2010-12-27 10:26:56 +08:00
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/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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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 "CCNode.h"
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#include "CCProtocols.h"
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#include "CCTextureAtlas.h"
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#include "ccMacros.h"
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#include "NSMutableArray.h"
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#include "CCXCocos2dDefine.h"
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namespace cocos2d
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{
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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 CCX_DLL CCSpriteBatchNode : public CCNode, public CCTextureProtocol
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{
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public:
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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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CCX_SAFE_RETAIN(textureAtlas);
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CCX_SAFE_RELEASE(m_pobTextureAtlas);
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m_pobTextureAtlas = textureAtlas;
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}
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}
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inline NSArray<CCSprite*>* getDescendants(void) { return m_pobDescendants; }
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/** creates a CCSpriteBatchNode with a texture2d and a default capacity of 29 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* batchNodeWithTexture(CCTexture2D *tex);
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static CCSpriteBatchNode* spriteSheetWithTexture(CCTexture2D *tex); // deprecated
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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* batchNodeWithTexture(CCTexture2D* tex, unsigned int capacity);
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static CCSpriteBatchNode* spriteSheetWithTexture(CCTexture2D *tex, unsigned int capacity); // deprecated
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/** creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) with a default capacity of 29 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* batchNodeWithFile(const char* fileImage);
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static CCSpriteBatchNode* spriteSheetWithFile(const char* fileImage); // deprecated
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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* batchNodeWithFile(const char* fileImage, unsigned int capacity);
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static CCSpriteBatchNode* spriteSheetWithFile(const char* fileImage, unsigned int capacity); // deprecated
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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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void increaseAtlasCapacity();
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/** creates an sprite with a rect in the CCSpriteBatchNode.
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It's the same as:
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- create an standard CCSsprite
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- set the usingSpriteSheet = YES
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- set the textureAtlas to the same texture Atlas as the CCSpriteBatchNode
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@deprecated Use [CCSprite spriteWithBatchNode:rect:] instead;
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*/
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CCSprite* createSpriteWithRect(CGRect rect);
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/** initializes a previously created sprite with a rect. This sprite will have the same texture as the CCSpriteBatchNode.
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It's the same as:
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- initialize an standard CCSsprite
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- set the usingBatchNode = YES
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- set the textureAtlas to the same texture Atlas as the CCSpriteBatchNode
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@since v0.99.0
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@deprecated Use [CCSprite initWithBatchNode:rect:] instead;
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*/
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void initSprite(CCSprite *sprite, CGRect rect);
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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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/** removes a child given a reference. 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 removeChild(CCSprite *sprite, bool doCleanup);
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void insertChild(CCSprite *child, unsigned int index);
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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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// 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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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 draw(void);
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2010-12-28 17:42:23 +08:00
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protected:
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/* IMPORTANT XXX IMPORTNAT:
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* These 2 methods can't be part of CCTMXLayer since they call [super add...], and CCSpriteSheet#add SHALL not be called
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*/
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/* Adds a quad into the texture atlas but it 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 (BitmapFontAtlas)
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*/
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void addQuadFromSprite(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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2010-12-27 10:26:56 +08:00
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private:
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void updateBlendFunc();
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private:
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CCTextureAtlas *m_pobTextureAtlas;
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ccBlendFunc m_blendFunc;
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// all descendants: chlidren, gran children, etc...
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NSArray<CCSprite*>* m_pobDescendants;
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};
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}
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#endif // __CC_SPRITE_BATCH_NODE_H__
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