axmol/cocos/2d/CCSpriteBatchNode.h

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/****************************************************************************
Copyright (c) 2009-2010 Ricardo Quesada
Copyright (c) 2009 Matt Oswald
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2014 Chukong Technologies 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.
****************************************************************************/
#ifndef __CC_SPRITE_BATCH_NODE_H__
#define __CC_SPRITE_BATCH_NODE_H__
#include <vector>
#include "2d/CCNode.h"
Squashed commit of the following: commit a794d107ad85667e3d754f0b6251fc864dfbf288 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 14:33:49 2014 -0700 Yeah... everything compiles on win32 and wp8 commit 4740be6e4a0d16f742c27996e7ab2c100adc76af Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:58:38 2014 -0700 CCIME moved to base and compiles on Android commit ff3e1bf1eb27a01019f4e1b56d1aebbe2d385f72 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 13:02:57 2014 -0700 compiles Ok for Windows Phone 8 commit 8160a4eb2ecdc61b5bd1cf56b90d2da6f11e3ebd Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 12:25:31 2014 -0700 fixes for Windows Phone 8 commit 418197649efc93032aee0adc205e502101cdb53d Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 11:15:13 2014 -0700 Compiles on Win32 commit 08813ed7cf8ac1079ffadeb1ce78ea9e833e1a33 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 10:08:31 2014 -0700 Compiles on linux! commit 118896521e5b335a5257090b6863f1fb2a2002fe Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 09:30:42 2014 -0700 moves cocos/2d/platform -> cocos/platform commit 4fe9319d7717b0c1bccb2db0156eeb86255a89e0 Merge: bd68ec2 511295e Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Fri May 16 08:24:41 2014 -0700 Merge remote-tracking branch 'cocos2d/v3' into files commit bd68ec2f0e3a826d8b2f4b60564ba65ce766bc56 Author: Ricardo Quesada <ricardoquesada@gmail.com> Date: Thu May 15 19:36:23 2014 -0700 files in the correct directory
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#include "base/CCProtocols.h"
#include "renderer/CCTextureAtlas.h"
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#include "renderer/CCBatchCommand.h"
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NS_CC_BEGIN
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/**
* @addtogroup sprite_nodes
* @{
*/
class Sprite;
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/** SpriteBatchNode 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").
*
* A SpriteBatchNode can reference one and only one texture (one image file, one texture atlas).
* Only the Sprites that are contained in that texture can be added to the SpriteBatchNode.
* All Sprites added to a SpriteBatchNode are drawn in one OpenGL ES draw call.
* If the Sprites are not added to a SpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.
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*
*
* Limitations:
* - The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is Sprite or any subclass of Sprite. eg: particles, labels and layer can't be added to a SpriteBatchNode.
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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.
*
* @since v0.7.1
*/
class CC_DLL SpriteBatchNode : public Node, public TextureProtocol
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{
static const int DEFAULT_CAPACITY = 29;
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public:
/** creates a SpriteBatchNode with a texture2d and capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
*/
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static SpriteBatchNode* createWithTexture(Texture2D* tex, ssize_t capacity = DEFAULT_CAPACITY);
/** creates a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
The file will be loaded using the TextureMgr.
*/
static SpriteBatchNode* create(const std::string& fileImage, ssize_t capacity = DEFAULT_CAPACITY);
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/** returns the TextureAtlas object */
inline TextureAtlas* getTextureAtlas() { return _textureAtlas; }
/** sets the TextureAtlas object */
inline void setTextureAtlas(TextureAtlas* textureAtlas)
{
if (textureAtlas != _textureAtlas)
{
CC_SAFE_RETAIN(textureAtlas);
CC_SAFE_RELEASE(_textureAtlas);
_textureAtlas = textureAtlas;
}
}
/** returns an array with the descendants (children, gran children, etc.).
This is specific to BatchNode. In order to use the children, use getChildren() instead */
inline const std::vector<Sprite*>& getDescendants() const { return _descendants; }
void increaseAtlasCapacity();
/** removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter.
