axmol/cocos2dx/sprite_nodes/CCSprite.cpp

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/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
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 "CCSpriteBatchNode.h"
#include "CCAnimation.h"
#include "CCAnimationCache.h"
#include "CCSpriteSheet.h"
#include "ccConfig.h"
#include "CCSprite.h"
#include "CCSpriteFrame.h"
#include "CCSpriteFrameCache.h"
#include "CCTextureCache.h"
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#include "CGPointExtension.h"
#include "CCDrawingPrimitives.h"
#include "CGGeometry.h"
#include "CCTexture2D.h"
#include "CGAffineTransform.h"
#include <string.h>
using namespace std;
namespace cocos2d {
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#if CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
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#define RENDER_IN_SUBPIXEL
#else
#define RENDER_IN_SUBPIXEL(__A__) ( (int)(__A__))
#endif
// XXX: Optmization
struct transformValues_ {
CGPoint pos; // position x and y
CGPoint scale; // scale x and y
float rotation;
CGPoint ap; // anchor point in pixels
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bool visible;
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};
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CCSprite* CCSprite::spriteWithBatchNode(CCSpriteBatchNode *batchNode, CGRect rect)
{
CCSprite *pobSprite = new CCSprite();
if (pobSprite->initWithBatchNode(batchNode, rect))
{
pobSprite->autorelease();
}
else
{
delete pobSprite;
pobSprite = NULL;
}
return pobSprite;
}
bool CCSprite::initWithBatchNode(CCSpriteBatchNode *batchNode, CGRect rect)
{
bool ret = initWithTexture(batchNode->getTexture(), rect);
useBatchNode(batchNode);
return ret;
}
bool CCSprite::initWithBatchNodeRectInPixels(CCSpriteBatchNode *batchNode, CGRect rect)
{
bool ret = initWithTexture(batchNode->getTexture());
setTextureRectInPixels(rect, false, rect.size);
useBatchNode(batchNode);
return ret;
}
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CCSprite* CCSprite::spriteWithTexture(CCTexture2D *pTexture)
{
CCSprite *pobSprite = new CCSprite();
pobSprite->initWithTexture(pTexture);
pobSprite->autorelease();
return pobSprite;
}
CCSprite* CCSprite::spriteWithTexture(CCTexture2D *pTexture, CGRect rect)
{
CCSprite *pobSprite = new CCSprite();
pobSprite->initWithTexture(pTexture, rect);
pobSprite->autorelease();
return pobSprite;
}
CCSprite* CCSprite::spriteWithTexture(CCTexture2D *pTexture, CGRect rect, CGPoint offset)
{
// not implement
assert(0);
return NULL;
}
CCSprite* CCSprite::spriteWithFile(const char *pszFileName)
{
CCSprite *pobSprite = new CCSprite();
pobSprite->initWithFile(pszFileName);
pobSprite->autorelease();
return pobSprite;
}
CCSprite* CCSprite::spriteWithFile(const char *pszFileName, CGRect rect)
{
CCSprite *pobSprite = new CCSprite();
pobSprite->initWithFile(pszFileName, rect);
pobSprite->autorelease();
return pobSprite;
}
CCSprite* CCSprite::spriteWithSpriteFrame(CCSpriteFrame *pSpriteFrame)
{
CCSprite *pobSprite = new CCSprite();
pobSprite->initWithSpriteFrame(pSpriteFrame);
pobSprite->autorelease();
return pobSprite;
}
CCSprite* CCSprite::spriteWithSpriteFrameName(const char *pszSpriteFrameName)
{
CCSpriteFrame *pFrame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(pszSpriteFrameName);
return spriteWithSpriteFrame(pFrame);
}
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CCSprite* CCSprite::spriteWithSpriteSheet(CCSpriteSheetInternalOnly *pSpriteSheet, CGRect rect)
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{
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return spriteWithBatchNode(pSpriteSheet, rect);
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}
bool CCSprite::init(void)
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{
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m_bDirty = m_bRecursiveDirty = false;
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// by default use "Self Render".
