axmol/cocos/2d/CCNode.cpp

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/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2009 Valentin Milea
Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
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#include "CCNode.h"
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#include <algorithm>
#include "CCString.h"
#include "ccCArray.h"
#include "TransformUtils.h"
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#include "CCCamera.h"
#include "CCGrid.h"
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#include "CCDirector.h"
#include "CCScheduler.h"
#include "CCTouch.h"
#include "CCActionManager.h"
#include "CCScriptSupport.h"
#include "CCGLProgram.h"
#include "CCEventDispatcher.h"
#include "CCEvent.h"
#include "CCEventTouch.h"
#include "CCScene.h"
#ifdef CC_USE_PHYSICS
#include "CCPhysicsBody.h"
#endif
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// externals
#include "kazmath/GL/matrix.h"
#include "CCComponent.h"
#include "CCComponentContainer.h"
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#if CC_NODE_RENDER_SUBPIXEL
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#define RENDER_IN_SUBPIXEL
#else
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#define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__))
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#endif
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NS_CC_BEGIN
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#if CC_USE_ARRAY_VECTOR
bool nodeComparisonLess(const RCPtr<Object>& pp1, const RCPtr<Object>& pp2)
{
Object *p1 = static_cast<Object*>(pp1);
Object *p2 = static_cast<Object*>(pp2);
Node *n1 = static_cast<Node*>(p1);
Node *n2 = static_cast<Node*>(p2);
return( n1->getZOrder() < n2->getZOrder() ||
( n1->getZOrder() == n2->getZOrder() && n1->getOrderOfArrival() < n2->getOrderOfArrival() )
);
}
#else
bool nodeComparisonLess(Object* p1, Object* p2)
{
Node *n1 = static_cast<Node*>(p1);
Node *n2 = static_cast<Node*>(p2);
return( n1->getZOrder() < n2->getZOrder() ||
( n1->getZOrder() == n2->getZOrder() && n1->getOrderOfArrival() < n2->getOrderOfArrival() )
);
}
#endif
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// XXX: Yes, nodes might have a sort problem once every 15 days if the game runs at 60 FPS and each frame sprites are reordered.
static int s_globalOrderOfArrival = 1;
Node::Node(void)
: _rotationX(0.0f)
, _rotationY(0.0f)
, _scaleX(1.0f)
, _scaleY(1.0f)
, _vertexZ(0.0f)
, _position(Point::ZERO)
, _skewX(0.0f)
, _skewY(0.0f)
, _anchorPointInPoints(Point::ZERO)
, _anchorPoint(Point::ZERO)
, _contentSize(Size::ZERO)
, _additionalTransformDirty(false)
, _transformDirty(true)
, _inverseDirty(true)
, _camera(NULL)
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// children (lazy allocs)
// lazy alloc
, _grid(NULL)
, _ZOrder(0)
, _parent(NULL)
// "whole screen" objects. like Scenes and Layers, should set _ignoreAnchorPointForPosition to true
, _tag(Node::INVALID_TAG)
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// userData is always inited as nil
, _userData(NULL)
, _userObject(NULL)
, _shaderProgram(NULL)
, _orderOfArrival(0)
, _running(false)
, _visible(true)
, _ignoreAnchorPointForPosition(false)
, _reorderChildDirty(false)
, _isTransitionFinished(false)
, _updateScriptHandler(0)
, _componentContainer(NULL)
#ifdef CC_USE_PHYSICS
, _physicsBody(nullptr)
#endif
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{
// set default scheduler and actionManager
Director *director = Director::getInstance();
_actionManager = director->getActionManager();
_actionManager->retain();
_scheduler = director->getScheduler();
_scheduler->retain();
_eventDispatcher = director->getEventDispatcher();
_eventDispatcher->retain();
ScriptEngineProtocol* pEngine = ScriptEngineManager::getInstance()->getScriptEngine();
_scriptType = pEngine != NULL ? pEngine->getScriptType() : kScriptTypeNone;
kmMat4Identity(&_transform);
kmMat4Identity(&_inverse);
kmMat4Identity(&_additionalTransform);
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}
Node::~Node()
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{
CCLOGINFO( "deallocing Node: %p - tag: %i", this, _tag );
if (_updateScriptHandler)
{
ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptHandler(_updateScriptHandler);
}
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CC_SAFE_RELEASE(_actionManager);
CC_SAFE_RELEASE(_scheduler);
_eventDispatcher->cleanTarget(this);
CC_SAFE_RELEASE(_eventDispatcher);
// attributes
CC_SAFE_RELEASE(_camera);
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CC_SAFE_RELEASE(_grid);
CC_SAFE_RELEASE(_shaderProgram);
CC_SAFE_RELEASE(_userObject);
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for (auto& child : _children)
{
if (child)
{
child->_parent = NULL;
}
}
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removeAllComponents();
CC_SAFE_DELETE(_componentContainer);
#ifdef CC_USE_PHYSICS
CC_SAFE_RELEASE(_physicsBody);
#endif
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}
bool Node::init()
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{
return true;
}
float Node::getSkewX() const
{
return _skewX;
}
void Node::setSkewX(float newSkewX)
{
_skewX = newSkewX;
_transformDirty = _inverseDirty = true;
}
float Node::getSkewY() const
{
return _skewY;
}
void Node::setSkewY(float newSkewY)
{
_skewY = newSkewY;
