mirror of
https://github.com/geode-sdk/geode.git
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207 lines
8.1 KiB
C++
207 lines
8.1 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2009-2010 Ricardo Quesada
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Copyright (C) 2009 Matt Oswald
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __CC_SPRITE_BATCH_NODE_H__
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#define __CC_SPRITE_BATCH_NODE_H__
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#include "base_nodes/CCNode.h"
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#include "CCProtocols.h"
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#include "textures/CCTextureAtlas.h"
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#include "ccMacros.h"
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#include "cocoa/CCArray.h"
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NS_CC_BEGIN
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/**
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* @addtogroup sprite_nodes
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* @{
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*/
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#define kDefaultSpriteBatchCapacity 29
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class CCSprite;
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/** CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call
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* (often known as "batch draw").
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*
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* A CCSpriteBatchNode can reference one and only one texture (one image file, one texture atlas).
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* Only the CCSprites that are contained in that texture can be added to the CCSpriteBatchNode.
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* All CCSprites added to a CCSpriteBatchNode are drawn in one OpenGL ES draw call.
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* If the CCSprites are not added to a CCSpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.
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*
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*
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* Limitations:
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* - The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is CCSprite or any subclass of CCSprite. eg: particles, labels and layer can't be added to a CCSpriteBatchNode.
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* - Either all its children are Aliased or Antialiased. It can't be a mix. This is because "alias" is a property of the texture, and all the sprites share the same texture.
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*
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* @since v0.7.1
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*/
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class CC_DLL CCSpriteBatchNode : public CCNode, public CCTextureProtocol
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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*/
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CCSpriteBatchNode();
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GEODE_MONOSTATE_CONSTRUCTOR_COCOS(CCSpriteBatchNode, CCNode)
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/**
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* @js NA
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* @lua NA
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*/
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~CCSpriteBatchNode();
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// property
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// retain
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inline CCTextureAtlas* getTextureAtlas(void) { return m_pobTextureAtlas; }
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inline void setTextureAtlas(CCTextureAtlas* textureAtlas)
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{
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if (textureAtlas != m_pobTextureAtlas)
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{
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CC_SAFE_RETAIN(textureAtlas);
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CC_SAFE_RELEASE(m_pobTextureAtlas);
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m_pobTextureAtlas = textureAtlas;
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}
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}
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inline CCArray* getDescendants(void) { return m_pobDescendants; }
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/** creates a CCSpriteBatchNode with a texture2d and capacity of children.
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The capacity will be increased in 33% in runtime if it run out of space.
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*/
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static CCSpriteBatchNode* createWithTexture(CCTexture2D* tex, unsigned int capacity);
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static CCSpriteBatchNode* createWithTexture(CCTexture2D* tex) {
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return CCSpriteBatchNode::createWithTexture(tex, kDefaultSpriteBatchCapacity);
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}
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/** creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children.
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The capacity will be increased in 33% in runtime if it run out of space.
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The file will be loaded using the TextureMgr.
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*/
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static CCSpriteBatchNode* create(const char* fileImage, unsigned int capacity);
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static CCSpriteBatchNode* create(const char* fileImage) {
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return CCSpriteBatchNode::create(fileImage, kDefaultSpriteBatchCapacity);
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}
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/** initializes a CCSpriteBatchNode with a texture2d and capacity of children.
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The capacity will be increased in 33% in runtime if it run out of space.
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*/
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bool initWithTexture(CCTexture2D *tex, unsigned int capacity);
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/** initializes a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.
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The capacity will be increased in 33% in runtime if it run out of space.
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The file will be loaded using the TextureMgr.
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*/
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bool initWithFile(const char* fileImage, unsigned int capacity);
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bool init();
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/** removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter.
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@warning Removing a child from a CCSpriteBatchNode is very slow
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*/
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void removeChildAtIndex(unsigned int index, bool doCleanup);
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void insertChild(CCSprite *child, unsigned int index);
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void appendChild(CCSprite* sprite);
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void removeSpriteFromAtlas(CCSprite *sprite);
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unsigned int rebuildIndexInOrder(CCSprite *parent, unsigned int index);
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unsigned int highestAtlasIndexInChild(CCSprite *sprite);
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unsigned int lowestAtlasIndexInChild(CCSprite *sprite);
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unsigned int atlasIndexForChild(CCSprite *sprite, int z);
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/* Sprites use this to start sortChildren, don't call this manually */
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void reorderBatch(bool reorder);
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// CCTextureProtocol
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virtual CCTexture2D* getTexture(void);
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virtual void setTexture(CCTexture2D *texture);
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virtual void setBlendFunc(ccBlendFunc blendFunc);
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/**
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* @js NA
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*/
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virtual ccBlendFunc getBlendFunc(void);
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virtual void visit(void);
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virtual void addChild(CCNode * child);
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virtual void addChild(CCNode * child, int zOrder);
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virtual void addChild(CCNode * child, int zOrder, int tag);
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virtual void reorderChild(CCNode * child, int zOrder);
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virtual void removeChild(CCNode* child, bool cleanup);
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virtual void removeAllChildrenWithCleanup(bool cleanup);
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virtual void sortAllChildren();
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virtual void draw(void);
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protected:
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/** Inserts a quad at a certain index into the texture atlas. The CCSprite won't be added into the children array.
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This method should be called only when you are dealing with very big AtlasSrite and when most of the CCSprite won't be updated.
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For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)
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*/
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void insertQuadFromSprite(CCSprite *sprite, unsigned int index);
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/** Updates a quad at a certain index into the texture atlas. The CCSprite won't be added into the children array.
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This method should be called only when you are dealing with very big AtlasSrite and when most of the CCSprite won't be updated.
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For example: a tile map (CCTMXMap) or a label with lots of characters (CCLabelBMFont)
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*/
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void updateQuadFromSprite(CCSprite *sprite, unsigned int index);
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/* This is the opposite of "addQuadFromSprite.
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It add the sprite to the children and descendants array, but it doesn't update add it to the texture atlas
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*/
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CCSpriteBatchNode * addSpriteWithoutQuad(CCSprite*child, unsigned int z, int aTag);
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RT_ADD(
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bool getManualSortChildren(void)const;
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int getAtlasCapacity(void);
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public:
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int getUsedAtlasCapacity(void);
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void increaseAtlasCapacity(unsigned int);
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protected:
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void manualSortAllChildren(void);
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void setManualSortChildren(bool);
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);
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private:
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void updateAtlasIndex(CCSprite* sprite, int* curIndex);
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void swap(int oldIndex, int newIndex);
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void updateBlendFunc();
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protected:
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CCTextureAtlas *m_pobTextureAtlas;
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ccBlendFunc m_blendFunc;
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// all descendants: children, gran children, etc...
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CCArray* m_pobDescendants;
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RT_ADD(
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bool m_bManualSortChildren;
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bool m_bManualSortAllChildrenDirty;
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)
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};
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// end of sprite_nodes group
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/// @}
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NS_CC_END
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#endif // __CC_SPRITE_BATCH_NODE_H__
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