// if the sprite is added to an SpriteSheet, then it will automatically switch to "SpriteSheet Render"
useSelfRender();
m_bOpacityModifyRGB = true;
m_nOpacity = 255;
m_sColor = m_sColorUnmodified = ccWHITE;
m_sBlendFunc.src = CC_BLEND_SRC;
m_sBlendFunc.dst = CC_BLEND_DST;
// update texture (calls updateBlendFunc)
setTexture(NULL);
// clean the Quad
memset(&m_sQuad, 0, sizeof(m_sQuad));
m_bFlipX = m_bFlipY = false;
// lazy alloc
m_pAnimations = NULL;
// default transform anchor: center
m_tAnchorPoint = ccp(0.5f, 0.5f);
// zwoptex default values
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m_obOffsetPositionInPixels = CGPointZero;
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m_eHonorParentTransform = CC_HONOR_PARENT_TRANSFORM_ALL;
m_bHasChildren = false;
// Atlas: Color
ccColor4B tmpColor = { 255, 255, 255, 255 };
m_sQuad.bl.colors = tmpColor;
m_sQuad.br.colors = tmpColor;
m_sQuad.tl.colors = tmpColor;
m_sQuad.tr.colors = tmpColor;
// Atlas: Vertex
// updated in "useSelfRender"
// Atlas: TexCoords
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setTextureRectInPixels(CGRectZero, false, CGSizeZero);
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return true;
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}
bool CCSprite::initWithTexture(CCTexture2D *pTexture, CGRect rect)
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{
assert(pTexture != NULL);
// IMPORTANT: [self init] and not [super init];
init();
setTexture(pTexture);
setTextureRect(rect);
return true;
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}
bool CCSprite::initWithTexture(CCTexture2D *pTexture)
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{
assert(pTexture != NULL);
CGRect rect = CGRectZero;
rect.size = pTexture->getContentSize();
return initWithTexture(pTexture, rect);
}
bool CCSprite::initWithFile(const char *pszFilename)
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{
assert(pszFilename != NULL);
CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addImage(pszFilename);
if (pTexture)
{
CGRect rect = CGRectZero;
rect.size = pTexture->getContentSize();
return initWithTexture(pTexture, rect);
}
// don't release here.
// when load texture failed, it's better to get a "transparent" sprite then a crashed program
// this->release();
return false;
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}
bool CCSprite::initWithFile(const char *pszFilename, CGRect rect)
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{
assert(pszFilename != NULL);
CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addImage(pszFilename);
if (pTexture)
{
return initWithTexture(pTexture, rect);
}
// don't release here.
// when load texture failed, it's better to get a "transparent" sprite then a crashed program
// this->release();
return false;
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}
bool CCSprite::initWithSpriteFrame(CCSpriteFrame *pSpriteFrame)
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{
assert(pSpriteFrame != NULL);
bool bRet = initWithTexture(pSpriteFrame->getTexture(), pSpriteFrame->getRect());
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setDisplayFrame(pSpriteFrame);
return bRet;
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}
bool CCSprite::initWithSpriteFrameName(const char *pszSpriteFrameName)
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{
assert(pszSpriteFrameName != NULL);
CCSpriteFrame *pFrame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(pszSpriteFrameName);
return initWithSpriteFrame(pFrame);
}
// XXX: deprecated
/*
CCSprite* CCSprite::initWithCGImage(CGImageRef pImage)
{
// todo
// because it is deprecated, so we do not impelment it
return NULL;
}
*/
/*
CCSprite* CCSprite::initWithCGImage(CGImageRef pImage, const char *pszKey)
{
assert(pImage != NULL);
// XXX: possible bug. See issue #349. New API should be added
CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addCGImage(pImage, pszKey);
CGSize size = pTexture->getContentSize();
CGRect rect = CGRectMake(0 ,0, size.width, size.height);
return initWithTexture(texture, rect);
}
*/
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bool CCSprite::initWithSpriteSheet(CCSpriteSheetInternalOnly *pSpriteSheet, CGRect rect)
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{