_transformDirty = _inverseDirty = true;
}
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/// zOrder getter
int Node::getZOrder() const
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{
return _ZOrder;
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}
/// zOrder setter : private method
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/// used internally to alter the zOrder variable. DON'T call this method manually
void Node::_setZOrder(int z)
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{
_ZOrder = z;
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}
void Node::setZOrder(int z)
{
if (_parent)
{
_parent->reorderChild(this, z);
}
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// should set "_ZOrder" after reorderChild, because the implementation of reorderChild subclass of Node, such as Sprite,
// will return when _ZOrder value is not changed
_setZOrder(z);
_eventDispatcher->setDirtyForNode(this);
}
/// vertexZ getter
float Node::getVertexZ() const
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{
return _vertexZ;
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}
/// vertexZ setter
void Node::setVertexZ(float var)
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{
_vertexZ = var;
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}
/// rotation getter
float Node::getRotation() const
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{
CCASSERT(_rotationX == _rotationY, "CCNode#rotation. RotationX != RotationY. Don't know which one to return");
return _rotationX;
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}
/// rotation setter
void Node::setRotation(float newRotation)
{
_rotationX = _rotationY = newRotation;
_transformDirty = _inverseDirty = true;
#ifdef CC_USE_PHYSICS
if (_physicsBody)
{
_physicsBody->setRotation(newRotation);
}
#endif
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}
float Node::getRotationX() const
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{
return _rotationX;
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}
void Node::setRotationX(float fRotationX)
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{
_rotationX = fRotationX;
_transformDirty = _inverseDirty = true;
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}
float Node::getRotationY() const
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{
return _rotationY;
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}
void Node::setRotationY(float fRotationY)
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{
_rotationY = fRotationY;
_transformDirty = _inverseDirty = true;
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}
/// scale getter
float Node::getScale(void) const
{
CCASSERT( _scaleX == _scaleY, "CCNode#scale. ScaleX != ScaleY. Don't know which one to return");
return _scaleX;
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}
/// scale setter
void Node::setScale(float scale)
{
_scaleX = _scaleY = scale;
_transformDirty = _inverseDirty = true;
}
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/// scaleX getter
float Node::getScaleX() const
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{
return _scaleX;
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}
/// scale setter
void Node::setScale(float scaleX,float scaleY)
{
_scaleX = scaleX;
_scaleY = scaleY;
_transformDirty = _inverseDirty = true;
}
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/// scaleX setter
void Node::setScaleX(float newScaleX)
{
_scaleX = newScaleX;
_transformDirty = _inverseDirty = true;
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}
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/// scaleY getter
float Node::getScaleY() const
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{
return _scaleY;
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}
/// scaleY setter
void Node::setScaleY(float newScaleY)
{
_scaleY = newScaleY;
_transformDirty = _inverseDirty = true;
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}
/// position getter
const Point& Node::getPosition() const
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{
return _position;
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}
/// position setter
void Node::setPosition(const Point& newPosition)
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{
_position = newPosition;
_transformDirty = _inverseDirty = true;
#ifdef CC_USE_PHYSICS
if (_physicsBody)
{
_physicsBody->setPosition(newPosition);
}
#endif
}
void Node::getPosition(float* x, float* y) const
{
*x = _position.x;
*y = _position.y;
}
void Node::setPosition(float x, float y)
{
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setPosition(Point(x, y));
}
float Node::getPositionX() const
{
return _position.x;
}
float Node::getPositionY() const
{
return _position.y;
}
void Node::setPositionX(float x)
{
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setPosition(Point(x, _position.y));
}
void Node::setPositionY(float y)
{
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setPosition(Point(_position.x, y));
}
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ssize_t Node::getChildrenCount() const
{
return _children.size();
}
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/// camera getter: lazy alloc
Camera* Node::getCamera()
{
if (!_camera)
{
_camera = new Camera();
}
return _camera;
}
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/// grid setter
