaw (string_view relativePath) |
| Get an object node by another node and a relative path. More...
|
|
ObjectSharedPtr | lookupObject (string_view relativePath) |
| Lookup for an object from a node. More...
|
|
template<typename Type > |
shared_ptr< Type > | lookupObject (string_view relativePath) |
| Lookup for an object from a node. More...
|
|
tuple< NodeSharedPtr, AbstractPropertyType > | lookupObjectForStateManager (string_view relativePath) |
| Lookup for an node and possible object from within the node for state manager. More...
|
|
void | notifyResourceDictionaryModified () |
| Forces the re-evaluation of resource IDs in a node tree. More...
|
|
void | removeAnonymousResource (const Resource &resource) |
| Removes anonymous resource from object node resources. More...
|
|
void | removeInputManipulator (InputManipulator &inputManipulator) |
| Removes the ownership and detaches an input manipulator from an object node. More...
|
|
void | removeKZBData (flat_set< AbstractPropertyType > *keepProperties) |
| Destroys all object node data loaded from KZB, including properties, bindings, node components, resources etc. More...
|
|
void | removeKZBData () |
| Destroys all object node data loaded from KZB. More...
|
|
void | removeMessageHandler (MessageSubscriptionToken token) |
| Removes a message subscription. More...
|
|
void | removeNodeComponent (NodeComponent &nodeComponent) |
| Removes the ownership of a node component from an object node. More...
|
|
void | removeNodeComponentWithOwner (const void *owner) |
| Removes all bindings with the specified owner. More...
|
|
void | removeNodeReference (const AbstractNodeReference &reference) |
|
void | removeResource (const ResourceID &resourceId) |
| Removes a resource with given ID from object node resource dictionary. Does not do anything if resourceID was not found. */. More...
|
|
void | removeResourceReference (const AbstractResourceReference &reference) |
| This is a helper for automatic resource tracking in ResourceReference. More...
|
|
void | setChangeFlag (uint32_t flag) |
| Sets a change flag. More...
|
|
void | setChildChangeFlag (uint32_t flag) |
| Sets a child change flag. More...
|
|
void | setParent (Node *parent) |
| Kanzi uses this method internally to set the parent of a node. More...
|
|
void | setResourceDictionary (ResourceDictionarySharedPtr resourceDictionary) |
| Replaces the resource dictionary of the node. More...
|
|
void | setTemplateRoot (NodeSharedPtr templateRoot) |
| Sets the template root of this node. More...
|
|
ResourceSharedPtr | tryAcquireResource (const ResourceID &id) const |
| Acquires a resource from the node or the node's closest ancestor having the resource id in the resource dictionary. More...
|
|
template<typename T > |
shared_ptr< T > | tryAcquireResource (const ResourceID &id) const |
| Acquires a resource from the node or the node's closest ancestor having the resource and casts the resource to given type. More...
|
|
KZ_DEPRECATED NodeSharedPtr | trySetActiveFocus () |
| Tries to move the focus on this node. More...
|
|
NodeSharedPtr | trySetFocus () |
| Tries to move the focus to this node. More...
|
|
NodeSharedPtr | trySetFocus (FocusFallback fallbackOption) |
| Tries to set the focus to the newFocusNode using FocusManager::trySetFocus() but with a fallback behavior in case the node does not gain focus. More...
|
|
void | unapplyStyle (AppliedStyleEntrySharedPtr appliedStyleEntry) |
| Unapplies a style from an object node. More...
|
|
void | unapplyStyles () |
| Unapplies and removes all applied styles. More...
|
|
void | unapplyStylesRecursive () |
| Unapplies styles recursively. More...
|
|
void | validateArrange () |
| Validates arrange. More...
|
|
void | validateDraw () |
| Validates draw flags for the node. More...
|
|
void | validateDrawForChildrenRecursive () |
| Recursively validates draw for the children from this 2D node onwards. More...
|
|
void | validateMeasure () |
| Validates measure for the node. More...
|
|
void | validateRender () |
| Validates render for node. More...
|
|
VisitorResult | visit (const Visitor &visitor, VisitorOrder order) |
| Visits a node and its descendants. More...
|
|
VisitorResult | visitDescendants (const Visitor &visitor, VisitorOrder order) |
| Visits the descendants of a node. More...
|
|
| ~Node () override |
| Destructor. More...
|
|
string | getName () const |
| Gets the value of NameProperty. More...
|
|
void | setName (string_view value) |
| Sets the value of NameProperty. More...
|
|
string | getPath () const |
| Gets the value of PathProperty. More...
|
|
void | setPath (string value) |
| Sets the value of PathProperty. More...
|
|
string | getLocale () const |
| Gets the value of LocaleProperty. More...
|
|
void | setLocale (string value) |
| Sets the value of LocaleProperty. More...
|
|
bool | isHitTestable () const |
| Gets the value of HitTestableProperty. More...
|
|
void | setHitTestable (bool value) |
| Sets the value of HitTestableProperty. More...
|
|
bool | isHitTestableContainer () const |
| Gets the value of HitTestableContainerProperty. More...
|
|
void | setHitTestableContainer (bool value) |
| Sets the value of HitTestableContainerProperty. More...
|
|
bool | isVisible () const |
| Gets the value of VisibleProperty. More...
|
|
void | setVisible (bool value) |
| Sets the value of VisibleProperty. More...
|
|
bool | isEnabled () const |
| Returns the value of the EnabledProperty. More...
|
|
void | setEnabled (bool value) |
| Sets the value of the EnabledProperty. More...
|
|
bool | isEffectivelyEnabled () const |
| Returns the value of EffectivelyEnabledProperty. More...
|
|
bool | isFocusable () const |
| Gets the value of the FocusableProperty. More...
|
|
void | setFocusable (bool value) |
| Sets the value of the FocusableProperty. More...
|
|
bool | isFocused () const |
| Gets the value of the FocusedProperty. More...
|
|
void | setFocused (bool value) |
| Sets the value of the FocusedProperty. More...
