2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2009-2010 Ricardo Quesada
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Copyright (c) 2009 Matt Oswald
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2022-10-01 16:24:52 +08:00
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https://axmolengine.github.io/
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2019-11-23 20:27:39 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include <vector>
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2023-06-11 13:08:08 +08:00
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#include "2d/Node.h"
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#include "base/Protocols.h"
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#include "renderer/TextureAtlas.h"
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#include "renderer/QuadCommand.h"
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2022-07-11 17:50:21 +08:00
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NS_AX_BEGIN
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/**
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* @addtogroup _2d
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* @{
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*/
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class Sprite;
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/** SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call
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* (often known as "batch draw").
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*
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* A SpriteBatchNode can reference one and only one texture (one image file, one texture atlas).
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* Only the Sprites that are contained in that texture can be added to the SpriteBatchNode.
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* All Sprites added to a SpriteBatchNode are drawn in one OpenGL ES draw call.
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* If the Sprites are not added to a SpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is
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* less efficient.
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*
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*
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* Limitations:
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* - The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is Sprite or any subclass of
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* Sprite. eg: particles, labels and layer can't be added to a SpriteBatchNode.
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* - Either all its children are Aliased or Antialiased. It can't be a mix. This is because "alias" is a property of
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* the texture, and all the sprites share the same texture.
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*
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* @since v0.7.1
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*/
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2022-07-16 10:43:05 +08:00
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class AX_DLL SpriteBatchNode : public Node, public TextureProtocol
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{
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static const int DEFAULT_CAPACITY = 29;
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public:
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/** Creates a SpriteBatchNode with a texture2d and capacity of children.
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* The capacity will be increased in 33% in runtime if it runs out of space.
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*
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* @param tex A texture2d.
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* @param capacity The capacity of children.
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* @return Return an autorelease object.
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*/
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static SpriteBatchNode* createWithTexture(Texture2D* tex, ssize_t capacity = DEFAULT_CAPACITY);
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/** Creates a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children.
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* The capacity will be increased in 33% in runtime if it runs out of space.
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* The file will be loaded using the TextureMgr.
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*
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* @param fileImage A file image (.png, .jpeg, .pvr, etc).
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* @param capacity The capacity of children.
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* @return Return an autorelease object.
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*/
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static SpriteBatchNode* create(std::string_view fileImage, ssize_t capacity = DEFAULT_CAPACITY);
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/** Returns the TextureAtlas object.
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*
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* @return The TextureAtlas object.
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*/
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TextureAtlas* getTextureAtlas() { return _textureAtlas; }
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/** Sets the TextureAtlas object.
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*
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* @param textureAtlas The TextureAtlas object.
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*/
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void setTextureAtlas(TextureAtlas* textureAtlas)
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{
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if (textureAtlas != _textureAtlas)
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{
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AX_SAFE_RETAIN(textureAtlas);
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AX_SAFE_RELEASE(_textureAtlas);
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_textureAtlas = textureAtlas;
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}
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}
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/** Returns an array with the descendants (children, gran children, etc.).
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* This is specific to BatchNode. In order to use the children, use getChildren() instead.
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*
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* @return An array with the descendants (children, gran children, etc.).
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*/
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const std::vector<Sprite*>& getDescendants() const { return _descendants; }
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/** Increase the Atlas Capacity. */
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void increaseAtlasCapacity();
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/** Removes a child given a certain index. It will also cleanup the running actions depending on the cleanup
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* parameter.
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*
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* @param index A certain index.
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* @param doCleanup Whether or not to cleanup the running actions.
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* @warning Removing a child from a SpriteBatchNode is very slow.
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*/
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void removeChildAtIndex(ssize_t index, bool doCleanup);
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/** Append the child.
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*
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* @param sprite A Sprite.
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*/
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void appendChild(Sprite* sprite);
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/** Remove a sprite from Atlas.
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*
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* @param sprite A Sprite.
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*/
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void removeSpriteFromAtlas(Sprite* sprite);
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/** Rebuild index with a sprite all child.
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*
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* @param parent The parent sprite.
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* @param index The child index.
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* @return Index.
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*/
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ssize_t rebuildIndexInOrder(Sprite* parent, ssize_t index);
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/** Get the Max image block index,in all child.
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*
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* @param sprite The parent sprite.
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* @return Index.
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*/
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ssize_t highestAtlasIndexInChild(Sprite* sprite);
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/** Get the Min image block index,in all child.
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*
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* @param sprite The parent sprite.