void Node::setGrid(GridBase* pGrid)
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{
CC_SAFE_RETAIN(pGrid);
CC_SAFE_RELEASE(_grid);
_grid = pGrid;
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}
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/// isVisible getter
bool Node::isVisible() const
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{
return _visible;
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}
/// isVisible setter
void Node::setVisible(bool var)
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{
_visible = var;
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}
const Point& Node::getAnchorPointInPoints() const
{
return _anchorPointInPoints;
}
/// anchorPoint getter
const Point& Node::getAnchorPoint() const
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{
return _anchorPoint;
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}
void Node::setAnchorPoint(const Point& point)
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{
if( ! point.equals(_anchorPoint))
{
_anchorPoint = point;
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_anchorPointInPoints = Point(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y );
_transformDirty = _inverseDirty = true;
}
}
/// contentSize getter
const Size& Node::getContentSize() const
{
return _contentSize;
}
void Node::setContentSize(const Size & size)
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{
if ( ! size.equals(_contentSize))
{
_contentSize = size;
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_anchorPointInPoints = Point(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y );
_transformDirty = _inverseDirty = true;
}
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}
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// isRunning getter
bool Node::isRunning() const
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{
return _running;
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}
/// parent setter
void Node::setParent(Node * var)
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{
_parent = var;
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}
/// isRelativeAnchorPoint getter
bool Node::isIgnoreAnchorPointForPosition() const
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{
return _ignoreAnchorPointForPosition;
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}
/// isRelativeAnchorPoint setter
void Node::ignoreAnchorPointForPosition(bool newValue)
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{
if (newValue != _ignoreAnchorPointForPosition)
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{
_ignoreAnchorPointForPosition = newValue;
_transformDirty = _inverseDirty = true;
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}
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}
/// tag getter
int Node::getTag() const
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{
return _tag;
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}
/// tag setter
void Node::setTag(int var)
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{
_tag = var;
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}
/// userData setter
void Node::setUserData(void *var)
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{
_userData = var;
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}
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int Node::getOrderOfArrival() const
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{
return _orderOfArrival;
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}
void Node::setOrderOfArrival(int orderOfArrival)
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{
CCASSERT(orderOfArrival >=0, "Invalid orderOfArrival");
_orderOfArrival = orderOfArrival;
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}
void Node::setUserObject(Object *pUserObject)
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{
CC_SAFE_RETAIN(pUserObject);
CC_SAFE_RELEASE(_userObject);
_userObject = pUserObject;
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}
void Node::setShaderProgram(GLProgram *pShaderProgram)
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{
CC_SAFE_RETAIN(pShaderProgram);
CC_SAFE_RELEASE(_shaderProgram);
_shaderProgram = pShaderProgram;
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}
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Rect Node::getBoundingBox() const
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{
Rect rect = Rect(0, 0, _contentSize.width, _contentSize.height);
return RectApplyAffineTransform(rect, getNodeToParentAffineTransform());
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}
Node * Node::create(void)
{
Node * pRet = new Node();
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if (pRet && pRet->init())
{
pRet->autorelease();
}
else
{
CC_SAFE_DELETE(pRet);
}
return pRet;
}
void Node::cleanup()
{
// actions
this->stopAllActions();
this->unscheduleAllSelectors();
if ( _scriptType != kScriptTypeNone)
{
int action = kNodeOnCleanup;
BasicScriptData data(this,(void*)&action);
ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
}
// timers
std::for_each(_children.begin(), _children.end(), [](Node* child){
child->cleanup();
});
}
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std::string Node::getDescription() const
{
return StringUtils::format("<Node | Tag = %d", _tag);
}
// lazy allocs
void Node::childrenAlloc(void)
{
_children.reserve(4);
}
