axmol/cocos/2d/CCNode.cpp

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/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2009 Valentin Milea
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.
****************************************************************************/
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#include "CCNode.h"
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#include <algorithm>
#include "CCString.h"
#include "ccCArray.h"
#include "TransformUtils.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"
#if 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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bool nodeComparisonLess(Node* n1, Node* n2)
{
return( n1->getLocalZOrder() < n2->getLocalZOrder() ||
( n1->getLocalZOrder() == n2->getLocalZOrder() && n1->getOrderOfArrival() < n2->getOrderOfArrival() )
);
}
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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)
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, _rotationZ_X(0.0f)
, _rotationZ_Y(0.0f)
, _scaleX(1.0f)
, _scaleY(1.0f)
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, _scaleZ(1.0f)
, _positionZ(0.0f)
, _position(Point::ZERO)
, _skewX(0.0f)
, _skewY(0.0f)
, _anchorPointInPoints(Point::ZERO)
, _anchorPoint(Point::ZERO)
, _contentSize(Size::ZERO)
, _useAdditionalTransform(false)
, _transformDirty(true)
, _inverseDirty(true)
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// children (lazy allocs)
// lazy alloc
, _localZOrder(0)
, _globalZOrder(0)
, _parent(nullptr)
// "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(nullptr)
, _userObject(nullptr)
, _shaderProgram(nullptr)
, _orderOfArrival(0)
, _running(false)
, _visible(true)
, _ignoreAnchorPointForPosition(false)
, _reorderChildDirty(false)
, _isTransitionFinished(false)
#if CC_ENABLE_SCRIPT_BINDING
, _updateScriptHandler(0)
#endif
, _componentContainer(nullptr)
#if CC_USE_PHYSICS
, _physicsBody(nullptr)
#endif
, _displayedOpacity(255)
, _realOpacity(255)
, _displayedColor(Color3B::WHITE)
, _realColor(Color3B::WHITE)
, _cascadeColorEnabled(false)
, _cascadeOpacityEnabled(false)
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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();
#if CC_ENABLE_SCRIPT_BINDING
ScriptEngineProtocol* engine = ScriptEngineManager::getInstance()->getScriptEngine();
_scriptType = engine != nullptr ? engine->getScriptType() : kScriptTypeNone;
#endif
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 CC_ENABLE_SCRIPT_BINDING
if (_updateScriptHandler)
{
ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptHandler(_updateScriptHandler);
}
#endif
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CC_SAFE_RELEASE(_actionManager);
CC_SAFE_RELEASE(_scheduler);
_eventDispatcher->cleanTarget(this);
CC_SAFE_RELEASE(_eventDispatcher);
// attributes
CC_SAFE_RELEASE(_shaderProgram);
CC_SAFE_RELEASE(_userObject);
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for (auto& child : _children)
{
child->_parent = nullptr;
}
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removeAllComponents();
CC_SAFE_DELETE(_componentContainer);
#if 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 setter : private method
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/// used internally to alter the zOrder variable. DON'T call this method manually
void Node::_setLocalZOrder(int z)
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{
_localZOrder = z;
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}
void Node::setLocalZOrder(int z)
{
_localZOrder = z;
if (_parent)
{
_parent->reorderChild(this, z);
}
_eventDispatcher->setDirtyForNode(this);
}
void Node::setGlobalZOrder(float globalZOrder)
{
if (_globalZOrder != globalZOrder)
{
_globalZOrder = globalZOrder;
_eventDispatcher->setDirtyForNode(this);
}
}
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/// rotation getter
float Node::getRotation() const
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{
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CCASSERT(_rotationZ_X == _rotationZ_Y, "CCNode#rotation. RotationX != RotationY. Don't know which one to return");
return _rotationZ_X;
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}
/// rotation setter
void Node::setRotation(float newRotation)
{
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_rotationZ_X = _rotationZ_Y = newRotation;
_transformDirty = _inverseDirty = true;
#if CC_USE_PHYSICS
if (_physicsBody)
{
_physicsBody->setRotation(newRotation);
}
#endif
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}
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float Node::getRotationSkewX() const
{
return _rotationZ_X;
}
void Node::setRotation3D(const Vertex3F& rotation)
{
_transformDirty = _inverseDirty = true;
_rotationX = rotation.x;
_rotationY = rotation.y;
