axmol/tests/cpp-tests/Classes/PerformanceTest/PerformanceNodeChildrenTest...

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#include "PerformanceNodeChildrenTest.h"
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#include <algorithm>
// Enable profiles for this file
#undef CC_PROFILER_DISPLAY_TIMERS
#define CC_PROFILER_DISPLAY_TIMERS() Profiler::getInstance()->displayTimers()
#undef CC_PROFILER_PURGE_ALL
#define CC_PROFILER_PURGE_ALL() Profiler::getInstance()->releaseAllTimers()
#undef CC_PROFILER_START
#define CC_PROFILER_START(__name__) ProfilingBeginTimingBlock(__name__)
#undef CC_PROFILER_STOP
#define CC_PROFILER_STOP(__name__) ProfilingEndTimingBlock(__name__)
#undef CC_PROFILER_RESET
#define CC_PROFILER_RESET(__name__) ProfilingResetTimingBlock(__name__)
#undef CC_PROFILER_START_CATEGORY
#define CC_PROFILER_START_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingBeginTimingBlock(__name__); } while(0)
#undef CC_PROFILER_STOP_CATEGORY
#define CC_PROFILER_STOP_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingEndTimingBlock(__name__); } while(0)
#undef CC_PROFILER_RESET_CATEGORY
#define CC_PROFILER_RESET_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingResetTimingBlock(__name__); } while(0)
#undef CC_PROFILER_START_INSTANCE
#define CC_PROFILER_START_INSTANCE(__id__, __name__) do{ ProfilingBeginTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0)
#undef CC_PROFILER_STOP_INSTANCE
#define CC_PROFILER_STOP_INSTANCE(__id__, __name__) do{ ProfilingEndTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0)
#undef CC_PROFILER_RESET_INSTANCE
#define CC_PROFILER_RESET_INSTANCE(__id__, __name__) do{ ProfilingResetTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0)
static std::function<NodeChildrenMainScene*()> createFunctions[] =
{
CL(IterateSpriteSheetForLoop),
CL(IterateSpriteSheetIterator),
CL(IterateSpriteSheetForEach),
CL(CallFuncsSpriteSheetForEach),
CL(AddSprite),
CL(AddSpriteSheet),
CL(GetSpriteSheet),
CL(RemoveSprite),
CL(RemoveSpriteSheet),
CL(ReorderSpriteSheet),
CL(SortAllChildrenSpriteSheet),
CL(VisitSceneGraph),
};
#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
enum {
kTagInfoLayer = 1,
kTagBase = 20000,
};
enum {
kMaxNodes = 15000,
kNodesIncrease = 500,
};
static int g_curCase = 0;
////////////////////////////////////////////////////////
//
// NodeChildrenMenuLayer
//
////////////////////////////////////////////////////////
NodeChildrenMenuLayer::NodeChildrenMenuLayer(bool bControlMenuVisible, int nMaxCases, int nCurCase)
: PerformBasicLayer(bControlMenuVisible, nMaxCases, nCurCase)
{
}
void NodeChildrenMenuLayer::onExitTransitionDidStart()
{
auto director = Director::getInstance();
auto sched = director->getScheduler();
sched->unschedule(schedule_selector(NodeChildrenMenuLayer::dumpProfilerInfo), this);
}
void NodeChildrenMenuLayer::onEnterTransitionDidFinish()
{
auto director = Director::getInstance();
auto sched = director->getScheduler();
CC_PROFILER_PURGE_ALL();
sched->schedule(schedule_selector(NodeChildrenMenuLayer::dumpProfilerInfo), this, 2, false);
}
void NodeChildrenMenuLayer::dumpProfilerInfo(float dt)
{
CC_PROFILER_DISPLAY_TIMERS();
}
void NodeChildrenMenuLayer::showCurrentTest()
{
int nodes = ((NodeChildrenMainScene*)getParent())->getQuantityOfNodes();
auto scene = createFunctions[_curCase]();
g_curCase = _curCase;
if (scene)
{
scene->initWithQuantityOfNodes(nodes);
Director::getInstance()->replaceScene(scene);
}
}