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return initWithBatchNode(pSpriteSheet, rect);
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}
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CCSprite::CCSprite()
: m_pobTexture(NULL)
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{
init();
}
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CCSprite::~CCSprite(void)
{
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CCX_SAFE_RELEASE(m_pobTexture);
CCX_SAFE_RELEASE(m_pAnimations);
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}
void CCSprite::useSelfRender(void)
{
m_uAtlasIndex = CCSpriteIndexNotInitialized;
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m_bUsesBatchNode = false;
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m_pobTextureAtlas = NULL;
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m_pobBatchNode = NULL;
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m_bDirty = m_bRecursiveDirty = false;
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float x1 = 0 + m_obOffsetPositionInPixels.x;
float y1 = 0 + m_obOffsetPositionInPixels.y;
float x2 = x1 + m_obRectInPixels.size.width;
float y2 = y1 + m_obRectInPixels.size.height;
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m_sQuad.bl.vertices = vertex3(x1, y1, 0);
m_sQuad.br.vertices = vertex3(x2, y1, 0);
m_sQuad.tl.vertices = vertex3(x1, y2, 0);
m_sQuad.tr.vertices = vertex3(x2, y2, 0);
}
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void CCSprite::useBatchNode(CCSpriteBatchNode *batchNode)
{
m_bUsesBatchNode = true;
m_pobTextureAtlas = batchNode->getTextureAtlas(); // weak ref
m_pobBatchNode = batchNode;
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}
void CCSprite::useSpriteSheetRender(CCSpriteSheetInternalOnly *pSpriteSheet)
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{
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useBatchNode(pSpriteSheet);
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}
void CCSprite::initAnimationDictionary(void)
{
m_pAnimations = new NSMutableDictionary<string, CCAnimation*>();
}
void CCSprite::setTextureRect(CGRect rect)
{
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CGRect rectInPixels = CC_RECT_POINTS_TO_PIXELS(rect);
setTextureRectInPixels(rectInPixels, false, rectInPixels.size);
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}
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void CCSprite::setTextureRectInPixels(CGRect rect, bool rotated, CGSize size)
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{
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m_obRectInPixels = rect;
m_obRect = CC_RECT_PIXELS_TO_POINTS(rect);
m_bRectRotated = rotated;
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setContentSizeInPixels(size);
updateTextureCoords(m_obRectInPixels);
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CGPoint relativeOffsetInPixels = m_obUnflippedOffsetPositionFromCenter;
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// issue #732
if (m_bFlipX)
{
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relativeOffsetInPixels.x = -relativeOffsetInPixels.x;
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}
if (m_bFlipY)
{
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relativeOffsetInPixels.y = -relativeOffsetInPixels.y;
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}
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m_obOffsetPositionInPixels.x = relativeOffsetInPixels.x + (m_tContentSizeInPixels.width - m_obRectInPixels.size.width) / 2;
m_obOffsetPositionInPixels.y = relativeOffsetInPixels.y + (m_tContentSizeInPixels.height - m_obRectInPixels.size.height) / 2;
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// rendering using SpriteSheet
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if (m_bUsesBatchNode)
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{
// update dirty_, don't update recursiveDirty_
m_bDirty = true;
}
else
{
// self rendering
// Atlas: Vertex
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float x1 = 0 + m_obOffsetPositionInPixels.x;
float y1 = 0 + m_obOffsetPositionInPixels.y;
float x2 = x1 + m_obRectInPixels.size.width;
float y2 = y1 + m_obRectInPixels.size.height;
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// Don't update Z.