|
|
FocusState | getFocusState () const |
| Gets the value of the FocusStateProperty. More...
|
|
void | setFocusState (FocusState state) |
| Sets the value of the FocusStateProperty. More...
|
|
FontFamilySharedPtr | getFontFamily () const |
| Gets the font family the node uses. More...
|
|
void | setFontFamily (FontFamilySharedPtr value) |
| Sets the font family the node uses. More...
|
|
float | getVisibleAmountInParent () const |
| Gets the value of VisibleAmountInParentProperty. More...
|
|
void | setVisibleAmountInParent (float value) |
| Sets the value of VisibleAmountInParentProperty. More...
|
|
float | getProjection2DTo3DScale () const |
| Gets the value of Projection2DTo3DScaleProperty. More...
|
|
void | setProjection2DTo3DScale (float value) |
| Sets the value of Projection2DTo3DScaleProperty. More...
|
|
ResourceSharedPtr | getStyle () const |
| Gets the value of StyleProperty. More...
|
|
void | setStyle (ResourceSharedPtr value) |
| Sets the value of StyleProperty. More...
|
|
ResourceSharedPtr | getStateManager () const |
| Gets the value of StateManagerProperty. More...
|
|
void | setStateManager (ResourceSharedPtr value) |
| Sets the value of StateManagerProperty. More...
|
|
float | getWidth () const |
| Gets the value of WidthProperty. More...
|
|
void | setWidth (float value) |
| Sets the value of WidthProperty. More...
|
|
float | getHeight () const |
| Gets the value of HeightProperty. More...
|
|
void | setHeight (float value) |
| Sets the value of HeightProperty. More...
|
|
float | getDepth () const |
| Gets the value of DepthProperty. More...
|
|
void | setDepth (float value) |
| Sets the value of DepthProperty. More...
|
|
float | getActualWidth () const |
| Gets the value of ActualWidthProperty. More...
|
|
void | setActualWidth (float value) |
| Sets the value of ActualWidthProperty. More...
|
|
float | getActualHeight () const |
| Gets the value of ActualHeightProperty. More...
|
|
void | setActualHeight (float value) |
| Sets the value of ActualHeightProperty. More...
|
|
float | getActualDepth () const |
| Gets the value of ActualDepthProperty. More...
|
|
void | setActualDepth (float value) |
| Sets the value of ActualDepthProperty. More...
|
|
Node::HorizontalAlignment | getHorizontalAlignment () const |
| Gets the value of HorizontalAlignmentProperty. More...
|
|
void | setHorizontalAlignment (Node::HorizontalAlignment value) |
| Sets the value of HorizontalAlignmentProperty. More...
|
|
Node::VerticalAlignment | getVerticalAlignment () const |
| Gets the value of VerticalAlignmentProperty. More...
|
|
void | setVerticalAlignment (Node::VerticalAlignment value) |
| Sets the value of VerticalAlignmentProperty. More...
|
|
Node::DepthAlignment | getDepthAlignment () const |
| Gets the value of DepthAlignmentProperty. More...
|
|
void | setDepthAlignment (Node::DepthAlignment value) |
| Sets the value of DepthAlignmentProperty. More...
|
|
Vector2 | getHorizontalMargin () const |
| Gets the value of HorizontalMarginProperty. More...
|
|
void | setHorizontalMargin (Vector2 value) |
| Sets the value of HorizontalMarginProperty. More...
|
|
Vector2 | getVerticalMargin () const |
| Gets the value of VerticalMarginProperty. More...
|
|
void | setVerticalMargin (Vector2 value) |
| Sets the value of VerticalMarginProperty. More...
|
|
Vector2 | getDepthMargin () const |
| Gets the value of DepthMarginProperty. More...
|
|
void | setDepthMargin (Vector2 value) |
| Sets the value of DepthMarginProperty. More...
|
|
Node::ContentStretch | getContentStretch () const |
| Gets the value of ContentStretchProperty. More...
|
|
void | setContentStretch (Node::ContentStretch value) |
| Sets the value of ContentStretchProperty. More...
|
|
float | getOpacity () const |
| Gets the value of OpacityProperty. More...
|
|
void | setOpacity (float value) |
| Sets the value of OpacityProperty. More...
|
|
bool | isHover () const |
| Returns whether the node has HoverProperty set to true. More...
|
|
bool | isClipChildren () const |
| Gets the value of ClipChildrenProperty. More...
|
|
void | setClipChildren (bool value) |
| Sets the value of ClipChildrenProperty. More...
|
|
AppliedStyleEntrySharedPtr | applyObjectStyle (kanzi::StyleSharedPtr style) |
| Applies a style to an object. More...
|
|
void | applyObjectStyles () |
| Apply all styles for an object node. More...
|
|
Domain * | getDomain () const |
| Returns the domain the object belongs to. More...
|
|
const Metaclass * | getDynamicMetaclass () const override |
| Returns the metaclass of the dynamic type of the object. More...
|
|
MainLoopScheduler * | getMainLoopScheduler () const |
| Returns the MainLoopScheduler instance of the associated Domain. More...
|
|
detail::MessageDispatcher * | getMessageDispatcher () const |
| Returns the message dispatcher of the object. More...
|
|
ResourceManager * | getResourceManager () const |
| Returns the resource manager of the object. More...
|
|
ScriptingContextSharedPtr | getScriptingContext () const |
| Gets the scripting context of the object. More...
|
|
| Object (Domain *domain) |
|
void | setScriptingContext (ScriptingContextSharedPtr context) |
| Sets the scripting context of the object. More...
|
|
void | unapplyObjectStyle (AppliedStyleEntrySharedPtr appliedStyleEntry) |
|
void | unapplyObjectStyles () |
| Unapplies and removes all applied styles. More...
|
|
| ~Object () override |
|
bool | isTypeOf (const Metaclass *objectType) const |
| Determines if the type of this object is the given type or derived from it. More...