////////////////////////////////////////////////////////
//
// NodeChildrenMainScene
//
////////////////////////////////////////////////////////
void NodeChildrenMainScene::initWithQuantityOfNodes(unsigned int nNodes)
{
//srand(time());
auto s = Director::getInstance()->getWinSize();
// Title
auto label = Label::createWithFont(title().c_str(), "fonts/arial.ttf", 32);
addChild(label, 1);
label->setPosition(Point(s.width/2, s.height-50));
// Subtitle
std::string strSubTitle = subtitle();
if(strSubTitle.length())
{
auto l = Label::createWithFont(strSubTitle.c_str(), "fonts/Thonburi.ttf", 16);
addChild(l, 1);
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l->setPosition(Point(s.width/2, s.height-80));
}
lastRenderedCount = 0;
currentQuantityOfNodes = 0;
quantityOfNodes = nNodes;
MenuItemFont::setFontSize(65);
auto decrease = MenuItemFont::create(" - ", [&](Ref *sender) {
quantityOfNodes -= kNodesIncrease;
if( quantityOfNodes < 0 )
quantityOfNodes = 0;
updateQuantityLabel();
updateQuantityOfNodes();
updateProfilerName();
CC_PROFILER_PURGE_ALL();
srand(0);
});
decrease->setColor(Color3B(0,200,20));
auto increase = MenuItemFont::create(" + ", [&](Ref *sender) {
quantityOfNodes += kNodesIncrease;
if( quantityOfNodes > kMaxNodes )
quantityOfNodes = kMaxNodes;
updateQuantityLabel();
updateQuantityOfNodes();
updateProfilerName();
CC_PROFILER_PURGE_ALL();
srand(0);
});
increase->setColor(Color3B(0,200,20));
auto menu = Menu::create(decrease, increase, NULL);
menu->alignItemsHorizontally();
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menu->setPosition(Point(s.width/2, s.height/2+15));
addChild(menu, 1);
auto infoLabel = Label::createWithFont("0 nodes", "fonts/Marker Felt.ttf", 30);
infoLabel->setColor(Color3B(0,200,20));
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infoLabel->setPosition(Point(s.width/2, s.height/2-15));
addChild(infoLabel, 1, kTagInfoLayer);
auto menuLayer = new NodeChildrenMenuLayer(true, MAX_LAYER, g_curCase);
addChild(menuLayer);
menuLayer->release();
updateQuantityLabel();
updateQuantityOfNodes();
updateProfilerName();
srand(0);
}
std::string NodeChildrenMainScene::title() const
{
return "No title";
}
std::string NodeChildrenMainScene::subtitle() const
{
return "";
}
void NodeChildrenMainScene::updateQuantityLabel()
{
if( quantityOfNodes != lastRenderedCount )
{
auto infoLabel = static_cast<Label*>( getChildByTag(kTagInfoLayer) );
char str[20] = {0};
sprintf(str, "%u nodes", quantityOfNodes);
infoLabel->setString(str);
lastRenderedCount = quantityOfNodes;
}
}
const char * NodeChildrenMainScene::profilerName()
{
return _profilerName;
}
void NodeChildrenMainScene::updateProfilerName()
{
snprintf(_profilerName, sizeof(_profilerName)-1, "%s(%d)", testName(), quantityOfNodes);
}
////////////////////////////////////////////////////////
//
// IterateSpriteSheet
//
////////////////////////////////////////////////////////
IterateSpriteSheet::~IterateSpriteSheet()
{
}
void IterateSpriteSheet::updateQuantityOfNodes()
{
// increase nodes
if( currentQuantityOfNodes < quantityOfNodes )
{
for(int i = 0; i < (quantityOfNodes-currentQuantityOfNodes); i++)
{
auto sprite = Sprite::createWithTexture(batchNode->getTexture(), Rect(0, 0, 32, 32));
batchNode->addChild(sprite);
sprite->setVisible(false);
sprite->setPosition(Point(-1000,-1000));
}
}
// decrease nodes
else if ( currentQuantityOfNodes > quantityOfNodes )
{
for(int i = 0; i < (currentQuantityOfNodes-quantityOfNodes); i++)
{