m_sQuad.bl.vertices = vertex3(x1, y1, 0);
m_sQuad.br.vertices = vertex3(x2, y1, 0);
m_sQuad.tl.vertices = vertex3(x1, y2, 0);
m_sQuad.tr.vertices = vertex3(x2, y2, 0);
}
}
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void CCSprite::updateTextureCoords(CGRect rect)
{
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CCTexture2D *tex = m_bUsesBatchNode ? m_pobTextureAtlas->getTexture() : m_pobTexture;
if (! tex)
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{
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return;
}
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float atlasWidth = (float)tex->getPixelsWide();
float atlasHeight = (float)tex->getPixelsHigh();
float left, right, top, bottom;
if (m_bRectRotated)
{
#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
left = (2*rect.origin.x+1)/(2*atlasWidth);
right = left+(rect.size.height*2-2)/(2*atlasWidth);
top = (2*rect.origin.y+1)/(2*atlasHeight);
bottom = top+(rect.size.width*2-2)/(2*atlasHeight);
#else
left = rect.origin.x/atlasWidth;
right = left+(rect.size.height/atlasWidth);
top = rect.origin.y/atlasHeight;
bottom = top+(rect.size.width/atlasHeight);
#endif // CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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if (m_bFlipX)
{
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CC_SWAP(top, bottom, float);
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}
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if (m_bFlipY)
{
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CC_SWAP(left, right, float);
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}
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m_sQuad.bl.texCoords.u = left;
m_sQuad.bl.texCoords.v = top;
m_sQuad.br.texCoords.u = left;
m_sQuad.br.texCoords.v = bottom;
m_sQuad.tl.texCoords.u = right;
m_sQuad.tl.texCoords.v = top;
m_sQuad.tr.texCoords.u = right;
m_sQuad.tr.texCoords.v = bottom;
}
else
{
#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
left = (2*rect.origin.x+1)/(2*atlasWidth);
right = left + (rect.size.width*2-2)/(2*atlasWidth);
top = (2*rect.origin.y+1)/(2*atlasHeight);
bottom = top + (rect.size.height*2-2)/(2*atlasHeight);
#else
left = rect.origin.x/atlasWidth;
right = left + rect.size.width/atlasWidth;
top = rect.origin.y/atlasHeight;
bottom = top + rect.size.height/atlasHeight;
#endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
if(m_bFlipX)
{
CC_SWAP(left,right,float);
}
if(m_bFlipY)
{
CC_SWAP(top,bottom,float);
}
m_sQuad.bl.texCoords.u = left;
m_sQuad.bl.texCoords.v = bottom;
m_sQuad.br.texCoords.u = right;
m_sQuad.br.texCoords.v = bottom;
m_sQuad.tl.texCoords.u = left;
m_sQuad.tl.texCoords.v = top;
m_sQuad.tr.texCoords.u = right;
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m_sQuad.tr.texCoords.v = top;
}
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}
void CCSprite::updateTransform(void)
{
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assert(m_bUsesBatchNode);
// optimization. Quick return if not dirty
if (! m_bDirty)
{
return;
}
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CGAffineTransform matrix;
// Optimization: if it is not visible, then do nothing
if (! m_bIsVisible)
{
m_sQuad.br.vertices = m_sQuad.tl.vertices = m_sQuad.tr.vertices = m_sQuad.bl.vertices = vertex3(0,0,0);
m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex);
m_bDirty = m_bRecursiveDirty = false;
return;
}
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// Optimization: If parent is batchnode, or parent is nil
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// build Affine transform manually
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if (! m_pParent || m_pParent == m_pobBatchNode)
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{
float radians = -CC_DEGREES_TO_RADIANS(m_fRotation);
float c = cosf(radians);
float s = sinf(radians);
matrix = CGAffineTransformMake(c * m_fScaleX, s * m_fScaleX,
-s * m_fScaleY, c * m_fScaleY,
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m_tPositionInPixels.x, m_tPositionInPixels.y);
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matrix = CGAffineTransformTranslate(matrix, -m_tAnchorPointInPixels.x, -m_tAnchorPointInPixels.y);
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} else // parent_ != batchNode_
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{
// else do affine transformation according to the HonorParentTransform
matrix = CGAffineTransformIdentity;
ccHonorParentTransform prevHonor = CC_HONOR_PARENT_TRANSFORM_ALL;
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for (CCNode *p = this; p && p != m_pobBatchNode; p = p->getParent())