|
|
virtual | ~MetaObject () |
|
template<typename DataType > |
void | addPropertyModifier (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::ModifierCallback callback, void *owner) |
|
template<typename DataType > |
void | addPropertyNotificationHandler (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::NotificationCallback callback, void *owner) |
|
template<typename DataType > |
void | addPropertyValueSource (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::TypedValueSource *valueSource, PropertyValuePrecedence precedence, void *ownerPointer) |
|
template<typename DataType > |
void | addPropertyValueSource (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::TypedValueSource *valueSource, PropertyValuePrecedence precedence, AbstractPropertyTypeDescriptor::ValueSourceOwner *owner) |
|
PropertyStorageContainer::iterator | beginPropertyStorage () |
| Returns the begin iterator to the internal property storage container. More...
|
|
PropertyStorageContainer::const_iterator | beginPropertyStorage () const |
| Returns the begin iterator to the internal property storage container. More...
|
|
void | clearPropertyFlag (AbstractPropertyType propertyType, uint32_t flag) |
|
void | copyLocalValue (const PropertyObject &other, AbstractPropertyType propertyType) |
| Copies local value of single property from another object. More...
|
|
void | copyLocalValues (const PropertyObject &other) |
| Copies all local values from another object. More...
|
|
PropertyStorageContainer::iterator | endPropertyStorage () |
| Returns the end iterator to the internal property storage container. More...
|
|
PropertyStorageContainer::const_iterator | endPropertyStorage () const |
| Returns the end iterator to the internal property storage container. More...
|
|
template<typename DataType > |
PropertyType< DataType >::Traits::ReturnType | getAbstractProperty (AbstractPropertyType abstractPropertyType) const |
|
template<typename DataType > |
PropertyType< DataType >::Traits::ReturnType | getAbstractPropertyBase (AbstractPropertyType abstractPropertyType) const |
|
template<typename DataType > |
optional< typename PropertyType< DataType >::Traits::ReturnType > | getOptionalAbstractProperty (AbstractPropertyType abstractPropertyType) const |
|
template<typename DataType > |
optional< typename PropertyType< DataType >::Traits::ReturnType > | getOptionalProperty (const PropertyType< DataType > &propertyType) const |
| Evaluates the property value in the same way as the overload above but does not default to the value in property metadata if there are no inputs to the property value. More...
|
|
template<typename DataType > |
optional< typename PropertyType< DataType >::Traits::ReturnType > | getOptionalPropertyBase (const PropertyType< DataType > &propertyType) const |
| Returns the current value of a property disregarding modifiers, but does not default to the value in property metadata if there are no inputs to the property value. More...
|
|
template<typename DataType > |
PropertyType< DataType >::Traits::ReturnType | getProperty (const PropertyType< DataType > &propertyType) const |
| Returns the current value of a property type. More...
|
|
template<typename DataType > |
PropertyType< DataType >::Traits::ReturnType | getPropertyBase (const PropertyType< DataType > &propertyType) const |
| Returns the current value of a property disregarding modifiers. More...
|
|
template<typename DataType > |
size_t | getPropertyNotificationHandlerCount (const PropertyType< DataType > &propertyType) const |
| Gets number of current notification handlers for given property type. More...
|
|
bool | hasBaseValue (AbstractPropertyType propertyType) const |
| Evaluates whether there are any inputs into the property value, disregarding modifiers. More...
|
|
bool | hasLocalValue (AbstractPropertyType propertyType) const |
| Evaluates whether there is a local value set for the property. More...
|
|
bool | hasNonClassValue (AbstractPropertyType propertyType) const |
| Evaluates whether there is a value of any precedence higher than class default value set for the property. More...
|
|
bool | hasValue (AbstractPropertyType propertyType) const |
| Evaluates whether there are any inputs into the property value. More...
|
|
bool | isPropertyFlagSet (AbstractPropertyType propertyType, uint32_t flag) const |
|
| PropertyObject () |
|
void | removeKzbProperties (flat_set< AbstractPropertyType > *keepProperties) |
| Remove all KZB properties that are not included in a given set. More...
|
|
void | removeKzbProperties () |
| Remove all KZB properties. More...
|
|
template<typename DataType > |
void | removeLocalPropertyValueSource (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::TypedValueSource *valueSource, void *ownerPointer) |
|
void | removeLocalValue (AbstractPropertyType propertyType) |
| Removes the local value associated with the property. More...
|
|
template<typename DataType > |
void | removePropertyModifier (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::ModifierCallback callback, void *owner) |
|
template<typename DataType > |
void | removePropertyNotificationHandler (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::NotificationCallback callback, void *owner) |
|
template<typename DataType > |
void | removePropertyValueSource (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Descriptor::TypedValueSource *valueSource, void *ownerPointer) |
|
template<typename DataType > |
void | setAbstractProperty (AbstractPropertyType abstractPropertyType, typename PropertyType< DataType >::Traits::ParameterType value) |
|
template<typename DataType > |
void | setProperty (const PropertyType< DataType > &propertyType, typename PropertyType< DataType >::Traits::ParameterType value) |
| Sets the local value of a property type. More...
|
|
void | setPropertyFlag (AbstractPropertyType propertyType, uint32_t flag) |
|
void | validatePropertyModifiers (AbstractPropertyType propertyType) |
|
virtual | ~PropertyObject () |
|
void | addBindingRuntime (AbstractBindingRuntimeSharedPtr entry, shared_ptr< void > owner) |
| Adds an already-created binding runtime to this binding host. More...