int index = currentQuantityOfNodes-i-1;
batchNode->removeChildAtIndex(index, true);
}
}
currentQuantityOfNodes = quantityOfNodes;
}
void IterateSpriteSheet::initWithQuantityOfNodes(unsigned int nNodes)
{
batchNode = SpriteBatchNode::create("Images/spritesheet1.png");
addChild(batchNode);
NodeChildrenMainScene::initWithQuantityOfNodes(nNodes);
scheduleUpdate();
}
const char* IterateSpriteSheet::testName()
{
return "none";
}
////////////////////////////////////////////////////////
//
// IterateSpriteSheetForLoop
//
////////////////////////////////////////////////////////
void IterateSpriteSheetForLoop::update(float dt)
{
// iterate using fast enumeration protocol
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auto& children = batchNode->getChildren();
CC_PROFILER_START(this->profilerName());
for( const auto &object : children )
{
auto o = static_cast<Ref*>(object);
auto sprite = static_cast<Sprite*>(o);
sprite->setVisible(false);
}
CC_PROFILER_STOP(this->profilerName());
}
std::string IterateSpriteSheetForLoop::title() const
{
return "Iterate SpriteSheet";
}
std::string IterateSpriteSheetForLoop::subtitle() const
{
return "Iterate children using C++11 range-based for loop. See console";
}
const char* IterateSpriteSheetForLoop::testName()
{
return "Iterator: C++11 for loop";
}
////////////////////////////////////////////////////////
//
// IterateSpriteSheetIterator
//
////////////////////////////////////////////////////////
void IterateSpriteSheetIterator::update(float dt)
{
// iterate using fast enumeration protocol
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auto& children = batchNode->getChildren();
CC_PROFILER_START(this->profilerName());
for( auto it=std::begin(children); it != std::end(children); ++it)
{
auto sprite = static_cast<Sprite*>(*it);
sprite->setVisible(false);
}
CC_PROFILER_STOP(this->profilerName());
}
std::string IterateSpriteSheetIterator::title() const
{
return "Iterate SpriteSheet";
}
std::string IterateSpriteSheetIterator::subtitle() const
{
return "Iterate children using begin() / end(). See console";
}
const char* IterateSpriteSheetIterator::testName()
{
return "Iterator: begin(), end()";
}
////////////////////////////////////////////////////////
//
// IterateSpriteSheetForEach
//
////////////////////////////////////////////////////////
void IterateSpriteSheetForEach::update(float dt)
{
// iterate using fast enumeration protocol
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auto& children = batchNode->getChildren();
CC_PROFILER_START(this->profilerName());
std::for_each(std::begin(children), std::end(children), [](Node *child) {
auto sprite = static_cast<Sprite*>(child);
sprite->setVisible(false);
});
CC_PROFILER_STOP(this->profilerName());
}
std::string IterateSpriteSheetForEach::title() const
{
return "Iterate SpriteSheet";
}
std::string IterateSpriteSheetForEach::subtitle() const
{
return "Iterate children using std::for_each(). See console";
}
const char* IterateSpriteSheetForEach::testName()
{
return "Iterator: std::for_each()";
}
////////////////////////////////////////////////////////
//
// CallFuncsSpriteSheetForEach
//
////////////////////////////////////////////////////////
void CallFuncsSpriteSheetForEach::update(float dt)
{
// iterate using fast enumeration protocol
auto& children = batchNode->getChildren();
CC_PROFILER_START(this->profilerName());
std::for_each(std::begin(children), std::end(children), [](Node* obj) {
obj->getPosition();
});