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{
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// Might happen. Issue #1053
// how to implement, we can not use dynamic
// NSAssert( [p isKindOfClass:[CCSprite class]], @"CCSprite should be a CCSprite subclass. Probably you initialized an sprite with a batchnode, but you didn't add it to the batch node." );
struct transformValues_ tv;
((CCSprite*)p)->getTransformValues(&tv);
// If any of the parents are not visible, then don't draw this node
if (! tv.visible)
{
m_sQuad.br.vertices = m_sQuad.tl.vertices = m_sQuad.tr.vertices = m_sQuad.bl.vertices = vertex3(0,0,0);
m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex);
m_bDirty = m_bRecursiveDirty = false;
return;
}
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CGAffineTransform newMatrix = CGAffineTransformIdentity;
// 2nd: Translate, Rotate, Scale
if( prevHonor & CC_HONOR_PARENT_TRANSFORM_TRANSLATE )
{
newMatrix = CGAffineTransformTranslate(newMatrix, tv.pos.x, tv.pos.y);
}
if( prevHonor & CC_HONOR_PARENT_TRANSFORM_ROTATE )
{
newMatrix = CGAffineTransformRotate(newMatrix, -CC_DEGREES_TO_RADIANS(tv.rotation));
}
if( prevHonor & CC_HONOR_PARENT_TRANSFORM_SCALE )
{
newMatrix = CGAffineTransformScale(newMatrix, tv.scale.x, tv.scale.y);
}
// 3rd: Translate anchor point
newMatrix = CGAffineTransformTranslate(newMatrix, -tv.ap.x, -tv.ap.y);
// 4th: Matrix multiplication
matrix = CGAffineTransformConcat( matrix, newMatrix);
prevHonor = ((CCSprite*)p)->getHornorParentTransform();
}
}
//
// calculate the Quad based on the Affine Matrix
//
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CGSize size = m_obRectInPixels.size;
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float x1 = m_obOffsetPositionInPixels.x;
float y1 = m_obOffsetPositionInPixels.y;
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float x2 = x1 + size.width;
float y2 = y1 + size.height;
float x = matrix.tx;
float y = matrix.ty;
float cr = matrix.a;
float sr = matrix.b;
float cr2 = matrix.d;
float sr2 = -matrix.c;
float ax = x1 * cr - y1 * sr2 + x;
float ay = x1 * sr + y1 * cr2 + y;
float bx = x2 * cr - y1 * sr2 + x;
float by = x2 * sr + y1 * cr2 + y;
float cx = x2 * cr - y2 * sr2 + x;
float cy = x2 * sr + y2 * cr2 + y;
float dx = x1 * cr - y2 * sr2 + x;
float dy = x1 * sr + y2 * cr2 + y;
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m_sQuad.bl.vertices = vertex3((float)RENDER_IN_SUBPIXEL(ax), (float)RENDER_IN_SUBPIXEL(ay), m_fVertexZ);
m_sQuad.br.vertices = vertex3((float)RENDER_IN_SUBPIXEL(bx), (float)RENDER_IN_SUBPIXEL(by), m_fVertexZ);
m_sQuad.tl.vertices = vertex3((float)RENDER_IN_SUBPIXEL(dx), (float)RENDER_IN_SUBPIXEL(dy), m_fVertexZ);
m_sQuad.tr.vertices = vertex3((float)RENDER_IN_SUBPIXEL(cx), (float)RENDER_IN_SUBPIXEL(cy), m_fVertexZ);
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m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex);
m_bDirty = m_bRecursiveDirty = false;
}
// XXX: Optimization: instead of calling 5 times the parent sprite to obtain: position, scale.x, scale.y, anchorpoint and rotation,
// this fuction return the 5 values in 1 single call
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void CCSprite::getTransformValues(struct transformValues_ *tv)
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{
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tv->pos = m_tPositionInPixels;
tv->scale.x = m_fScaleX;
tv->scale.y = m_fScaleY;
tv->rotation = m_fRotation;
tv->ap = m_tAnchorPointInPixels;
tv->visible = m_bIsVisible;
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}
// draw
void CCSprite::draw(void)
{
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assert(! m_bUsesBatchNode);
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// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
// Needed states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
// Unneeded states: -
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bool newBlend = m_sBlendFunc.src != CC_BLEND_SRC || m_sBlendFunc.dst != CC_BLEND_DST;
if (newBlend)
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{
glBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);
}
#define kQuadSize sizeof(m_sQuad.bl)
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if (m_pobTexture)
{
glBindTexture(GL_TEXTURE_2D, m_pobTexture->getName());
}
else
{
glBindTexture(GL_TEXTURE_2D, 0);
}
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long offset = (long)&m_sQuad;
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// vertex
int diff = offsetof(ccV3F_C4B_T2F, vertices);