// rotation Z is decomposed in 2 to simulate Skew for Flash animations
_rotationZ_Y = _rotationZ_X = rotation.z;
#if CC_USE_PHYSICS
if (_physicsBody)
{
_physicsBody->setRotation(_rotationZ_X);
}
#endif
}
Vertex3F Node::getRotation3D() const
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{
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// rotation Z is decomposed in 2 to simulate Skew for Flash animations
CCASSERT(_rotationZ_X == _rotationZ_Y, "_rotationZ_X != _rotationZ_Y");
return Vertex3F(_rotationX,_rotationY,_rotationZ_X);
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}
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void Node::setRotationSkewX(float fRotationX)
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{
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_rotationZ_X = fRotationX;
_transformDirty = _inverseDirty = true;
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}
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float Node::getRotationSkewY() const
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{
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return _rotationZ_Y;
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}
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void Node::setRotationSkewY(float rotationY)
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{
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_rotationZ_Y = rotationY;
_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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}
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/// scaleY setter
void Node::setScaleZ(float newScaleZ)
{
_scaleZ = newScaleZ;
_transformDirty = _inverseDirty = true;
}
/// scaleY getter
float Node::getScaleZ() const
{
return _scaleZ;
}
/// scaleY setter
void Node::setScaleY(float newScaleY)
{
_scaleY = newScaleY;
_transformDirty = _inverseDirty = true;
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}
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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;
#if 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));
}
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void Node::setPosition3D(const Vertex3F& position)
{
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_positionZ = position.z;
setPosition(Point(position.x, position.y));
}
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Vertex3F Node::getPosition3D() const
{
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Vertex3F ret;
ret.x = _position.x;
ret.y = _position.y;
ret.z = _positionZ;
return ret;
}
float Node::getPositionX() const
{
return _position.x;
}
void Node::setPositionX(float x)
{
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setPosition(Point(x, _position.y));
}
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float Node::getPositionY() const
{
return _position.y;
}
void Node::setPositionY(float y)
{
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setPosition(Point(_position.x, y));
}
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float Node::getPositionZ() const
{
return _positionZ;
}
void Node::setPositionZ(float positionZ)
{
_transformDirty = _inverseDirty = true;
_positionZ = positionZ;
// XXX BUG
// Global Z Order should based on the modelViewTransform
setGlobalZOrder(positionZ);
}
void Node::setNormalizedPosition(const cocos2d::Point &position)
{
_normalizedPosition = position;
Size s = Director::getInstance()->getVisibleSize();
Point p;
p.x = s.width * position.x;
p.y = s.height * position.y;
setPosition(p);
}
const Point& Node::getNormalizedPosition() const
{
return _normalizedPosition;
}
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ssize_t Node::getChildrenCount() const
{
return _children.size();
}
/// 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(Ref *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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Scene* Node::getScene()
{
if(!_parent)
return nullptr;
return _parent->getScene();
}
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 * ret = new Node();
if (ret && ret->init())
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{
ret->autorelease();
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}
else
{
CC_SAFE_DELETE(ret);
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}
return ret;
}
void Node::cleanup()
{
// actions
this->stopAllActions();
this->unscheduleAllSelectors();
#if CC_ENABLE_SCRIPT_BINDING
if ( _scriptType != kScriptTypeNone)
{
int action = kNodeOnCleanup;
BasicScriptData data(this,(void*)&action);
ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
}
#endif // #if CC_ENABLE_SCRIPT_BINDING
// timers
for( const auto &child: _children)
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 tag)
{
CCASSERT( tag != Node::INVALID_TAG, "Invalid tag");
for (auto& child : _children)
{
if(child && child->_tag == tag)