CC_PROFILER_STOP(this->profilerName());
}
std::string CallFuncsSpriteSheetForEach::title() const
{
return "'map' functional call";
}
std::string CallFuncsSpriteSheetForEach::subtitle() const
{
return "Using 'std::for_each()'. See console";
}
const char* CallFuncsSpriteSheetForEach::testName()
{
return "Map: std::for_each";
}
////////////////////////////////////////////////////////
//
// AddRemoveSpriteSheet
//
////////////////////////////////////////////////////////
AddRemoveSpriteSheet::~AddRemoveSpriteSheet()
{
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}
void AddRemoveSpriteSheet::initWithQuantityOfNodes(unsigned int nNodes)
{
batchNode = SpriteBatchNode::create("Images/spritesheet1.png");
addChild(batchNode);
NodeChildrenMainScene::initWithQuantityOfNodes(nNodes);
scheduleUpdate();
}
void AddRemoveSpriteSheet::updateQuantityOfNodes()
{
auto s = Director::getInstance()->getWinSize();
// increase nodes
if( currentQuantityOfNodes < quantityOfNodes )
{
for (int i=0; i < (quantityOfNodes-currentQuantityOfNodes); i++)
{
auto sprite = Sprite::createWithTexture(batchNode->getTexture(), Rect(0, 0, 32, 32));
batchNode->addChild(sprite);
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sprite->setPosition(Point( CCRANDOM_0_1()*s.width, CCRANDOM_0_1()*s.height));
sprite->setVisible(false);
}
}
// decrease nodes
else if ( currentQuantityOfNodes > quantityOfNodes )
{
for(int i=0;i < (currentQuantityOfNodes-quantityOfNodes);i++)
{
int index = currentQuantityOfNodes-i-1;
batchNode->removeChildAtIndex(index, true);
}
}
currentQuantityOfNodes = quantityOfNodes;
}
const char* AddRemoveSpriteSheet::testName()
{
return "none";
}
////////////////////////////////////////////////////////
//
// AddSprite
//
////////////////////////////////////////////////////////
void AddSprite::update(float dt)
{
// reset seed
//srandom(0);
// 100 percent
int totalToAdd = currentQuantityOfNodes * 1;
if( totalToAdd > 0 )
{
Sprite **sprites = new Sprite*[totalToAdd];
int *zs = new int[totalToAdd];
// Don't include the sprite creation time and random as part of the profiling
for(int i=0; i<totalToAdd; i++)
{
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
zs[i] = CCRANDOM_MINUS1_1() * 50;
}
// add them with random Z (very important!)
CC_PROFILER_START( this->profilerName() );
for( int i=0; i < totalToAdd;i++ )
{
this->addChild( sprites[i], zs[i], kTagBase+i);
}
CC_PROFILER_STOP(this->profilerName());
batchNode->sortAllChildren();
// remove them
for( int i=0;i < totalToAdd;i++)
{
this->removeChild( sprites[i], true);
}
delete [] sprites;
delete [] zs;
}
}
std::string AddSprite::title() const
{
return "Node::addChild()";
}
std::string AddSprite::subtitle() const
{
return "Adds sprites with random z. See console";
}
const char* AddSprite::testName()
{
return "Node::addChild()";
}
////////////////////////////////////////////////////////
//
// AddSpriteSheet
//
////////////////////////////////////////////////////////
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void AddSpriteSheet::update(float dt)
{
// reset seed
//srandom(0);
// 100 percent
int totalToAdd = currentQuantityOfNodes * 1;
if( totalToAdd > 0 )
{
Sprite **sprites = new Sprite*[totalToAdd];
int *zs = new int[totalToAdd];
// Don't include the sprite creation time and random as part of the profiling
for(int i=0; i<totalToAdd; i++)
{
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
zs[i] = CCRANDOM_MINUS1_1() * 50;
}
// add them with random Z (very important!)