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* @return Index.
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*/
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ssize_t lowestAtlasIndexInChild(Sprite* sprite);
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/** Get the nearest index from the sprite in z.
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*
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* @param sprite The parent sprite.
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* @param z Z order for drawing priority.
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* @return Index.
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*/
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ssize_t atlasIndexForChild(Sprite* sprite, int z);
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/* Sprites use this to start sortChildren, don't call this manually. */
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void reorderBatch(bool reorder);
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//
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// Overrides
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//
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// TextureProtocol
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virtual Texture2D* getTexture() const override;
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virtual void setTexture(Texture2D* texture) override;
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/**
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*@code
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* When this function bound into js or lua,the parameter will be changed.
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* In js: var setBlendFunc(var src, var dst).
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* @endcode
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* @lua NA
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*/
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virtual void setBlendFunc(const BlendFunc& blendFunc) override;
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/**
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* @lua NA
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*/
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virtual const BlendFunc& getBlendFunc() const override;
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/**
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* @js NA
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*/
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virtual void visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags) override;
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using Node::addChild;
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virtual void addChild(Node* child, int zOrder, int tag) override;
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virtual void addChild(Node* child, int zOrder, std::string_view name) override;
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virtual void reorderChild(Node* child, int zOrder) override;
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virtual void removeChild(Node* child, bool cleanup) override;
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/**
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* @js NA
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*/
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virtual void removeAllChildrenWithCleanup(bool cleanup) override;
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virtual void sortAllChildren() override;
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/**
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* @js NA
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*/
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virtual void draw(Renderer* renderer, const Mat4& transform, uint32_t flags) override;
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/**
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* @js NA
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*/
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virtual std::string getDescription() const override;
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bool setProgramState(backend::ProgramState* programState, bool needsRetain = true) override;
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/** Inserts a quad at a certain index into the texture atlas. The Sprite won't be added into the children array.
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* This method should be called only when you are dealing with very big AtlasSprite and when most of the Sprite
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* won't be updated. For example: a tile map (TMXMap) or a label with lots of characters (LabelBMFont).
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*/
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void insertQuadFromSprite(Sprite* sprite, ssize_t index);
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/* This is the opposite of "addQuadFromSprite.
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* It add the sprite to the children and descendants array, but it doesn't update add it to the texture atlas
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*/
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SpriteBatchNode* addSpriteWithoutQuad(Sprite* child, int z, int aTag);
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/** reserves capacity for the batch node.
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If the current capacity is bigger, nothing happens.
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otherwise, a new capacity is allocated */
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void reserveCapacity(ssize_t newCapacity);
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/**
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* @js ctor
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*/
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SpriteBatchNode();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~SpriteBatchNode();
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/** initializes a SpriteBatchNode with a texture2d and capacity of children.
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The capacity will be increased in 33% in runtime if it runs out of space.
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*/
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bool initWithTexture(Texture2D* tex, ssize_t capacity = DEFAULT_CAPACITY);
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/** initializes a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.
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The capacity will be increased in 33% in runtime if it runs out of space.
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The file will be loaded using the TextureMgr.
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* @js init
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* @lua init
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*/
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bool initWithFile(std::string_view fileImage, ssize_t capacity = DEFAULT_CAPACITY);
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bool init() override;
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protected:
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/** Updates a quad at a certain index into the texture atlas. The Sprite won't be added into the children array.
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This method should be called only when you are dealing with very big AtlasSprite and when most of the Sprite won't
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be updated. For example: a tile map (TMXMap) or a label with lots of characters (LabelBMFont)
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*/
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void updateQuadFromSprite(Sprite* sprite, ssize_t index);
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void updateAtlasIndex(Sprite* sprite, ssize_t* curIndex);
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void swap(ssize_t oldIndex, ssize_t newIndex);
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void updateBlendFunc();
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void setVertexLayout();
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void setUniformLocation();
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TextureAtlas* _textureAtlas = nullptr;
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BlendFunc _blendFunc;
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QuadCommand _quadCommand;
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backend::UniformLocation _mvpMatrixLocaiton;
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backend::UniformLocation _textureLocation;
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// all descendants: children, grand children, etc...
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// There is not need to retain/release these objects, since they are already retained by _children
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// So, using std::vector<Sprite*> is slightly faster than using ax::Array for this particular case
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std::vector<Sprite*> _descendants;
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};
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// end of sprite_nodes group
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/** @} */
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2022-07-11 17:50:21 +08:00
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NS_AX_END
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