|
|
AbstractBindingRuntimeSharedPtr | setBinding (AbstractBindingSharedPtr binding, shared_ptr< Node > templateRoot, AbstractPropertyType propertyType, PropertyField field, PropertyValuePrecedence precedence) |
| Wrapper for setting a binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setBinding (AbstractBindingSharedPtr binding, shared_ptr< Node > templateRoot, AbstractPropertyType propertyType, PropertyField field) |
| Wrapper for setting a binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setBinding (AbstractBindingSharedPtr binding, shared_ptr< Node > templateRoot, AbstractPropertyType propertyType, PropertyValuePrecedence precedence) |
| Wrapper for setting a binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setBinding (AbstractBindingSharedPtr binding, AbstractPropertyType propertyType, PropertyField field, PropertyValuePrecedence precedence) |
| Wrapper for setting a binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setBinding (AbstractBindingSharedPtr binding, AbstractPropertyType propertyType, PropertyField field) |
| Wrapper for setting a binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setBinding (AbstractBindingSharedPtr binding, AbstractPropertyType propertyType, PropertyValuePrecedence precedence) |
| Wrapper for setting a binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setBinding (AbstractBindingSharedPtr binding, AbstractPropertyType propertyType) |
| Wrapper for setting a binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setBinding (AbstractBindingSharedPtr binding, shared_ptr< Node > templateRoot) |
| Sets a binding with no target. More...
|
|
AbstractBindingRuntimeSharedPtr | setBinding (AbstractBindingSharedPtr binding) |
| Wrapper for setting a binding with no target. More...
|
|
AbstractBindingRuntimeSharedPtr | setBindingWithOwner (AbstractBindingSharedPtr binding, shared_ptr< void > owner, shared_ptr< Node > templateRoot, AbstractPropertyType propertyType, PropertyField field, PropertyValuePrecedence precedence) |
| Sets a binding to a certain property. More...
|
|
AbstractBindingRuntimeSharedPtr | setBindingWithOwner (AbstractBindingSharedPtr binding, shared_ptr< void > owner, AbstractPropertyType propertyType, PropertyField field, PropertyValuePrecedence precedence) |
| Wrapper for setting a binding with owner. More...
|
|
AbstractBindingRuntimeSharedPtr | setBindingWithOwner (AbstractBindingSharedPtr binding, shared_ptr< void > owner, AbstractPropertyType propertyType) |
| Wrapper for setting a binding with owner. More...
|
|
AbstractBindingRuntimeSharedPtr | setBindingWithOwner (AbstractBindingSharedPtr binding, shared_ptr< void > owner, shared_ptr< Node > templateRoot) |
| Sets a binding with no target. More...
|
|
AbstractBindingRuntimeSharedPtr | setBindingWithOwner (AbstractBindingSharedPtr binding, shared_ptr< void > owner) |
| Wrapper for setting a binding with no target. More...
|
|
AbstractBindingRuntimeSharedPtr | setModifierBinding (AbstractBindingSharedPtr binding, shared_ptr< Node > templateRoot, AbstractPropertyType propertyType, PropertyField field) |
| Wrapper for setting a modifier binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setModifierBinding (AbstractBindingSharedPtr binding, AbstractPropertyType propertyType, PropertyField field) |
| Wrapper for setting a modifier binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setModifierBinding (AbstractBindingSharedPtr binding, AbstractPropertyType propertyType) |
| Wrapper for setting a modifier binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setModifierBindingWithOwner (AbstractBindingSharedPtr binding, shared_ptr< void > owner, shared_ptr< Node > templateRoot, AbstractPropertyType propertyType, PropertyField field) |
| Sets a modifier binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setModifierBindingWithOwner (AbstractBindingSharedPtr binding, shared_ptr< void > owner, AbstractPropertyType propertyType, PropertyField field) |
| Wrapper for setting a modifier binding. More...
|
|
AbstractBindingRuntimeSharedPtr | setModifierBindingWithOwner (AbstractBindingSharedPtr binding, shared_ptr< void > owner, AbstractPropertyType propertyType) |
| Wrapper for setting a modifier binding. More...
|
|
BindingRuntimeConstIterator | beginBindingRuntimes () const |
| Returns an iterator to the beginning of binding runtimes. More...
|
|
BindingRuntimeConstIterator | endBindingRuntimes () const |
| Returns an iterator to the end of binding runtimes. More...
|
|
AbstractBindingRuntimeSharedPtr | getBindingRuntime (size_t idx) |
| Gets binding by index. More...
|
|
size_t | getBindingRuntimeCount () const |
| Gets the number of binding runtimes added to this node. More...
|
|
void | removeAllBindings () |
| Removes all binding runtimes. More...
|
|
void | removeBinding (AbstractBindingRuntime &bindingRuntime) |
| Removes a binding runtime added earlier. More...
|
|
void | removeBindingsWithOwner (shared_ptr< void > owner) |
| Removes all binding runtimes with the specified owner. More...
|
|
Node2D is the base class of all 2D nodes.
Node2D implements functionality common to all 2D nodes, such as rendering, layout and hit testing. To create UI graphs, use classes derived from Node2D, such as Image2D, EmptyNode2D, and StackLayout2D. You can derive from Node2D to implement your own custom rendering and layout.
You can configure common parameters for rendering and layout with methods of Node2D. Use methods of derived classes to control behavior specific to them.
Creating nodes
To construct 2D nodes, call a create functions that return a shared pointer to the node. You can create an empty node:
You can create an image node:
Each node has its own type of create function.
Constructors of nodes are protected, and cannot be accessed except for inheriting classes. Node initialization happens within the create function, after constructing the node.
Nodes are arranged to a node tree. You can think of node trees as directed acyclic graphs with no loops. Each node can have multiple children but only one parent.
The root node of the node tree is always a 2D node. The root node does not have a parent, and it is usually of type Screen.
Viewport2D nodes serve as windows to 3D scene graphs that are displayed in the viewport area. Viewport nodes have Scene nodes as children. Scenes have Node3D children.
Constructing the node tree
You can manipulate the node tree by adding children to nodes:
parentNode->addChild(childNode);
You can remove children from a parent node:
parentNode->removeChild(*childNode);
Parents take ownership, and hold a reference to the children.
Iterating the node tree
You can explore the node tree from a node by iterating its children:
{
stream << (*it)->getName() << "::";
}
You can also go upwards to the parent:
Node2D* parent = dynamic_cast<Node2D*>(child1->getParent());
The parent returned is valid except for the root node that has no parent (it will return 0).