Node* Node::getChildByTag(int aTag)
{
CCASSERT( aTag != Node::INVALID_TAG, "Invalid tag");
for (auto& child : _children)
{
if(child && child->_tag == aTag)
return child;
}
return nullptr;
}
/* "add" logic MUST only be on this method
* If a class want's to extend the 'addChild' behavior it only needs
* to override this method
*/
void Node::addChild(Node *child, int zOrder, int tag)
{
CCASSERT( child != NULL, "Argument must be non-nil");
CCASSERT( child->_parent == NULL, "child already added. It can't be added again");
if (_children.empty())
{
this->childrenAlloc();
}
this->insertChild(child, zOrder);
#ifdef CC_USE_PHYSICS
for (Node* node = this->getParent(); node != nullptr; node = node->getParent())
{
if (dynamic_cast<Scene*>(node) != nullptr)
{
(dynamic_cast<Scene*>(node))->addChildToPhysicsWorld(child);
break;
}
}
#endif
child->_tag = tag;
child->setParent(this);
child->setOrderOfArrival(s_globalOrderOfArrival++);
if( _running )
{
child->onEnter();
// prevent onEnterTransitionDidFinish to be called twice when a node is added in onEnter
if (_isTransitionFinished) {
child->onEnterTransitionDidFinish();
}
}
}
void Node::addChild(Node *child, int zOrder)
{
CCASSERT( child != NULL, "Argument must be non-nil");
this->addChild(child, zOrder, child->_tag);
}
void Node::addChild(Node *child)
{
CCASSERT( child != NULL, "Argument must be non-nil");
this->addChild(child, child->_ZOrder, child->_tag);
}
void Node::removeFromParent()
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{
this->removeFromParentAndCleanup(true);
}
void Node::removeFromParentAndCleanup(bool cleanup)
{
if (_parent != NULL)
{
_parent->removeChild(this,cleanup);
}
}
/* "remove" logic MUST only be on this method
* If a class want's to extend the 'removeChild' behavior it only needs
* to override this method
*/
void Node::removeChild(Node* child, bool cleanup /* = true */)
{
// explicit nil handling
if (_children.empty())
{
return;
}
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ssize_t index = _children.getIndex(child);
if( index != CC_INVALID_INDEX )
this->detachChild( child, index, cleanup );
}
void Node::removeChildByTag(int tag, bool cleanup/* = true */)
{
CCASSERT( tag != Node::INVALID_TAG, "Invalid tag");
Node *child = this->getChildByTag(tag);
if (child == NULL)
{
CCLOG("cocos2d: removeChildByTag(tag = %d): child not found!", tag);
}
else
{
this->removeChild(child, cleanup);
}
}
void Node::removeAllChildren()
{
this->removeAllChildrenWithCleanup(true);
}
void Node::removeAllChildrenWithCleanup(bool cleanup)
{
// not using detachChild improves speed here
if (!_children.empty())
{
for (auto& child : _children)
{
if (child)
{
// IMPORTANT:
// -1st do onExit
// -2nd cleanup
if(_running)
{
child->onExitTransitionDidStart();
child->onExit();
}
if (cleanup)
{
child->cleanup();
}
// set parent nil at the end
child->setParent(nullptr);
}
}
_children.clear();
}
}
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void Node::detachChild(Node *child, ssize_t childIndex, bool doCleanup)
{
// IMPORTANT:
// -1st do onExit
// -2nd cleanup
if (_running)
{
child->onExitTransitionDidStart();
child->onExit();
}
#ifdef CC_USE_PHYSICS
if (child->_physicsBody != nullptr)
{
child->_physicsBody->removeFromWorld();
}
#endif
// If you don't do cleanup, the child's actions will not get removed and the
// its scheduledSelectors_ dict will not get released!
if (doCleanup)
{
child->cleanup();
}
// set parent nil at the end
child->setParent(nullptr);
_children.erase(childIndex);
}
// helper used by reorderChild & add
void Node::insertChild(Node* child, int z)
{
_reorderChildDirty = true;
_children.pushBack(child);
child->_setZOrder(z);
}
void Node::reorderChild(Node *child, int zOrder)
{
CCASSERT( child != NULL, "Child must be non-nil");
_reorderChildDirty = true;
child->setOrderOfArrival(s_globalOrderOfArrival++);
child->_setZOrder(zOrder);
}
void Node::sortAllChildren()
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{
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#if 0
if (_reorderChildDirty)
{
int i,j,length = _children.size();
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// insertion sort
for(i=1; i<length; i++)
{
j = i-1;
auto tempI = static_cast<Node*>( _children.at(i) );
auto tempJ = static_cast<Node*>( _children.at(j) );
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//continue moving element downwards while zOrder is smaller or when zOrder is the same but mutatedIndex is smaller
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while(j>=0 && ( tempI->_ZOrder < tempJ->_ZOrder || ( tempI->_ZOrder == tempJ->_ZOrder && tempI->_orderOfArrival < tempJ->_orderOfArrival ) ) )
{
_children.fastSetObject( tempJ, j+1 );
j = j-1;
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if(j>=0)
tempJ = static_cast<Node*>( _children.at(j) );
}
_children.fastSetObject(tempI, j+1);
}
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//don't need to check children recursively, that's done in visit of each child
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_reorderChildDirty = false;
}
#else
if( _reorderChildDirty ) {
std::sort( std::begin(_children), std::end(_children), nodeComparisonLess );
_reorderChildDirty = false;
}
#endif
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}
void Node::draw()
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{
//CCASSERT(0);
// override me
// Only use- this function to draw your stuff.