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 != nullptr, "Argument must be non-nil");
CCASSERT( child->_parent == nullptr, "child already added. It can't be added again");
if (_children.empty())
{
this->childrenAlloc();
}
this->insertChild(child, zOrder);
#if 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();
}
}
if (_cascadeColorEnabled)
{
updateCascadeColor();
}
if (_cascadeOpacityEnabled)
{
updateCascadeOpacity();
}
}
void Node::addChild(Node *child, int zOrder)
{
CCASSERT( child != nullptr, "Argument must be non-nil");
this->addChild(child, zOrder, child->_tag);
}
void Node::addChild(Node *child)
{
CCASSERT( child != nullptr, "Argument must be non-nil");
this->addChild(child, child->_localZOrder, child->_tag);
}
void Node::removeFromParent()
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{
this->removeFromParentAndCleanup(true);
}
void Node::removeFromParentAndCleanup(bool cleanup)
{
if (_parent != nullptr)
{
_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 == nullptr)
{
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
for (auto& child : _children)
{
// 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();
}
#if 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->_setLocalZOrder(z);
}
void Node::reorderChild(Node *child, int zOrder)
{
CCASSERT( child != nullptr, "Child must be non-nil");
_reorderChildDirty = true;
child->setOrderOfArrival(s_globalOrderOfArrival++);
child->_setLocalZOrder(zOrder);
}
void Node::sortAllChildren()
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{
if( _reorderChildDirty ) {
std::sort( std::begin(_children), std::end(_children), nodeComparisonLess );
_reorderChildDirty = false;
}
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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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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);
if ( node && node->_localZOrder < 0 )
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node->visit();
else
break;
}
// self draw
this->draw();
for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
(*it)->visit();
}
else
{
this->draw();
}
// reset for next frame
_orderOfArrival = 0;
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kmGLPopMatrix();
}
void Node::transformAncestors()
{
if( _parent != nullptr )
{
_parent->transformAncestors();
_parent->transform();
}
}
void Node::transform()
{
#if CC_USE_PHYSICS
updatePhysicsTransform();
#endif
kmMat4 transfrom4x4 = this->getNodeToParentTransform();
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kmGLMultMatrix( &transfrom4x4 );
// saves the MV matrix
kmGLGetMatrix(KM_GL_MODELVIEW, &_modelViewTransform);
}
void Node::onEnter()
{
_isTransitionFinished = false;
#if CC_ENABLE_SCRIPT_BINDING
if (_scriptType != kScriptTypeNone)
{
int action = kNodeOnEnter;
BasicScriptData data(this,(void*)&action);
ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
}
#endif
for( const auto &child: _children)
child->onEnter();
this->resume();
_running = true;
}
void Node::onEnterTransitionDidFinish()
{
_isTransitionFinished = true;
#if CC_ENABLE_SCRIPT_BINDING
if (_scriptType != kScriptTypeNone)
{
int action = kNodeOnEnterTransitionDidFinish;
BasicScriptData data(this,(void*)&action);
ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
}
#endif
for( const auto &child: _children)
child->onEnterTransitionDidFinish();
}
void Node::onExitTransitionDidStart()
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{
for( const auto &child: _children)
child->onExitTransitionDidStart();
#if CC_ENABLE_SCRIPT_BINDING
if (_scriptType != kScriptTypeNone)
{
int action = kNodeOnExitTransitionDidStart;
BasicScriptData data(this,(void*)&action);
ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
}
#endif
}
void Node::onExit()
{
this->pause();
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_running = false;
for( const auto &child: _children)
child->onExit();
#if CC_ENABLE_SCRIPT_BINDING
if (_scriptType != kScriptTypeNone)
{
int action = kNodeOnExit;
BasicScriptData data(this,(void*)&action);
ScriptEvent scriptEvent(kNodeEvent,(void*)&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent);
}
#endif
}
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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 != nullptr, "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->isScheduled(this, schedule_selector_to_key(selector));
}
void Node::scheduleUpdate()
{
scheduleUpdateWithPriority(0);
}
void Node::scheduleUpdateWithPriority(int priority)
{
_scheduler->scheduleUpdate([this](float dt){
this->update(dt);
}, this, priority, !_running);
}
void Node::scheduleUpdateWithPriorityLua(int nHandler, int priority)
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{
unscheduleUpdate();
#if CC_ENABLE_SCRIPT_BINDING
_updateScriptHandler = nHandler;
#endif
_scheduler->scheduleUpdate([this](float dt){