Finding nodes
Finding nodes in the node tree is inherited from Node base class. You can look for nodes with a path:
The paths work relative from the node doing the lookup. You can also traverse upwards:
If lookup fails, no node is returned. See node tree lookup in Node documentation.
Rendering
Rendering nodes happens from root node downwards, iterating the tree in depth-first algorithm.
Each node has a foreground and a background. Foreground and background are rendered separately. Node classes can override foreground or background rendering separately.
Foreground is the node content, for example an image. Background is the full node area. It may be the same size as the node content or larger. Fitting the content to the node area is controlled by ContentStretchProperty, for details, see section about content stretch.
Rendering order
Nodes are rendered in the order they were added to the parent node. Node added first will be rendered first You can modify the rendering order by reordering the children within the parent. You can move nodes to the front to render them last:
You can move nodes to the back, to render them first:
Parent content is always rendered before rendering the children.
Brushes
Rendering of node foreground, background and optional composition happens using brushes. Brushes determine how the rendering is done. They can simply display a color or an image, tint content provided by node, or render using an arbitrary shader.
Nodes have foreground, background and composition brushes. These are accessed via ForegroundBrushProperty, BackgroundBrushProperty and CompositionBrushProperty
You can set the foreground brush:
textNode->setForegroundBrush(
ColorBrush::create(domain,
"color brush", ColorRGBA(0.5f, 1.0f, 0.5f, 1.0f)));
Foreground brush is used to render the content the node provides, for example an Image2D node provides an image. If node does not provide any foreground content, setting foreground brush has no effect.
You can set the background brush:
empty->setBackgroundBrush(
ColorBrush::create(domain,
"color brush", ColorRGBA(0.8f, 1.0f, 0.2f, 1.0f)));
Background brush is used to render the content outside the node foreground area. If the node has no foreground or the foreground is translucent, background will fill the entire node area. If the node foreground fills the entire node area, no background will be rendered.
You can disable rendering by setting null brush:
Note that some nodes have default brushes, so removing the property would not be enough to disable rendering - the nodes would revert to default behavior.
Opacity
Node translucency is controlled by OpacityProperty. You can set the opacity of a node:
Opacity affects node background, foreground, and all node children.
Node foreground and background may be translucent even if opacity property is not set if the brushes or content are translucent.
If node has children, setting Node2D as translucent affects all children. To render the children correctly in regard to overlapping translucency, parent node may need to be composited. See section about composition for details.
Render transformation
You can modify RenderTransformationProperty to change where nodes are rendered in regard to their parent:
node->setRenderTransformation(SRTValue2D(Vector2(1.0f, 1.0f), -1.570796f, Vector2(50.0f, 0.0f)));
Render transformation is specified as SRT - Scale, Rotation and Translation.
Render transform is relative to top left of 2D nodes by default. You can change the origin point within the node by setting RenderTransformationOriginProperty:
node->setRenderTransformationOrigin(Vector2(0.5f, 0.5f));
Render transformation origin can also be set outside the node.
node->setRenderTransformationOrigin(Vector2(-3.0f, 1.0f));
The values set to render transform origin are relative to the size of the node. Value of 0.5 ; 0.5 will be the center of the node regardless of actual node size.
Render transformation happens after layout transformation has been already applied. Render transformation is not affected by layout constraints such as alignment and margins, and does not modify the size layout nodes take into account. For details about layout transformation, see the appropriate section.
Perspective transformation
You can apply perspective transformation in 3D space to bring limited 3D effects to 2D node tree. Perspective transformation is an optional transformation applied as the last Node2D transformation. Perspective transformation applies after layout and render transformations have already been applied.
You can set the perspective transformation:
node->setPerspectiveTransformation(SRTValue3D(Vector3(1.0f, 1.0f, 1.0f), Vector3(0.0f, 0.2f, 0.0f), Vector3(0.0f, 0.0f, 0.0f)));
The projection for perspective transformation is applied in the space of current composition space. Perspective transformation is specified as 3D SRT - 3-component Scale, Rotation and Translation vectors.
Currently the perspective transform has the following rules:
- Projection center is always at the center of the current composition target or screen.
- Field of view is locket at 45 degrees. These restrictions are subject to change.
All information related to foreground and background rendering in Node2D is stored in a separate object of type NodeVisual2D. This object holds brush and geometry information required to render the node. To save memory, if node has nothing to render, no visual component is allocated.
Node2D will never release the visual component once it has been allocated once.
Composition
By default, nodes will be rendered into the rendering context of their parent. Usually, the top-level rendering context is the back buffer, provided by Screen node.
You can manually override this and render a node into a render target:
emptyNode->setRenderTarget(renderTarget);
If a render target is specified, the node will take its size from the render target size. You can define fixed width and fixed height for a node that also has a render target set. The fixed size can be smaller then render target size. In this case, rendering will only happen on a part of the render target area. Specifying fixed size greater than render target size is undefined behavior. Nodes rendered into a render target will still draw the resulting composition to the rendering context of their parent.
Even if render target has not been set, nodes may be rendered using render targets to achieve correct result.
If the opacity of Viewport2D is not 1.0 or if its transformation has non-translation components, a Viewport2D renders to a render target:
viewportNode->setRenderTransformation(SRTValue2D(Vector2(1.0f, 1.0f), 0.2f, Vector2(0.0f, 0.0f)));
bool isInCompositionTarget = viewportNode->isSelfInCompositionTarget();
Viewport2D is a 'window' to a 3D scene. It must be aligned to the units in the parent render context. If this is not the case, it needs to be composited.
All nodes will render to render targets if they have children and their opacity is not one:
parentNode->addChild(childNode);
parentNode->setOpacity(0.8f);
bool isInCompositionTarget = parentNode->isSelfInCompositionTarget();
The parent has opacity set, so it will first need to do composition of all its children, and then render this composition using that opacity.
