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/*
* Copyright ( C ) 2009 Matt Oswald
* Copyright ( c ) 2009 - 2010 Ricardo Quesada
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* Copyright ( c ) 2010 - 2012 cocos2d - x . org
* Copyright ( c ) 2011 Zynga Inc .
* Copyright ( c ) 2011 Marco Tillemans
* 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 __CCPARTICLEBATCHNODE_H__
# define __CCPARTICLEBATCHNODE_H__
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# include "CCNode.h"
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# include "CCProtocols.h"
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# include "renderer/CCBatchCommand.h"
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NS_CC_BEGIN
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class Texture2D ;
class TextureAtlas ;
class ParticleSystem ;
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/**
* @ addtogroup particle_nodes
* @ {
*/
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# define kParticleDefaultCapacity 500
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/** ParticleBatchNode 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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* A ParticleBatchNode can reference one and only one texture ( one image file , one texture atlas ) .
* Only the ParticleSystems that are contained in that texture can be added to the SpriteBatchNode .
* All ParticleSystems added to a SpriteBatchNode are drawn in one OpenGL ES draw call .
* If the ParticleSystems are not added to a ParticleBatchNode then an OpenGL ES draw call will be needed for each one , which is less efficient .
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*
*
* Limitations :
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* - At the moment only ParticleSystemQuad is supported
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* - All systems need to be drawn with the same parameters , blend function , aliasing , texture
*
* Most efficient usage
* - Initialize the ParticleBatchNode with the texture and enough capacity for all the particle systems
* - Initialize all particle systems and add them as child to the batch node
* @ since v1 .1
*/
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class CC_DLL ParticleBatchNode : public Node , public TextureProtocol
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{
public :
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/** initializes the particle system with Texture2D, a capacity of particles, which particle system to use */
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static ParticleBatchNode * createWithTexture ( Texture2D * tex , int capacity = kParticleDefaultCapacity ) ;
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/** initializes the particle system with the name of a file on disk (for a list of supported formats look at the Texture2D class), a capacity of particles */
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static ParticleBatchNode * create ( const std : : string & fileImage , int capacity = kParticleDefaultCapacity ) ;
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/** Inserts a child into the ParticleBatchNode */
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void insertChild ( ParticleSystem * system , int index ) ;
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void removeChildAtIndex ( int index , bool doCleanup ) ;
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void removeAllChildrenWithCleanup ( bool doCleanup ) ;
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/** disables a particle by inserting a 0'd quad into the texture atlas */
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void disableParticle ( int particleIndex ) ;
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/** Gets the texture atlas used for drawing the quads */
inline TextureAtlas * getTextureAtlas ( ) const { return _textureAtlas ; } ;
/** Sets the texture atlas used for drawing the quads */
inline void setTextureAtlas ( TextureAtlas * atlas ) { _textureAtlas = atlas ; } ;
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// Overrides
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virtual void visit ( Renderer * renderer , const Matrix & parentTransform , bool parentTransformUpdated ) override ;
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using Node : : addChild ;
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virtual void addChild ( Node * child , int zOrder , int tag ) override ;
virtual void removeChild ( Node * child , bool cleanup ) override ;
virtual void reorderChild ( Node * child , int zOrder ) override ;
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virtual void draw ( Renderer * renderer , const Matrix & transform , bool transformUpdated ) override ;
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virtual Texture2D * getTexture ( void ) const override ;
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virtual void setTexture ( Texture2D * texture ) override ;
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/**
* @ 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
*/
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virtual void setBlendFunc ( const BlendFunc & blendFunc ) override ;
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/**
* @ js NA
* @ lua NA
*/
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virtual const BlendFunc & getBlendFunc ( void ) const override ;
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CC_CONSTRUCTOR_ACCESS :
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/**
* @ js ctor
*/
ParticleBatchNode ( ) ;
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/**
* @ js NA
* @ lua NA
*/
virtual ~ ParticleBatchNode ( ) ;
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/** initializes the particle system with Texture2D, a capacity of particles */
bool initWithTexture ( Texture2D * tex , int capacity ) ;
/** initializes the particle system with the name of a file on disk (for a list of supported formats look at the Texture2D class), a capacity of particles */
bool initWithFile ( const std : : string & fileImage , int capacity ) ;
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private :
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void updateAllAtlasIndexes ( ) ;
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void increaseAtlasCapacityTo ( ssize_t quantity ) ;
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int searchNewPositionInChildrenForZ ( int z ) ;
void getCurrentIndex ( int * oldIndex , int * newIndex , Node * child , int z ) ;
int addChildHelper ( ParticleSystem * child , int z , int aTag ) ;
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void updateBlendFunc ( void ) ;
/** the texture atlas used for drawing the quads */
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TextureAtlas * _textureAtlas ;
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/** the blend function used for drawing the quads */
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BlendFunc _blendFunc ;
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// quad command
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BatchCommand _batchCommand ;
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} ;
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// end of particle_nodes group
/// @}
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NS_CC_END
# endif /* __CCPARTICLEBATCHNODE_H__ */