this->update(dt);
}, this, priority, !_running);
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}
void Node::unscheduleUpdate()
{
_scheduler->unscheduleUpdate(this);
#if CC_ENABLE_SCRIPT_BINDING
if (_updateScriptHandler)
{
ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptHandler(_updateScriptHandler);
_updateScriptHandler = 0;
}
#endif
}
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->schedule([=](float dt){
(this->*selector)(dt);
}, this, schedule_selector_to_key(selector), 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 null handling
if (selector == nullptr)
return;
_scheduler->unschedule(this, schedule_selector_to_key(selector));
}
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 CC_ENABLE_SCRIPT_BINDING
if (0 != _updateScriptHandler)
{
//only lua use
SchedulerScriptData data(_updateScriptHandler,fDelta);
ScriptEvent event(kScheduleEvent,&data);
ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&event);
}
#endif
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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);
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return ret;
}
const kmMat4& Node::getNodeToParentTransform() const
{
if (_transformDirty)
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{
// Translate values
float x = _position.x;
float y = _position.y;
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float z = _positionZ;
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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;
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if (_rotationZ_X || _rotationZ_Y)
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{
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float radiansX = -CC_DEGREES_TO_RADIANS(_rotationZ_X);
float radiansY = -CC_DEGREES_TO_RADIANS(_rotationZ_Y);
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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
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kmScalar mat[] = {
cy * _scaleX, sy * _scaleX, 0, 0,
-sx * _scaleY, cx * _scaleY, 0, 0,
0, 0, _scaleZ, 0,
x, y, z, 1 };
kmMat4Fill(&_transform, mat);
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// XXX
// FIX ME: Expensive operation.
// FIX ME: It should be done together with the rotationZ
if(_rotationY) {
kmMat4 rotY;
kmMat4RotationY(&rotY,CC_DEGREES_TO_RADIANS(_rotationY));
kmMat4Multiply(&_transform, &_transform, &rotY);
}
if(_rotationX) {
kmMat4 rotX;
kmMat4RotationX(&rotX,CC_DEGREES_TO_RADIANS(_rotationX));
kmMat4Multiply(&_transform, &_transform, &rotX);
}
// 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, (float)tanf(CC_DEGREES_TO_RADIANS(_skewY)), 0, 0,
(float)tanf(CC_DEGREES_TO_RADIANS(_skewX)), 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1};
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kmMat4Multiply(&_transform, &_transform, &skewMatrix);
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// adjust anchor point
if (!_anchorPointInPoints.equals(Point::ZERO))
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{
// XXX: Argh, kmMat needs a "translate" method.
// XXX: Although this is faster than multiplying a vec4 * mat4
_transform.mat[12] += _transform.mat[0] * -_anchorPointInPoints.x + _transform.mat[4] * -_anchorPointInPoints.y;
_transform.mat[13] += _transform.mat[1] * -_anchorPointInPoints.x + _transform.mat[5] * -_anchorPointInPoints.y;
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}
}
if (_useAdditionalTransform)
{
kmMat4Multiply(&_transform, &_transform, &_additionalTransform);
}
_transformDirty = false;
}
return _transform;
}
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void Node::setNodeToParentTransform(const kmMat4& transform)
{
_transform = transform;
_transformDirty = false;
}
void Node::setAdditionalTransform(const AffineTransform& additionalTransform)
{
CGAffineToGL(additionalTransform, _additionalTransform.mat);
_transformDirty = true;
_useAdditionalTransform = true;
}
void Node::setAdditionalTransform(const kmMat4& additionalTransform)
{
_additionalTransform = additionalTransform;
_transformDirty = true;
_useAdditionalTransform = 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 != nullptr; 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 != nullptr; p = p->getParent())
kmMat4Multiply(&t, &p->getNodeToParentTransform(), &t);
return t;
}
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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);
return Point(ret.x, ret.y);
}
Point Node::convertToWorldSpace(const Point& nodePoint) const
{
kmMat4 tmp = getNodeToWorldTransform();
kmVec3 vec3 = {nodePoint.x, nodePoint.y, 0};
kmVec3 ret;
kmVec3Transform(&ret, &vec3, &tmp);
return Point(ret.x, ret.y);
}
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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#if CC_USE_PHYSICS
bool Node::updatePhysicsTransform()