When you manually assign a render target you can set it to take its size from the size of the node. In this case, Kanzi resizes the composition target to the size that the node gets during layout:
screen->attach();
node->setWidth(static_cast<float>(width));
node->setHeight(static_cast<float>(height));
screen->addChild(node);
node->setBackgroundBrush(brush);
textureCreateInfo.widthDivisor = 1;
textureCreateInfo.heightDivisor = 1;
node->setRenderTarget(renderTarget);
node->setOffscreenRendering(true);
{
CompositionStack& compositionStack = renderer->getCompositionStack();
screen->setAllocatedSize(Vector2(static_cast<float>(width), static_cast<float>(height)));
screen->setArrangeTransform(Matrix3x3());
screen->layout();
compositionStack.pushComposition(0, screen->getAllocatedSize());
screen->render(*renderer, compositionStack);
compositionStack.popComposition();
}
screen->detach();
Offscreen rendering
Nodes do not necessariyly have to draw their composition onto the render context of their parent. You can enable or disable offscreen rendering:
emptyNode->setOffscreenRendering(true);
If offscreen rendering is enabled, the node will not be drawn anywhere after rendering to its render target.
You can render the render target of the node using some other node:
imageNode->setImage(emptyNode->getRenderTarget());
The render target behaves like a normal texture when used. Setting the render target to an Image2D will determine its size unless fixed size has been used.
Render target clearing rules
When a Node2D is rendered into a render target, it will clear the color and depth buffers of that render target. If the render target has a depth buffer, and the node is not a Viewport2D that clears it in a RenderPass, Kanzi clears the depth buffer. If the node foreground does not fill complete composition area, or the combination of background and foreground is translucent, the color buffer will be cleared.
You can disable render target clearing:
emptyNode->setDisableRenderTargetClear(true);
Disabling clearing of render target will force the node to not clear even if it would otherwise decide to.
Cache render targets will be cleared if necessary even if clearing would be disabled.
Caching
To avoid rendering 2D nodes and their descendants every frame, you can cache Node2D rendering results. Caching carries a cost in GPU memory. Cache only complex nodes that are expensive to render and change rarely. You can either:
- Let Kanzi update the cache automatically whenever the node or any of its descendants change.
- Make Kanzi use the same cache until you manually invalidate that cache.
To control the caching of a 2D node, use the CachingModeProperty. You can enable or disable the cache:
When the CachingModeProperty is set to CachingModeEnabled, the node content does not change until you either:
To invalidate the cache:
parentNode->resetCache();
After you invalidate the cache, Kanzi renders the node content once. After this, Kanzi considers the node cached again. You can disable the cache:
After you disable the cache, Kanzi renders the node normally and all changes to the node and its descendants are visible immediately.
Setting the CachingModeProperty to CachingModeAutomatic causes Kanzi to automatically update the cache of the node whenever the content of the node or its descendants change. To set Kanzi to automatically update the cache:
When the caching mode is set to automatic, any change to the node or its descendants causes Kanzi to update the cache. You can manually set the draw flag on a child node to invalidate the cache:
imageChildNode->setOpacity(1.0f);
Setting any property that controls rendering will eventually invalidate draw.
All information related to compositing is stored in a separate class of type NodeCompositor2D. This object holds composition targets, caching information and a composition brush. Since compositing implies rendering, it is not possible to allocate a compositor without also allocating a NodeVisual2D. To save memory, if composition is not needed, no compositor component is allocated.
Node2D will never release the compositor component once it has been allocated once. Composition targets within compositor may be released if not needed.
Basic Layout
2D nodes will try to determine their size automatically. 2D nodes with content will take the size of their content by default, e.g. Image2D will take the size of the image it displays. EmptyNode2D and Viewport2D have unbounded layout by default. This means that they take the entire available size. Available size for is calculated from the size of node's parent, or available screen area. You can use layouts such as StackLayout2D and GridLayout2D to arrange their children in a more complex manner.
You can set a fixed size to a 2D node, this will override the size it would otherwise assume:
node->setWidth(160.0f);
node->setHeight(90.0f);
You configure the node to determine its size automatically by removing fixed sizes:
node->setAutoWidth();
node->setAutoHeight();
or:
You can configure a node to take its width or height based on a specified fixed size and an aspect ratio:
node->setAspectRatio(1.777778f);
If fixed width and aspect ratio are defined, height is width divided by aspect ratio. If fixed height and aspect ratio are defined, width is height multiplied by aspect ratio. If both fixed width and fixed height are defined, aspect ratio has no effect.
If neither width or height are defined, but aspect ratio is defined, the result depends on the node. Nodes that have unbounded layout, take the largest size they can with the given aspect ratio while still fitting within their allocated size. Aspect ratio has no effect with nodes with content that defines its size. This is analogous to having both fixed width and fixed height.
Nodes have an allocated area specified by the parent's area or a layout node. You can configure 2D node to align in its allocated area by setting horizontal and vertical alignment:
Horizontal alignment can be HorizontalAlignmentLeft, HorizontalAlignmentRight, HorizontalAlignmentCenter or HorizontalAlignmentStretch. Vertical alignment can be VerticalAlignmentTop, VerticalAlignmentBottom, VerticalAlignmentCenter or VerticalAlignmentStretch.
You can configure 2D node to fill its allocated area by setting alignment to stretch:
You can offset 2D nodes from the edges of its parent:
node->setHorizontalMargin(Vector2(20.0f, 10.0f));
node->setVerticalMargin(Vector2(20.0f, 10.0f));
For horizontal margins, the order of values is left, then right. For vertical margins, the order of values is top, then bottom. If margins are not specified, the node will be aligned exactly at the edge of allocated area. If margins are specified, the node will be offset from the edge of allocated area by an amount equal to the margin.
Layout transformation
You can modify LayoutTransformationProperty to change the transformation of a node in regard to its parent:
node->setLayoutTransformation(SRTValue2D(Vector2(1.0f, 1.0f), 0.7853982f, Vector2(0.0f, 0.0f)));
Layout transform is specified as SRT - Scale, Rotation and Translation.