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glVertexPointer(3, GL_FLOAT, kQuadSize, (void*)(offset + diff));
// color
diff = offsetof( ccV3F_C4B_T2F, colors);
glColorPointer(4, GL_UNSIGNED_BYTE, kQuadSize, (void*)(offset + diff));
// tex coords
diff = offsetof( ccV3F_C4B_T2F, texCoords);
glTexCoordPointer(2, GL_FLOAT, kQuadSize, (void*)(offset + diff));
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
if( newBlend )
{
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
}
#if CC_SPRITE_DEBUG_DRAW
CGSize s = m_tContentSize;
CGPoint vertices[4]={
ccp(0,0),ccp(s.width,0),
ccp(s.width,s.height),ccp(0,s.height),
};
ccDrawPoly(vertices, 4, true);
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#endif // CC_SPRITE_DEBUG_DRAW
}
// CCNode overrides
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void CCSprite::addChild(CCNode* pChild)
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{
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CCNode::addChild(pChild);
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}
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void CCSprite::addChild(CCNode *pChild, int zOrder)
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{
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CCNode::addChild(pChild, zOrder);
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}
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void CCSprite::addChild(CCNode *pChild, int zOrder, int tag)
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{
assert(pChild != NULL);
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CCNode::addChild(pChild, zOrder, tag);
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if (m_bUsesBatchNode)
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{
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assert(((CCSprite*)pChild)->getTexture()->getName() == m_pobTextureAtlas->getTexture()->getName());
unsigned int index = m_pobBatchNode->atlasIndexForChild((CCSprite*)(pChild), zOrder);
m_pobBatchNode->insertChild((CCSprite*)(pChild), index);
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}
m_bHasChildren = true;
}
void CCSprite::reorderChild(CCNode *pChild, int zOrder)
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{
assert(pChild != NULL);
assert(m_pChildren->containsObject(pChild));
if (zOrder == pChild->getZOrder())
{
return;
}
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if (m_bUsesBatchNode)
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{
// XXX: Instead of removing/adding, it is more efficient to reorder manually
pChild->retain();
removeChild(pChild, false);
addChild(pChild, zOrder);
pChild->release();
}
else
{
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CCNode::reorderChild(pChild, zOrder);
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}
}
void CCSprite::removeChild(CCNode *pChild, bool bCleanup)
{
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if (m_bUsesBatchNode)
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{
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m_pobBatchNode->removeSpriteFromAtlas((CCSprite*)(pChild));
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}
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CCNode::removeChild(pChild, bCleanup);
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}
void CCSprite::removeAllChildrenWithCleanup(bool bCleanup)
{
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if (m_bUsesBatchNode)
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{
CCSprite *pChild;
NSMutableArray<CCNode*>::NSMutableArrayIterator iter;
for (iter = m_pChildren->begin(); iter != m_pChildren->end(); ++iter)
{
pChild = (CCSprite*)(*iter);
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CCX_BREAK_IF(! pChild);
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m_pobBatchNode->removeSpriteFromAtlas(pChild);
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}
}
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CCNode::removeAllChildrenWithCleanup(bCleanup);
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m_bHasChildren = false;
}
//
// CCNode property overloads
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// used only when parent is CCSpriteBatchNode
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//
void CCSprite::setDirtyRecursively(bool bValue)
{
m_bDirty = m_bRecursiveDirty = bValue;
// recursively set dirty
if (m_bHasChildren)
{
CCSprite *pChild;
NSMutableArray<CCNode*>::NSMutableArrayIterator iter;
for (iter = m_pChildren->begin(); iter != m_pChildren->end(); ++iter)
{
pChild = (CCSprite*)(*iter);