@warning Removing a child from a SpriteBatchNode is very slow
*/
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void removeChildAtIndex(ssize_t index, bool doCleanup);
void appendChild(Sprite* sprite);
void removeSpriteFromAtlas(Sprite *sprite);
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ssize_t rebuildIndexInOrder(Sprite *parent, ssize_t index);
ssize_t highestAtlasIndexInChild(Sprite *sprite);
ssize_t lowestAtlasIndexInChild(Sprite *sprite);
ssize_t atlasIndexForChild(Sprite *sprite, int z);
/* Sprites use this to start sortChildren, don't call this manually */
void reorderBatch(bool reorder);
//
// Overrides
//
// TextureProtocol
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virtual Texture2D* getTexture() const override;
virtual void setTexture(Texture2D *texture) override;
/**
*@code
*When this function bound into js or lua,the parameter will be changed
*In js: var setBlendFunc(var src, var dst)
*@endcode
* @lua NA
*/
virtual void setBlendFunc(const BlendFunc &blendFunc) override;
/**
* @js NA
* @lua NA
*/
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virtual const BlendFunc& getBlendFunc() const override;
virtual void visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override;
using Node::addChild;
virtual void addChild(Node * child, int zOrder, int tag) override;
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virtual void addChild(Node * child, int zOrder, const std::string &name) override;
virtual void reorderChild(Node *child, int zOrder) override;
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virtual void removeChild(Node *child, bool cleanup) override;
virtual void removeAllChildrenWithCleanup(bool cleanup) override;
virtual void sortAllChildren() override;
virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
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virtual std::string getDescription() const override;
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/** Inserts a quad at a certain index into the texture atlas. The Sprite won't be added into the children array.
This method should be called only when you are dealing with very big AtlasSrite and when most of the Sprite won't be updated.
For example: a tile map (TMXMap) or a label with lots of characters (LabelBMFont)
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*/
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void insertQuadFromSprite(Sprite *sprite, ssize_t index);
/* This is the opposite of "addQuadFromSprite.
It add the sprite to the children and descendants array, but it doesn't update add it to the texture atlas
*/
SpriteBatchNode * addSpriteWithoutQuad(Sprite *child, int z, int aTag);
CC_CONSTRUCTOR_ACCESS:
/**
* @js ctor
*/
SpriteBatchNode();
/**
* @js NA
* @lua NA
*/
virtual ~SpriteBatchNode();
/** initializes a SpriteBatchNode with a texture2d and capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
*/
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bool initWithTexture(Texture2D *tex, ssize_t capacity = DEFAULT_CAPACITY);
/** initializes a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.
The capacity will be increased in 33% in runtime if it run out of space.
The file will be loaded using the TextureMgr.
* @js init
* @lua init
*/
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bool initWithFile(const std::string& fileImage, ssize_t capacity = DEFAULT_CAPACITY);
bool init();
protected:
/** Updates a quad at a certain index into the texture atlas. The Sprite won't be added into the children array.
This method should be called only when you are dealing with very big AtlasSrite and when most of the Sprite won't be updated.
For example: a tile map (TMXMap) or a label with lots of characters (LabelBMFont)
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*/
void updateQuadFromSprite(Sprite *sprite, ssize_t index);
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void updateAtlasIndex(Sprite* sprite, ssize_t* curIndex);
void swap(ssize_t oldIndex, ssize_t newIndex);
void updateBlendFunc();
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TextureAtlas *_textureAtlas;
BlendFunc _blendFunc;
BatchCommand _batchCommand; // render command
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// all descendants: children, grand children, etc...
// There is not need to retain/release these objects, since they are already retained by _children
// So, using std::vector<Sprite*> is slightly faster than using cocos2d::Array for this particular case
std::vector<Sprite*> _descendants;
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};
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// end of sprite_nodes group
/// @}
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NS_CC_END
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#endif // __CC_SPRITE_BATCH_NODE_H__