A node transformed with layout transformation gets its alignment and margin applied after the transformation. Render transformation is applied after layout transformation, alignment and margins.
For information about render transformation or perspective transformation, see the corresponding sections.
Content stretch
Node foreground content (e.g. image) has rules on how to stretch in relation to node area. The different content stretch modes are ContentStretchNone, ContentStretchFill, ContentStretchUniform and ContentStretchUniformToFill. You can set content stretch mode:
Having no value for content stretch is the same as having ContentStretchUniform. This means foreground content is stretched to fill node area while keeping its aspect ratio. If node aspect ratio is different from content aspect ratio, the remaining area is left for background rendering.
ContentStretchNone means the foreground area will be centered in node area and keep the exact size it would have, for example image size. If node is smaller than the foreground area, it will only display a part of the content. If node is larger than foreground area, the remaining area is left for background rendering.
ContentStretchFill means the foreground area will take the exact node area. This may alter the aspect ratio of content.
ContentStretchUniformToFill means the foreground area will be centered to node area and then uniformly scaled to fill it. If node aspect ratio is different from content aspect ratio, node will only display part of the content.
Layout in main loop
During the program main loop, layout is called for the root node. Before calling layout, the screen node allocated size will be set to current graphics output size. Layout pass only evaluates nodes marked as requiring layout. Render is called immediately after layout.
As render is called immediately after layout, user can modify the node tree and see the changes before next call to user's update function. It may be useful to determine node calculated sizes or locations before waiting for the next frame. You may call layout manually:
screen->addChild(node);
screen->setAllocatedSize(Vector2(1280.0f, 720.0f));
screen->layout();
After calling layout(), you can call getActualSize() to get the size determined by the node. Default allocated size is unbounded layout or infinity. When calling layout() manually, you must set allocated size for the node receiving the layout() call.
For details, see layout section under "Implementing custom node derived from Node2D".
Hit testing
You can hit test nodes in regard to their location on screen:
parentNode->addChild(childNode);
parentNode->setWidth(400.0f);
parentNode->setHeight(300.0f);
screen->layout();
Hit testing uses the 'world' or 'render' coordinates of the node. These coordinates are relative to the screen, not to the parent node or to the node that does the hit testing. Node visibility and all transformations are taken into account.
Hit testing transforms global coordinates into Node2D local coordinates to determine if the node is hit. You can determine world (screen) space coordinates in Node2D local coordinate space:
optional<Vector2> localCoords = childNode->globalToLocal(Vector2(50.0f, 40.0f));
The return enclosed in optional value, but is always valid if the node has a real is non-degenerate transformation.
You can test whether or not given coordinates would hit a node:
optional<Vector2> localCoords = childNode->containsGlobal(Vector2(50.0f, 40.0f));
Checking whether a global coordinate is within a node is equal to calling globalToLocal() and then testing the result with containsLocal().
Implementing custom node derived from Node2D
To do custom rendering and layout, a custom Node2D implementation must be implemented.
Defining the class
Custom Node2D implementations are defined by inheriting from Node2D base class.
To define a simple Node2D implementation see the following example:
class ExampleNode2D;
typedef shared_ptr<ExampleNode2D> ExampleNode2DSharedPtr;
{
public:
static PropertyType<float> ExampleProperty;
float getExampleProperty() const
{
}
void setExampleProperty(float value)
{
}
class ExampleMessageArguments : public MessageArguments
{
public:
static PropertyType<bool> ExampleArgumentProperty;
};
static MessageType<ExampleMessageArguments> ExampleMessage;
static ExampleNode2DSharedPtr create(Domain* domain, string_view name);
protected:
explicit ExampleNode2D(Domain* domain, string_view name);
void onExampleMessage(ExampleMessageArguments& arguments);
private:
ClassPropertyDefaultValue<float> m_classValueExampleProperty;
};
This example describes a very simple class inherited from Node2D.
The following sections go through parts of the node declaration one at a time and explain the segments.
Each class derived from Node2D must have a metaclass definition To declare the metaclass, inherit from Node2D base class and list the properties specific to the inherited node:
For details about metaclass, see the description in Node documentation.
Property types
Local property types are declared in metaclass to belong to the node. Additionally, property types must be declared within the node:
static PropertyType<float> ExampleProperty;
It is also often useful to declare setters and getters to wrap getProperty() and setProperty() for the custom property.
float getExampleProperty() const
{
}
void setExampleProperty(float value)
{
}
After being declared in the class, the property must have a specific definition. The definition lists property metadata. The example property is defined as follows:
(
metadata.displayName = "Example property";
metadata.tooltip = "Property used as example.";
metadata.host = "Node:user, Node2D:context, Material:user";
metadata.lowerBound = "0.0";
metadata.upperBound = "1.0";
metadata.step = "0.01";
));
Note that the property has PropertyTypeChangeFlagFinalTransformation -flag set. This means that updateRender must be called for the node if it has been changed.
There are various property change flags that determine what has to be recalculated when the property is changed. PropertyTypeChangeFlagMeasure means the node has to be measured. This will cause measure and arrange to propagate from the node. measure() will be ran to the node and potentially all of its parents if measured size changed. Then, arrange() and updateRender() will be ran to node, all of the changed nodes and their descendants PropertyTypeChangeFlagArrange means the node has to be arranged. This will cause arrange to propagate from the node. arrange() and updateRender() will be ran to the node and all of its children. PropertyTypeChangeFlagFinalTransformation means that node transformation and transformations of its children have to be updated. updateRender() will be ran to the node and all its children.
Nodes may have class values for properties:
ClassPropertyDefaultValue<float> m_classValueExampleProperty;
Class values override the default value the node would have for a property otherwise, but the value applies only to objects of a certain class.
For more information about properties in nodes, refer to Node documentation.