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CCX_BREAK_IF(! pChild);
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pChild->setDirtyRecursively(true);
}
}
}
// XXX HACK: optimization
#define SET_DIRTY_RECURSIVELY() { \
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if (m_bUsesBatchNode && ! m_bRecursiveDirty) { \
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m_bDirty = m_bRecursiveDirty = true; \
if ( m_bHasChildren) \
setDirtyRecursively(true); \
} \
}
void CCSprite::setPosition(CGPoint pos)
{
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CCNode::setPosition(pos);
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SET_DIRTY_RECURSIVELY();
}
void CCSprite::setPositionInPixels(CGPoint pos)
{
CCNode::setPositionInPixels(pos);
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SET_DIRTY_RECURSIVELY();
}
void CCSprite::setRotation(float fRotation)
{
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CCNode::setRotation(fRotation);
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SET_DIRTY_RECURSIVELY();
}
void CCSprite::setScaleX(float fScaleX)
{
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CCNode::setScaleX(fScaleX);
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SET_DIRTY_RECURSIVELY();
}
void CCSprite::setScaleY(float fScaleY)
{
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CCNode::setScaleY(fScaleY);
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SET_DIRTY_RECURSIVELY();
}
void CCSprite::setScale(float fScale)
{
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CCNode::setScale(fScale);
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SET_DIRTY_RECURSIVELY();
}
void CCSprite::setVertexZ(float fVertexZ)
{
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CCNode::setVertexZ(fVertexZ);
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SET_DIRTY_RECURSIVELY();
}
void CCSprite::setAnchorPoint(CGPoint anchor)
{
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CCNode::setAnchorPoint(anchor);
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SET_DIRTY_RECURSIVELY();
}
void CCSprite::setIsRelativeAnchorPoint(bool bRelative)
{
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assert(! m_bUsesBatchNode);
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CCNode::setIsRelativeAnchorPoint(bRelative);
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}
void CCSprite::setIsVisible(bool bVisible)
{
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CCNode::setIsVisible(bVisible);
SET_DIRTY_RECURSIVELY();
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}
void CCSprite::setFlipX(bool bFlipX)
{
if (m_bFlipX != bFlipX)
{
m_bFlipX = bFlipX;
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setTextureRectInPixels(m_obRectInPixels, m_bRectRotated, m_obRectInPixels.size);
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}
}
bool CCSprite::isFlipX(void)
{
return m_bFlipX;
}
void CCSprite::setFlipY(bool bFlipY)
{
if (m_bFlipY != bFlipY)
{
m_bFlipY = bFlipY;
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setTextureRectInPixels(m_obRectInPixels, m_bRectRotated, m_obRectInPixels.size);
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}
}
bool CCSprite::isFlipY(void)
{
return m_bFlipY;
}
//
// RGBA protocol
//
void CCSprite::updateColor(void)
{
ccColor4B color4 = { m_sColor.r, m_sColor.g, m_sColor.b, m_nOpacity };
m_sQuad.bl.colors = color4;
m_sQuad.br.colors = color4;
m_sQuad.tl.colors = color4;
m_sQuad.tr.colors = color4;
// renders using Sprite Manager
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if (m_bUsesBatchNode)
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{
if (m_uAtlasIndex != CCSpriteIndexNotInitialized)
{
m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex);
}
else
{
// no need to set it recursively
// update dirty_, don't update recursiveDirty_
m_bDirty = true;
}
}
// self render
// do nothing
}
GLubyte CCSprite::getOpacity(void)
{
return m_nOpacity;
}
void CCSprite::setOpacity(GLubyte opacity)
{
m_nOpacity = opacity;
// special opacity for premultiplied textures
if (m_bOpacityModifyRGB)
{
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setColor(m_sColorUnmodified);
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}
updateColor();
}
ccColor3B CCSprite::getColor(void)
{
if (m_bOpacityModifyRGB)
{
return m_sColorUnmodified;
}
return m_sColor;
}
void CCSprite::setColor(ccColor3B color3)
{
m_sColor = m_sColorUnmodified = color3;
if (m_bOpacityModifyRGB)
{
m_sColor.r = color3.r * m_nOpacity/255;
m_sColor.g = color3.g * m_nOpacity/255;
m_sColor.b = color3.b * m_nOpacity/255;
}
updateColor();
}