{
if (_physicsBody != nullptr && _physicsBody->getWorld() != nullptr && !_physicsBody->isResting())
{
_position = _physicsBody->getPosition();
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_rotationZ_X = _rotationZ_Y = _physicsBody->getRotation();
_transformDirty = _inverseDirty = true;
return true;
}
return false;
}
#endif
void Node::updateTransform()
{
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// Recursively iterate over children
for( const auto &child: _children)
child->updateTransform();
}
Component* Node::getComponent(const std::string& 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 std::string& 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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}
#if 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
GLubyte Node::getOpacity(void) const
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{
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return _realOpacity;
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}
GLubyte Node::getDisplayedOpacity(void) const
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{
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return _displayedOpacity;
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}
void Node::setOpacity(GLubyte opacity)
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{
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_displayedOpacity = _realOpacity = opacity;
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updateCascadeOpacity();
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}
void Node::updateDisplayedOpacity(GLubyte parentOpacity)
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{
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_displayedOpacity = _realOpacity * parentOpacity/255.0;
updateColor();
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if (_cascadeOpacityEnabled)
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{
for(auto child : _children){
child->updateDisplayedOpacity(_displayedOpacity);
}
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}
}
bool Node::isCascadeOpacityEnabled(void) const
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{
return _cascadeOpacityEnabled;
}
void Node::setCascadeOpacityEnabled(bool cascadeOpacityEnabled)
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{
if (_cascadeOpacityEnabled == cascadeOpacityEnabled)
{
return;
}
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_cascadeOpacityEnabled = cascadeOpacityEnabled;
if (cascadeOpacityEnabled)
{
updateCascadeOpacity();
}
else
{
disableCascadeOpacity();
}
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}
void Node::updateCascadeOpacity()
{
GLubyte parentOpacity = 255;
if (_parent != nullptr && _parent->isCascadeOpacityEnabled())
{
parentOpacity = _parent->getDisplayedOpacity();
}
updateDisplayedOpacity(parentOpacity);
}
void Node::disableCascadeOpacity()
{
_displayedOpacity = _realOpacity;
for(auto child : _children){
child->updateDisplayedOpacity(255);
}
}
const Color3B& Node::getColor(void) const
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{
return _realColor;
}
const Color3B& Node::getDisplayedColor() const
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{
return _displayedColor;
}
void Node::setColor(const Color3B& color)
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{
_displayedColor = _realColor = color;
updateCascadeColor();
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}
void Node::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;
updateColor();
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if (_cascadeColorEnabled)
{
for(const auto &child : _children){
child->updateDisplayedColor(_displayedColor);
}
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}
}
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bool Node::isCascadeColorEnabled(void) const
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{
return _cascadeColorEnabled;
}
void Node::setCascadeColorEnabled(bool cascadeColorEnabled)
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{
if (_cascadeColorEnabled == cascadeColorEnabled)
{
return;
}
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_cascadeColorEnabled = cascadeColorEnabled;
if (_cascadeColorEnabled)
{
updateCascadeColor();
}
else
{
disableCascadeColor();
}
}
void Node::updateCascadeColor()
{
Color3B parentColor = Color3B::WHITE;
if (_parent && _parent->isCascadeColorEnabled())
{
parentColor = _parent->getDisplayedColor();
}
updateDisplayedColor(parentColor);
}
void Node::disableCascadeColor()
{
for(auto child : _children){
child->updateDisplayedColor(Color3B::WHITE);
}
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}
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__NodeRGBA::__NodeRGBA()
{
CCLOG("NodeRGBA deprecated.");
}
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NS_CC_END