CC_PROFILER_START( this->profilerName() );
for( int i=0; i < totalToAdd;i++ )
{
batchNode->addChild( sprites[i], zs[i], kTagBase+i);
}
CC_PROFILER_STOP(this->profilerName());
batchNode->sortAllChildren();
// remove them
for( int i=0;i < totalToAdd;i++)
{
batchNode->removeChild( sprites[i], true);
}
delete [] sprites;
delete [] zs;
}
}
std::string AddSpriteSheet::title() const
{
return "SpriteBatchNode::addChild()";
}
std::string AddSpriteSheet::subtitle() const
{
return "Adds sprites with random z. See console";
}
const char* AddSpriteSheet::testName()
{
return "SpriteBatchNode::addChild()";
}
////////////////////////////////////////////////////////
//
// GetSpriteSheet
//
////////////////////////////////////////////////////////
void GetSpriteSheet::update(float dt)
{
// reset seed
//srandom(0);
// 100% percent
int totalToAdd = currentQuantityOfNodes * 1;
if( totalToAdd > 0 )
{
Sprite **sprites = new Sprite*[totalToAdd];
int *zs = new int[totalToAdd];
// Don't include the sprite creation time and random as part of the profiling
for(int i=0; i<totalToAdd; i++)
{
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
zs[i] = CCRANDOM_MINUS1_1() * 50;
}
for( int i=0; i < totalToAdd;i++ )
{
batchNode->addChild( sprites[i], zs[i], kTagBase+i);
}
batchNode->sortAllChildren();
CC_PROFILER_START( this->profilerName() );
for( int i=0; i < totalToAdd;i++ )
{
batchNode->getChildByTag(kTagBase+1);
}
CC_PROFILER_STOP(this->profilerName());
// remove them
for( int i=0;i < totalToAdd;i++)
{
batchNode->removeChild( sprites[i], true);
}
delete [] sprites;
delete [] zs;
}
}
std::string GetSpriteSheet::title() const
{
return "getChildByTag from spritesheet";
}
std::string GetSpriteSheet::subtitle() const
{
return "Get sprites using getChildByTag(). See console";
}
const char* GetSpriteSheet::testName()
{
return "SpriteBatchNode::getChildByTag()";
}
////////////////////////////////////////////////////////
//
// RemoveSprite
//
////////////////////////////////////////////////////////
void RemoveSprite::update(float dt)
{
//srandom(0);
// 100 percent
int totalToAdd = currentQuantityOfNodes * 1;
if( totalToAdd > 0 )
{
Sprite **sprites = new Sprite*[totalToAdd];
// Don't include the sprite creation time as part of the profiling
for(int i=0;i<totalToAdd;i++)
{
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
}
// add them with random Z (very important!)
for( int i=0; i < totalToAdd;i++ )
{
this->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i);
}
// remove them
CC_PROFILER_START( this->profilerName() );
for( int i=0;i < totalToAdd;i++)
{
this->removeChild( sprites[i], true);
}
CC_PROFILER_STOP( this->profilerName() );
delete [] sprites;
}
}
std::string RemoveSprite::title() const
{
return "Node::removeChild()";
}
std::string RemoveSprite::subtitle() const
{
return "Remove sprites. See console";
}
const char* RemoveSprite::testName()
{
return "Node::removeChild()";
}
////////////////////////////////////////////////////////
//
// RemoveSpriteSheet
//
////////////////////////////////////////////////////////
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void RemoveSpriteSheet::update(float dt)
{
//srandom(0);
// 100 percent
int totalToAdd = currentQuantityOfNodes * 1;
if( totalToAdd > 0 )
{
Sprite **sprites = new Sprite*[totalToAdd];
// Don't include the sprite creation time as part of the profiling
for(int i=0;i<totalToAdd;i++)
{
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
}
// add them with random Z (very important!)
for( int i=0; i < totalToAdd;i++ )
{
batchNode->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i);
}
// remove them
CC_PROFILER_START( this->profilerName() );
for( int i=0;i < totalToAdd;i++)
{
batchNode->removeChild( sprites[i], true);
}
CC_PROFILER_STOP( this->profilerName() );
delete [] sprites;
}
}
std::string RemoveSpriteSheet::title() const
{
return "SpriteBatchNode::removeChild()";
}
std::string RemoveSpriteSheet::subtitle() const
{
return "Remove sprites. See console";
}
const char* RemoveSpriteSheet::testName()
{
return "SpriteBatchNode::removeChild()";
}
////////////////////////////////////////////////////////
//
// ReorderSpriteSheet
//
////////////////////////////////////////////////////////
2012-06-08 13:55:28 +08:00
void ReorderSpriteSheet::update(float dt)
{
//srandom(0);
// 100 percent
int totalToAdd = currentQuantityOfNodes * 1;
if( totalToAdd > 0 )
{
Sprite **sprites = new Sprite*[totalToAdd];
// Don't include the sprite creation time as part of the profiling
for(int i=0; i<totalToAdd; i++)
{
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
}
// add them with random Z (very important!)