void CCSprite::setIsOpacityModifyRGB(bool bValue)
{
ccColor3B oldColor = m_sColor;
m_bOpacityModifyRGB = bValue;
m_sColor = oldColor;
}
bool CCSprite::getIsOpacityModifyRGB(void)
{
return m_bOpacityModifyRGB;
}
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// Frames
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void CCSprite::setDisplayFrame(CCSpriteFrame *pNewFrame)
{
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m_obUnflippedOffsetPositionFromCenter = pNewFrame->getOffsetInPixels();
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CCTexture2D *pNewTexture = pNewFrame->getTexture();
// update texture before updating texture rect
if (!m_pobTexture ||
pNewTexture->getName() != m_pobTexture->getName())
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{
setTexture(pNewTexture);
}
// update rect
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m_bRectRotated = pNewFrame->isRotated();
setTextureRectInPixels(pNewFrame->getRectInPixels(), pNewFrame->isRotated(), pNewFrame->getOriginalSizeInPixels());
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}
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// XXX deprecated
void CCSprite::setDisplayFrame(const char *pszAnimationName, int nFrameIndex)
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{
if (! m_pAnimations)
{
initAnimationDictionary();
}
CCAnimation *pAnimation = m_pAnimations->objectForKey(std::string(pszAnimationName));
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CCSpriteFrame *pFrame = pAnimation->getFrames()->getObjectAtIndex(nFrameIndex);
assert(pFrame);
setDisplayFrame(pFrame);
}
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void CCSprite::setDisplayFrameWithAnimationName(const char *animationName, int frameIndex)
{
assert(animationName);
CCAnimation *a = CCAnimationCache::sharedAnimationCache()->animationByName(animationName);
assert(a);
CCSpriteFrame *frame = a->getFrames()->getObjectAtIndex(frameIndex);
assert(frame);
setDisplayFrame(frame);
}
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bool CCSprite::isFrameDisplayed(CCSpriteFrame *pFrame)
{
CGRect r = pFrame->getRect();
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return (CGRect::CGRectEqualToRect(r, m_obRect) &&
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pFrame->getTexture()->getName() == m_pobTexture->getName());
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}
CCSpriteFrame* CCSprite::displayedFrame(void)
{
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return CCSpriteFrame::frameWithTexture(m_pobTexture, m_obRect);
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}
void CCSprite::addAnimation(CCAnimation *pAnimation)
{
// lazy alloc
if (! m_pAnimations)
{
initAnimationDictionary();
}
m_pAnimations->setObject(pAnimation, pAnimation->getName());
}
CCAnimation* CCSprite::animationByName(const char *pszAnimationName)
{
assert(pszAnimationName != NULL);
return m_pAnimations->objectForKey(std::string(pszAnimationName));
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}
// Texture protocol
void CCSprite::updateBlendFunc(void)
{
// CCSprite: updateBlendFunc doesn't work when the sprite is rendered using a CCSpriteSheet
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assert (! m_bUsesBatchNode);
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// it's possible to have an untextured sprite
if (! m_pobTexture || ! m_pobTexture->getHasPremultipliedAlpha())
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{
m_sBlendFunc.src = GL_SRC_ALPHA;
m_sBlendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
setIsOpacityModifyRGB(false);
}
else
{
m_sBlendFunc.src = CC_BLEND_SRC;
m_sBlendFunc.dst = CC_BLEND_DST;
setIsOpacityModifyRGB(true);
}
}
void CCSprite::setTexture(CCTexture2D *texture)
{
// CCSprite: setTexture doesn't work when the sprite is rendered using a CCSpriteSheet
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assert(! m_bUsesBatchNode);
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// we can not use RTTI, so we do not known the type of object
// accept texture==nil as argument
/*assert((! texture) || dynamic_cast<CCTexture2D*>(texture));*/
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CCX_SAFE_RELEASE(m_pobTexture);
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m_pobTexture = texture;
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if (texture)
{
texture->retain();
}
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updateBlendFunc();
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}
CCTexture2D* CCSprite::getTexture(void)
{
return m_pobTexture;
}
}//namespace cocos2d