Message types
To communicate with each other, nodes in Kanzi can send messages. Message types must be declared in nodes:
class ExampleMessageArguments : public MessageArguments
{
public:
static PropertyType<bool> ExampleArgumentProperty;
};
static MessageType<ExampleMessageArguments> ExampleMessage;
Like the node itself, the message class must define a metaclass and properties.
Message type, metadata and related property metadata must be defined in addition to being declared in the node:
PropertyType<bool> ExampleNode2D::ExampleMessageArguments::ExampleArgumentProperty(
kzMakeFixedString(
"MessageArgument.ExampleNode2D.Example"),
false, 0,
false,
(
metadata.displayName = "Example argument";
metadata.tooltip = "Example message argument property";
));
{
metadata.displayName = "Example message";
metadata.tooltip = "Example definition of a message that can be listened.";
));
}
MessageType<ExampleNode2D::ExampleMessageArguments> ExampleNode2D::ExampleMessage(
kzMakeFixedString(
"Message.ExampleNode2D.Example"),
nullptr);
The argument definition is similar to property type definition. Also the message type and studio metadata need to be defined.
Node can subscribe to listen any messages. Typically on initialization.
For more information about messages, refer to Node documentation.
Initialize pattern
Constructing a node initializes node-specific values and passes to base class constructor.
ExampleNode2D::ExampleNode2D(Domain* domain, string_view name) :
Node2D(domain, name),
m_classValueExampleProperty(*this, ExampleProperty, 0.5f)
{
}
Class values are initialized in the constructor.
Further initialization is done in Node::initialize(), that is called from the create function:
ExampleNode2DSharedPtr ExampleNode2D::create(Domain* domain, string_view name)
{
ExampleNode2DSharedPtr exampleNode(new ExampleNode2D(domain, name));
exampleNode->initialize();
return exampleNode;
}
In this example, the node subscribes to listen a message defined earlier upon initialize:
void ExampleNode2D::initialize()
{
addMessageHandler(ExampleMessage, bind(&ExampleNode2D::onExampleMessage,
this, placeholders::_1));
}
void ExampleNode2D::onExampleMessage(ExampleMessageArguments& arguments)
{
bool exampleArgument = arguments.getArgument(ExampleMessageArguments::ExampleArgumentProperty);
setExampleProperty(exampleArgument ? 1.0f : 0.0f);
}
For details of initialization, refer to Node documentation.
Attach and detach
When a node becomes a part of the node tree, it is attached. When node no longer is a part of a node tree, it is detached. Nodes may also be attached or detached if their parent is attached or detached - typically if their parent is added or removed from the node tree.
Attaching connects and activates node features related to its location in the node tree. This includes resource references, bindings, triggers, input manipulators, etc.
For details on attach and detach, refer to Node documentation.
Rendering
Custom node rendering is controlled by overriding rendering functions and setting the render type. During render process, nodes will first call their rendering functions, and then rendering will descend to the children.
Rendering functions
To override foreground rendering, implement renderForegroundOverride(). Default implementation of renderForegroundOverride() is empty, since all nodes decide on their own rendering.
You can override all rendering of node itself, meaning both foreground and background, by implementing renderSelfOverride(). Default implementation of renderSelfOverride() applies the composition stack, and then defers to background and foreground rendering. When implementing this function, remember to ensure that the viewport settings are correct before issuing draw calls. Applying the composition stack
To use normal background rendering within overridden rendering, call renderBackground(). renderBackground() checks if background brush exists, and then renders the background quad. In the case of opaque foreground, background rendering will render a 'frame' around the node content area if possible.
For most nodes, implementing renderSelfOverride() is enough.
Render type
Node2D rendering is controlled by RenderType. It should be set upon constructor or node initialization to reflect on node rendering behavior. RenderType acts as a hint to the rendering system, regarding how to set viewport settings and how to handle background rendering.
RenderTypeNone is used for nodes that do not have a foreground and will not render it.
RenderTypeTexture is used for nodes that render their foreground as a rectangular quad - for example Image2D.
RenderTypeManual is used for nodes that handle their own foreground rendering. It implies the system having to set up viewport coordinates for the area of the node, this will push a local viewport area onto the composition stack. Nodes using RenderTypeManual should implement renderSelfOverride.
RenderTypeManualClipped is using nodes that handle their own foreground rendering, but do not need a local viewport area. This implies nodes using RenderTypeManualClipped either clip their own content, or that the user does not care about clipping. Nodes using RenderTypeManualClipped should implement at least renderForegroundOverride, possibly renderSelfOverride.
Layout
Custom nodes also follow the layout directives described in the earlier section. Layout can be partially overridden by implementing layout functions.
Node desired size is determined in measure(). Measurement pass descends recursively downwards until nodes that are flagged as needing measure are found. For every node the size of which was changed, measure ascends upwards to the root and flags node as requiring arrange. To override the size that would otherwise be determined for the node, implement measureOverride():
Vector2 ExampleNode2D::measureOverride(Vector2 )
{
return Vector2(128.0f, 128.0f);
}
Content desired size for node is determined by the size returned from measureOverride(). Desired size for node is affected by the content desired size returned and node properties.
Node actual size and transformation is determined in arrange(). Arrange pass descends recursively downwards to nodes that are flagged as needing arrange, and then arranges them and all their children. Arrange process reads available size for node, then determines transformation and actual size based on node properties.
Nodes performing layout on their children, for example StackLayout2D, must implement arrangeOverride(). During parent arrange pass, children have already been measured. Arranging children works by iterating over child nodes and setting their allocated sizes and arrange transformations. For non-layout nodes, (default) arrangeOverride() sets child node allocated size as the node actual size, and resets child arrange transformation.
Node final transformation, brushes and composition settings are determined in updateRender(). updateRender() is called after arrange for all nodes that were marked as requiring transformation updated. Nodes may implement updateRenderOverride() to do custom clipping or modify brush or composition settings:
void ExampleNode2D::updateRenderOverride()
{
if (brush)
{
ColorRGBA color = brush->getColor();
color.setBlue(getExampleProperty());
brush->setColor(color);
}
}