// DON'T draw your stuff outside this method
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}
void Node::visit()
{
// quick return if not visible. children won't be drawn.
if (!_visible)
{
return;
}
kmGLPushMatrix();
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if (_grid && _grid->isActive())
{
_grid->beforeDraw();
}
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this->transform();
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int i = 0;
if(!_children.empty())
{
sortAllChildren();
// draw children zOrder < 0
for( ; i < _children.size(); i++ )
{
auto node = _children.at(i);
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if ( node && node->_ZOrder < 0 )
node->visit();
else
break;
}
// self draw
this->draw();
// Uses std::for_each to improve performance.
std::for_each(_children.cbegin()+i, _children.cend(), [](Node* node){
node->visit();
});
}
else
{
this->draw();
}
// reset for next frame
_orderOfArrival = 0;
if (_grid && _grid->isActive())
{
_grid->afterDraw(this);
}
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kmGLPopMatrix();
}
void Node::transformAncestors()
{
if( _parent != NULL )
{
_parent->transformAncestors();
_parent->transform();
}
}
void Node::transform()
{
#ifdef CC_USE_PHYSICS
updatePhysicsTransform();
#endif
kmMat4 transfrom4x4 = this->getNodeToParentTransform();
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// Update Z vertex manually
transfrom4x4.mat[14] = _vertexZ;
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kmGLMultMatrix( &transfrom4x4 );
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// saves the MV matrix
kmGLGetMatrix(KM_GL_MODELVIEW, &_modelViewTransform);
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// XXX: Expensive calls. Camera should be integrated into the cached affine matrix
if ( _camera != NULL && !(_grid != NULL && _grid->isActive()) )
{
bool translate = (_anchorPointInPoints.x != 0.0f || _anchorPointInPoints.y != 0.0f);
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if( translate )
kmGLTranslatef(RENDER_IN_SUBPIXEL(_anchorPointInPoints.x), RENDER_IN_SUBPIXEL(_anchorPointInPoints.y), 0 );
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_camera->locate();
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if( translate )
kmGLTranslatef(RENDER_IN_SUBPIXEL(-_anchorPointInPoints.x), RENDER_IN_SUBPIXEL(-_anchorPointInPoints.y), 0 );
}
}
void Node::onEnter()
{
_isTransitionFinished = false;
std::for_each(_children.begin(), _children.end(), [](Node* child){
child->onEnter();
});
this->resume();
_running = true;
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if (_scriptType != kScriptTypeNone)
{
int action = kNodeOnEnter;
BasicScriptData data(this,(void*)&action);
ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
}
}
void Node::onEnterTransitionDidFinish()
{
_isTransitionFinished = true;
std::for_each(_children.begin(), _children.end(), [](Node* child){
child->onEnterTransitionDidFinish();
});
if (_scriptType != kScriptTypeNone)
{
int action = kNodeOnEnterTransitionDidFinish;
BasicScriptData data(this,(void*)&action);
ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
}
}
void Node::onExitTransitionDidStart()
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{
std::for_each(_children.begin(), _children.end(), [](Node* child){
child->onExitTransitionDidStart();
});
if (_scriptType != kScriptTypeNone)
{
int action = kNodeOnExitTransitionDidStart;
BasicScriptData data(this,(void*)&action);
ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
}
}
void Node::onExit()
{
this->pause();
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_running = false;
if (_scriptType != kScriptTypeNone)
{
int action = kNodeOnExit;
BasicScriptData data(this,(void*)&action);
ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
}
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std::for_each(_children.begin(), _children.end(), [](Node* child){
child->onExit();
});
}
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void Node::setEventDispatcher(EventDispatcher* dispatcher)
{
if (dispatcher != _eventDispatcher)
{
_eventDispatcher->cleanTarget(this);
CC_SAFE_RETAIN(dispatcher);
CC_SAFE_RELEASE(_eventDispatcher);
_eventDispatcher = dispatcher;
}
}
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void Node::setActionManager(ActionManager* actionManager)
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{
if( actionManager != _actionManager ) {
this->stopAllActions();
CC_SAFE_RETAIN(actionManager);
CC_SAFE_RELEASE(_actionManager);
_actionManager = actionManager;
}
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}
Action * Node::runAction(Action* action)
{
CCASSERT( action != NULL, "Argument must be non-nil");
_actionManager->addAction(action, this, !_running);
return action;
}
void Node::stopAllActions()
{
_actionManager->removeAllActionsFromTarget(this);
}
void Node::stopAction(Action* action)
{
_actionManager->removeAction(action);
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}
void Node::stopActionByTag(int tag)
{
CCASSERT( tag != Action::INVALID_TAG, "Invalid tag");
_actionManager->removeActionByTag(tag, this);
}
Action * Node::getActionByTag(int tag)
{
CCASSERT( tag != Action::INVALID_TAG, "Invalid tag");
return _actionManager->getActionByTag(tag, this);
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}
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ssize_t Node::getNumberOfRunningActions() const
{
return _actionManager->getNumberOfRunningActionsInTarget(this);