for( int i=0; i < totalToAdd;i++ )
{
batchNode->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i);
}
batchNode->sortAllChildren();
// reorder them
CC_PROFILER_START( this->profilerName() );
for( int i=0;i < totalToAdd;i++)
{
batchNode->reorderChild(sprites[i], CCRANDOM_MINUS1_1() * 50);
}
CC_PROFILER_STOP( this->profilerName() );
// remove them
for( int i=0;i < totalToAdd;i++)
{
batchNode->removeChild( sprites[i], true);
}
delete [] sprites;
}
}
std::string ReorderSpriteSheet::title() const
{
return "SpriteBatchNode::reorderChild()";
}
std::string ReorderSpriteSheet::subtitle() const
{
return "Reorder sprites. See console";
}
const char* ReorderSpriteSheet::testName()
{
return "SpriteBatchNode::reorderChild()";
}
////////////////////////////////////////////////////////
//
// SortAllChildrenSpriteSheet
//
////////////////////////////////////////////////////////
void SortAllChildrenSpriteSheet::update(float dt)
{
//srandom(0);
// 100 percent
int totalToAdd = currentQuantityOfNodes * 1;
if( totalToAdd > 0 )
{
Sprite **sprites = new Sprite*[totalToAdd];
// Don't include the sprite's creation time as part of the profiling
for(int i=0; i<totalToAdd; i++)
{
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
}
// add them with random Z (very important!)
for( int i=0; i < totalToAdd;i++ )
{
batchNode->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i);
}
batchNode->sortAllChildren();
// reorder them
for( int i=0;i < totalToAdd;i++)
{
batchNode->reorderChild(sprites[i], CCRANDOM_MINUS1_1() * 50);
}
CC_PROFILER_START( this->profilerName() );
batchNode->sortAllChildren();
CC_PROFILER_STOP( this->profilerName() );
// remove them
for( int i=0;i < totalToAdd;i++)
{
batchNode->removeChild( sprites[i], true);
}
delete [] sprites;
}
}
std::string SortAllChildrenSpriteSheet::title() const
{
return "SpriteBatchNode::sortAllChildren()";
}
std::string SortAllChildrenSpriteSheet::subtitle() const
{
return "Calls sortOfChildren(). See console";
}
const char* SortAllChildrenSpriteSheet::testName()
{
return "SpriteBatchNode::sortAllChildren()";
}
////////////////////////////////////////////////////////
//
// VisitSceneGraph
//
////////////////////////////////////////////////////////
void VisitSceneGraph::initWithQuantityOfNodes(unsigned int nodes)
{
NodeChildrenMainScene::initWithQuantityOfNodes(nodes);
scheduleUpdate();
}
void VisitSceneGraph::updateQuantityOfNodes()
{
auto s = Director::getInstance()->getWinSize();
// increase nodes
if( currentQuantityOfNodes < quantityOfNodes )
{
for(int i = 0; i < (quantityOfNodes-currentQuantityOfNodes); i++)
{
auto node = Node::create();
this->addChild(node);
node->setVisible(true);
node->setPosition(Point(-1000,-1000));
node->setTag(1000 + currentQuantityOfNodes + i );
}
}
// decrease nodes
else if ( currentQuantityOfNodes > quantityOfNodes )
{
for(int i = 0; i < (currentQuantityOfNodes-quantityOfNodes); i++)
{
this->removeChildByTag(1000 + currentQuantityOfNodes - i -1 );
}
}
currentQuantityOfNodes = quantityOfNodes;
}
void VisitSceneGraph::update(float dt)
{
CC_PROFILER_START( this->profilerName() );
this->visit();
CC_PROFILER_STOP( this->profilerName() );
// Call `Renderer::clean` to prevent crash if current scene is destroyed.
// The render commands associated with current scene should be cleaned.
Director::getInstance()->getRenderer()->clean();
}
std::string VisitSceneGraph::title() const
{
return "Performance of visiting the scene graph";
}
std::string VisitSceneGraph::subtitle() const
{
return "calls visit() on scene graph. See console";
}
const char* VisitSceneGraph::testName()
{
return "visit()";
}
///----------------------------------------
void runNodeChildrenTest()
{
auto scene = createFunctions[g_curCase]();
scene->initWithQuantityOfNodes(kNodesIncrease);
Director::getInstance()->replaceScene(scene);
}