Editor.Gizmo
Methods
Editor.Gizmo.prototype.registerMoveSvg(svg, args, opts)
Register a moveable svg element. When the svg element is moved, the callback created from onCreateMoveCallbacks
will be called.
svg
Svg Element - The svg element which can move.args
Object | Array - The args will parse to callback, you can check which svg element is moved with the args.opts
Object - The options you can set.cursor
String - The move mouse cursor.ignoreWhenHoverOther
Boolean - Will ignore the mouse down event on this svg element if hover on other svg element.javascriptthis.registerMoveSvg(moveRectSvg, 'move-rect'); this.registerMoveSvg(moveAnchorSvg, 'move-anchor-rect');
Editor.Gizmo.prototype.recordChanges()
Record undo changes, generally gizmo will record changes automatically.
Editor.Gizmo.prototype.commitChanges()
Commit undo changes, generally gizmo will commit changes automatically
Editor.Gizmo.prototype.adjustValue(targets, keys, minDifference)
Adjust value to avoid value's fractional part to be too long.
targets
[Object] - The target which should adjust.keys
String (optional) - If not specified, then will adjust all available properties on target.minDifference
Number (optionnal) - The decimal precision, default isEditor.Gizmo.prototype.defaultMinDifference()
this.adjustValue(this.node, ['position']);
Editor.Gizmo.prototype.worldToPixel(position)
Convert cocos2d world position to svg position.
Editor.Gizmo.prototype.pixelToWorld(position)
Convert svg position to cocos2d world position.
Editor.Gizmo.prototype.sceneToPixel(position)
Convert cocos2d scene position to svg position.
Editor.Gizmo.prototype.pixelToScene(position)
Convert svg position to cocos2d scene position.
Inherit Methods
Editor.Gizmo.prototype.init()
Call when init a gizmo, you can reimplement this function to do your self init.
Default implement:
init () {
// init logic
}
Editor.Gizmo.prototype.layer()
There three layer types now: background, scene, foreground, generally we add gizmo to scene layer.
Default implement:
layer () {
return 'scene';
}
Editor.Gizmo.prototype.visible()
Whether the gizmo is visible, if you want the gizmo always be visible, then return true.
Default implement:
visible () {
return this.selecting || this.editing;
}
Editor.Gizmo.prototype.dirty()
Whether the gizmo is dirty, the gizmo will only update when gizmo is dirty. If you want to update gizmo every frame then return true
.
Default implement:
dirty () {
return this._viewDirty() || this._nodeDirty() || this._dirty;
}
Editor.Gizmo.prototype.onCreateRoot()
This function will call when create the root svg element for a gizmo. You can implement this function to custom your gizmo creation.
onCreateRoot () {
// your implement
var tool = this._root.group();
}
Editor.Gizmo.prototype.onCreateMoveCallbacks()
This callback return from the function will call when the moveable svg element is moved.
The callback should include methods with:
- start(x, y, event, ...args) - Called when mouse press on the svg
x
Number - Press x positiony
Number - Press y positionevent
MouseEvent - The mouse eventargs
- The arguments parsed fromregisterMoveSvg
- update(dx, dy, event, ...args) - Called when mouse move on the svg
dx
Number - Horizontal move distance from current mouse position to start mouse positiondy
Number - Vertical move distance from current mouse position to start mouse positionevent
MouseEvent - The mouse eventargs
- The arguments parsed fromregisterMoveSvg
- end(updated, event, ...args) - Called when mouse release on the svg
updated
Boolean - Whether the mouse movedevent
MouseEvent - The mouse eventargs
- The arguments parsed fromregisterMoveSvg
onCreateMoveCallbacks () {
return {
start: (x, y, event, ...args) => {
},
update: (dx, dy, event, ...args) => {
},
end: (updated, event, ...args) => {
}
};
}
Editor.Gizmo.prototype.defaultMinDifference()
Used for Editor.Gizmo.prototype.adjustValue
.
The default min difference will be:
defaultMinDifference() {
return Editor.Math.numOfDecimalsF(1.0/this._view.scale);
}
Properties
Editor.Gizmo.prototype.node
Get node of the gizmo.
Editor.Gizmo.prototype.nodes
Get current nodes of the gizmo.
Editor.Gizmo.prototype.topNodes
Get current top nodes of the gizmo.
Editor.Gizmo.prototype.selecting
Whether the gizmo is selecting.
Editor.Gizmo.prototype.editing
Whether the gizmo is editing.
Editor.Gizmo.prototype.hovering
Whether the gizmo is hovering.