}
// Node - Callbacks
void Node::setScheduler(Scheduler* scheduler)
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{
if( scheduler != _scheduler ) {
this->unscheduleAllSelectors();
CC_SAFE_RETAIN(scheduler);
CC_SAFE_RELEASE(_scheduler);
_scheduler = scheduler;
}
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}
bool Node::isScheduled(SEL_SCHEDULE selector)
{
return _scheduler->isScheduledForTarget(selector, this);
}
void Node::scheduleUpdate()
{
scheduleUpdateWithPriority(0);
}
void Node::scheduleUpdateWithPriority(int priority)
{
_scheduler->scheduleUpdateForTarget(this, priority, !_running);
}
void Node::scheduleUpdateWithPriorityLua(int nHandler, int priority)
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{
unscheduleUpdate();
_updateScriptHandler = nHandler;
_scheduler->scheduleUpdateForTarget(this, priority, !_running);
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}
void Node::unscheduleUpdate()
{
_scheduler->unscheduleUpdateForTarget(this);
if (_updateScriptHandler)
{
ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptHandler(_updateScriptHandler);
_updateScriptHandler = 0;
}
}
void Node::schedule(SEL_SCHEDULE selector)
{
this->schedule(selector, 0.0f, kRepeatForever, 0.0f);
}
void Node::schedule(SEL_SCHEDULE selector, float interval)
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{
this->schedule(selector, interval, kRepeatForever, 0.0f);
}
void Node::schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
{
CCASSERT( selector, "Argument must be non-nil");
CCASSERT( interval >=0, "Argument must be positive");
_scheduler->scheduleSelector(selector, this, interval , repeat, delay, !_running);
}
void Node::scheduleOnce(SEL_SCHEDULE selector, float delay)
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{
this->schedule(selector, 0.0f, 0, delay);
}
void Node::unschedule(SEL_SCHEDULE selector)
{
// explicit nil handling
if (selector == 0)
return;
_scheduler->unscheduleSelector(selector, this);
}
void Node::unscheduleAllSelectors()
{
_scheduler->unscheduleAllForTarget(this);
}
void Node::resume()
{
_scheduler->resumeTarget(this);
_actionManager->resumeTarget(this);
_eventDispatcher->resumeTarget(this);
}
void Node::pause()
{
_scheduler->pauseTarget(this);
_actionManager->pauseTarget(this);
_eventDispatcher->pauseTarget(this);
}
void Node::resumeSchedulerAndActions()
{
resume();
}
void Node::pauseSchedulerAndActions()
{
pause();
}
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// override me
void Node::update(float fDelta)
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{
if (0 != _updateScriptHandler)
{
//only lua use
SchedulerScriptData data(_updateScriptHandler,fDelta);
ScriptEvent event(kScheduleEvent,&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&event);
}
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if (_componentContainer && !_componentContainer->isEmpty())
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{
_componentContainer->visit(fDelta);
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}
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}
AffineTransform Node::getNodeToParentAffineTransform() const
{
AffineTransform ret;
kmMat4 ret4 = getNodeToParentTransform();
GLToCGAffine(ret4.mat, &ret);
return ret;
}
const kmMat4& Node::getNodeToParentTransform() const
{
if (_transformDirty)
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{
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// Translate values
float x = _position.x;
float y = _position.y;
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if (_ignoreAnchorPointForPosition)
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{
x += _anchorPointInPoints.x;
y += _anchorPointInPoints.y;
}
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// Rotation values
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// Change rotation code to handle X and Y
// If we skew with the exact same value for both x and y then we're simply just rotating
float cx = 1, sx = 0, cy = 1, sy = 0;
if (_rotationX || _rotationY)
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{
float radiansX = -CC_DEGREES_TO_RADIANS(_rotationX);
float radiansY = -CC_DEGREES_TO_RADIANS(_rotationY);
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cx = cosf(radiansX);
sx = sinf(radiansX);
cy = cosf(radiansY);
sy = sinf(radiansY);
}
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bool needsSkewMatrix = ( _skewX || _skewY );
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// optimization:
// inline anchor point calculation if skew is not needed
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// Adjusted transform calculation for rotational skew
if (! needsSkewMatrix && !_anchorPointInPoints.equals(Point::ZERO))
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{
x += cy * -_anchorPointInPoints.x * _scaleX + -sx * -_anchorPointInPoints.y * _scaleY;
y += sy * -_anchorPointInPoints.x * _scaleX + cx * -_anchorPointInPoints.y * _scaleY;
}
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// Build Transform Matrix
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// Adjusted transform calculation for rotational skew
kmScalar mat[] = { cy * _scaleX, sy * _scaleX, 0, 0,
-sx * _scaleY, cx * _scaleY, 0, 0,
0, 0, 1, 0,
x, y, 0, 1 };
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kmMat4Fill(&_transform, mat);
// XXX: Try to inline skew
// If skew is needed, apply skew and then anchor point
if (needsSkewMatrix)
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{
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kmMat4 skewMatrix = { 1, tanf(CC_DEGREES_TO_RADIANS(_skewY)), 0, 0,
tanf(CC_DEGREES_TO_RADIANS(_skewX)),1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1};
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kmMat4Multiply(&_transform, &skewMatrix, &_transform);
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// adjust anchor point
if (!_anchorPointInPoints.equals(Point::ZERO))
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{
// XXX: Argh, kmMat needs a "translate" method
_transform.mat[12] += -_anchorPointInPoints.x;
_transform.mat[13] += -_anchorPointInPoints.y;
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}
}
if (_additionalTransformDirty)
{
kmMat4Multiply(&_transform, &_transform, &_additionalTransform);
_additionalTransformDirty = false;
}
_transformDirty = false;
}
return _transform;
}
void Node::setAdditionalTransform(const AffineTransform& additionalTransform)
{
CGAffineToGL(additionalTransform, _additionalTransform.mat);
_transformDirty = true;
_additionalTransformDirty = true;
}
void Node::setAdditionalTransform(const kmMat4& additionalTransform)
{
_additionalTransform = additionalTransform;
_transformDirty = true;
_additionalTransformDirty = true;
}
AffineTransform Node::getParentToNodeAffineTransform() const
{
AffineTransform ret;
kmMat4 ret4 = getParentToNodeTransform();
GLToCGAffine(ret4.mat,&ret);
return ret;
}
const kmMat4& Node::getParentToNodeTransform() const
{
if ( _inverseDirty ) {
kmMat4Inverse(&_inverse, &_transform);
_inverseDirty = false;
}
return _inverse;
}
AffineTransform Node::getNodeToWorldAffineTransform() const
{
AffineTransform t = this->getNodeToParentAffineTransform();
for (Node *p = _parent; p != NULL; p = p->getParent())
t = AffineTransformConcat(t, p->getNodeToParentAffineTransform());
return t;
}
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kmMat4 Node::getNodeToWorldTransform() const
{
kmMat4 t = this->getNodeToParentTransform();
for (Node *p = _parent; p != NULL; p = p->getParent())
kmMat4Multiply(&t, &t, &p->getNodeToParentTransform());
return t;
}
AffineTransform Node::getWorldToNodeAffineTransform() const
{
return AffineTransformInvert(this->getNodeToWorldAffineTransform());
}
kmMat4 Node::getWorldToNodeTransform() const
{
kmMat4 tmp, tmp2;
tmp2 = this->getNodeToWorldTransform();
kmMat4Inverse(&tmp, &tmp2);
return tmp;
}
Point Node::convertToNodeSpace(const Point& worldPoint) const
{
kmMat4 tmp = getWorldToNodeTransform();
kmVec3 vec3 = {worldPoint.x, worldPoint.y, 0};
kmVec3 ret;
kmVec3Transform(&ret, &vec3, &tmp);
Point p = {ret.x, ret.y };
return p;
}
Point Node::convertToWorldSpace(const Point& nodePoint) const
{
kmMat4 tmp = getNodeToWorldTransform();
kmVec3 vec3 = {nodePoint.x, nodePoint.y, 0};
kmVec3 ret;
kmVec3Transform(&ret, &vec3, &tmp);
Point p = {ret.x, ret.y };
return p;
}
Point Node::convertToNodeSpaceAR(const Point& worldPoint) const
{
Point nodePoint = convertToNodeSpace(worldPoint);
return nodePoint - _anchorPointInPoints;
}
Point Node::convertToWorldSpaceAR(const Point& nodePoint) const
{
Point pt = nodePoint + _anchorPointInPoints;
return convertToWorldSpace(pt);
}
Point Node::convertToWindowSpace(const Point& nodePoint) const
{
Point worldPoint = this->convertToWorldSpace(nodePoint);
return Director::getInstance()->convertToUI(worldPoint);
}
// convenience methods which take a Touch instead of Point
Point Node::convertTouchToNodeSpace(Touch *touch) const
{
Point point = touch->getLocation();
return this->convertToNodeSpace(point);
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}
Point Node::convertTouchToNodeSpaceAR(Touch *touch) const
{
Point point = touch->getLocation();
return this->convertToNodeSpaceAR(point);
}
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#ifdef CC_USE_PHYSICS
bool Node::updatePhysicsTransform()
{
if (_physicsBody != nullptr && _physicsBody->getWorld() != nullptr && !_physicsBody->isResting())
{
_position = _physicsBody->getPosition();
_rotationX = _rotationY = _physicsBody->getRotation();
_transformDirty = _inverseDirty = true;
return true;
}
return false;
}
#endif
void Node::updateTransform()
{
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// Recursively iterate over children
std::for_each(_children.begin(), _children.end(), [](Node* child){
child->updateTransform();
});
}
Component* Node::getComponent(const char *pName)
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{
if( _componentContainer )
return _componentContainer->get(pName);
return nullptr;
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}
bool Node::addComponent(Component *pComponent)
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{
// lazy alloc
if( !_componentContainer )
_componentContainer = new ComponentContainer(this);
return _componentContainer->add(pComponent);
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}
bool Node::removeComponent(const char *pName)
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{
if( _componentContainer )
return _componentContainer->remove(pName);
return false;
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}
void Node::removeAllComponents()
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{
if( _componentContainer )
_componentContainer->removeAll();
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}
#ifdef CC_USE_PHYSICS
void Node::setPhysicsBody(PhysicsBody* body)
{
if (_physicsBody != nullptr)
{
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_physicsBody->_node = nullptr;
_physicsBody->release();
}
_physicsBody = body;
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_physicsBody->_node = this;
_physicsBody->retain();
_physicsBody->setPosition(getPosition());
_physicsBody->setRotation(getRotation());
}
PhysicsBody* Node::getPhysicsBody() const
{
return _physicsBody;
}
#endif //CC_USE_PHYSICS
// NodeRGBA
NodeRGBA::NodeRGBA()
: _displayedOpacity(255)
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, _realOpacity(255)
, _displayedColor(Color3B::WHITE)
, _realColor(Color3B::WHITE)
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, _cascadeColorEnabled(false)
, _cascadeOpacityEnabled(false)
{}
NodeRGBA::~NodeRGBA() {}
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bool NodeRGBA::init()
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{
if (Node::init())
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{
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_displayedOpacity = _realOpacity = 255;
_displayedColor = _realColor = Color3B::WHITE;
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_cascadeOpacityEnabled = _cascadeColorEnabled = false;
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return true;
}
return false;
}
GLubyte NodeRGBA::getOpacity(void) const
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{
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return _realOpacity;
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}
GLubyte NodeRGBA::getDisplayedOpacity(void) const
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{
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return _displayedOpacity;
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}
void NodeRGBA::setOpacity(GLubyte opacity)
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{
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_displayedOpacity = _realOpacity = opacity;
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if (_cascadeOpacityEnabled)
{
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GLubyte parentOpacity = 255;
RGBAProtocol* pParent = dynamic_cast<RGBAProtocol*>(_parent);
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if (pParent && pParent->isCascadeOpacityEnabled())
{
parentOpacity = pParent->getDisplayedOpacity();
}
this->updateDisplayedOpacity(parentOpacity);
}
}
void NodeRGBA::updateDisplayedOpacity(GLubyte parentOpacity)
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{
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_displayedOpacity = _realOpacity * parentOpacity/255.0;
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if (_cascadeOpacityEnabled)
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{
std::for_each(_children.begin(), _children.end(), [this](Node* child){
RGBAProtocol* item = dynamic_cast<RGBAProtocol*>(child);
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if (item)
{
item->updateDisplayedOpacity(_displayedOpacity);
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}
});
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}
}
bool NodeRGBA::isCascadeOpacityEnabled(void) const
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{
return _cascadeOpacityEnabled;
}
void NodeRGBA::setCascadeOpacityEnabled(bool cascadeOpacityEnabled)
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{
_cascadeOpacityEnabled = cascadeOpacityEnabled;
}
const Color3B& NodeRGBA::getColor(void) const
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{
return _realColor;
}
const Color3B& NodeRGBA::getDisplayedColor() const
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{
return _displayedColor;
}
void NodeRGBA::setColor(const Color3B& color)
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{
_displayedColor = _realColor = color;
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if (_cascadeColorEnabled)
{
Color3B parentColor = Color3B::WHITE;
RGBAProtocol *parent = dynamic_cast<RGBAProtocol*>(_parent);
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if (parent && parent->isCascadeColorEnabled())
{
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parentColor = parent->getDisplayedColor();
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}
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updateDisplayedColor(parentColor);
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}
}
void NodeRGBA::updateDisplayedColor(const Color3B& parentColor)
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{
_displayedColor.r = _realColor.r * parentColor.r/255.0;
_displayedColor.g = _realColor.g * parentColor.g/255.0;
_displayedColor.b = _realColor.b * parentColor.b/255.0;
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if (_cascadeColorEnabled)
{
std::for_each(_children.begin(), _children.end(), [this](Node* child){
RGBAProtocol *item = dynamic_cast<RGBAProtocol*>(child);
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if (item)
{
item->updateDisplayedColor(_displayedColor);
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}
});
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}
}
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bool NodeRGBA::isCascadeColorEnabled(void) const
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{
return _cascadeColorEnabled;
}
void NodeRGBA::setCascadeColorEnabled(bool cascadeColorEnabled)
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{
_cascadeColorEnabled = cascadeColorEnabled;
}
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NS_CC_END