2012-04-19 14:35:52 +08:00
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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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2014-01-07 11:25:07 +08:00
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Copyright (c) 2010-2012 cocos2d-x.org
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2012-04-19 14:35:52 +08:00
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Copyright (c) 2011 Zynga Inc.
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2018-01-29 16:25:32 +08:00
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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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2012-04-19 14:35:52 +08:00
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http://www.cocos2d-x.org
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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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2019-01-30 17:54:48 +08:00
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#pragma once
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2012-04-19 14:35:52 +08:00
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2014-08-28 17:03:29 +08:00
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#include <string>
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2014-04-27 01:11:22 +08:00
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#include "2d/CCNode.h"
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2014-09-26 17:14:55 +08:00
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#include "2d/CCDrawNode.h"
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2014-05-17 05:36:00 +08:00
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#include "base/CCProtocols.h"
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#include "renderer/CCTextureAtlas.h"
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2015-05-22 15:54:56 +08:00
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#include "renderer/CCTrianglesCommand.h"
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2014-04-30 08:37:36 +08:00
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#include "renderer/CCCustomCommand.h"
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2015-06-02 10:10:09 +08:00
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#include "2d/CCAutoPolygon.h"
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2012-04-19 14:35:52 +08:00
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NS_CC_BEGIN
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2013-06-20 14:13:12 +08:00
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class SpriteBatchNode;
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class SpriteFrame;
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class Animation;
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class Rect;
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class Size;
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class Texture2D;
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2012-04-19 14:35:52 +08:00
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struct transformValues_;
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2015-07-08 15:30:34 +08:00
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#ifdef SPRITE_RENDER_IN_SUBPIXEL
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#undef SPRITE_RENDER_IN_SUBPIXEL
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#endif
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#if CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
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#define SPRITE_RENDER_IN_SUBPIXEL
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#else
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#define SPRITE_RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__))
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#endif
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2012-06-20 18:09:11 +08:00
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/**
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2015-03-23 18:37:28 +08:00
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* @addtogroup _2d
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2012-06-20 18:09:11 +08:00
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* @{
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*/
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2013-11-11 11:00:50 +08:00
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/**
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2015-03-17 11:26:33 +08:00
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* Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ).
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2013-01-14 16:54:20 +08:00
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*
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2013-06-20 14:13:12 +08:00
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* Sprite can be created with an image, or with a sub-rectangle of an image.
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2013-01-14 16:54:20 +08:00
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*
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2014-03-07 08:14:06 +08:00
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* To optimize the Sprite rendering, please follow the following best practices:
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2015-03-17 11:26:33 +08:00
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* - Put all your sprites in the same spritesheet (http://www.codeandweb.com/what-is-a-sprite-sheet).
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* - Use the same blending function for all your sprites.
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2014-03-07 08:14:06 +08:00
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* - ...and the Renderer will automatically "batch" your sprites (will draw all of them in one OpenGL call).
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2013-01-14 16:54:20 +08:00
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*
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2017-01-10 15:28:47 +08:00
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* Sprite has 4 types or rendering modes:
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*
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2017-01-11 21:33:41 +08:00
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* - `QUAD`: Renders the sprite using 2 triangles (1 rectangle): uses small memory, but renders empty pixels (slow)
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* - `POLYGON`: Renders the sprite using many triangles (depending on the setting): Uses more memory, but doesn't render so much empty pixels (faster)
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* - `SLICE9`: Renders the sprite using 18 triangles (9 rectangles). Useful to to scale buttons an other rectangular sprites
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* - `QUAD_BATCHNODE`: Renders the sprite using 2 triangles (1 rectangle) with a static batch, which has some limitations (see below)
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2017-01-10 15:28:47 +08:00
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*
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* By default, the sprite uses `QUAD` mode. But can be changed to `POLYGON` when calling `setPolygonInfo()`. To use `SLICE9` call `setCenterRect()` or
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2017-01-11 21:33:41 +08:00
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* `serCenterRectNormalized()`. To use `QUAD_BATCHNODE` parent the sprite to a `SpriteBatchNode` object.
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2017-01-10 15:28:47 +08:00
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*
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*
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2017-01-11 21:33:41 +08:00
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* `QUAD_BATCHNODE` is deprecated and should be avoid. It has the following limitations:
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2014-03-07 08:14:06 +08:00
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*
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* - The Alias/Antialias property belongs to `SpriteBatchNode`, so you can't individually set the aliased property.
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* - The Blending function property belongs to `SpriteBatchNode`, so you can't individually set the blending function property.
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* - `ParallaxNode` is not supported, but can be simulated with a "proxy" sprite.
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* - Sprites can only have other Sprites (or subclasses of Sprite) as children.
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2013-01-14 16:54:20 +08:00
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*
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2013-06-20 14:13:12 +08:00
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* The default anchorPoint in Sprite is (0.5, 0.5).
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2013-01-14 16:54:20 +08:00
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*/
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2013-12-06 18:07:16 +08:00
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class CC_DLL Sprite : public Node, public TextureProtocol
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2012-04-19 14:35:52 +08:00
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{
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public:
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2017-01-10 15:28:47 +08:00
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enum class RenderMode {
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QUAD,
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POLYGON,
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SLICE9,
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2017-01-11 21:33:41 +08:00
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QUAD_BATCHNODE
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2017-01-10 15:28:47 +08:00
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};
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2015-03-17 11:26:33 +08:00
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/** Sprite invalid index on the SpriteBatchNode. */
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static const int INDEX_NOT_INITIALIZED = -1;
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2013-07-20 13:01:27 +08:00
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2013-01-14 16:54:20 +08:00
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/// @name Creators
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2015-03-17 11:26:33 +08:00
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/// @{
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/**
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* Creates an empty sprite without texture. You can call setTexture method subsequently.
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*
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2015-03-17 11:26:33 +08:00
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* @memberof Sprite
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2014-03-07 08:14:06 +08:00
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* @return An autoreleased sprite object.
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2012-04-19 14:35:52 +08:00
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*/
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2013-06-20 14:13:12 +08:00
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static Sprite* create();
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/**
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* Creates a sprite with an image filename.
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*
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* After creation, the rect of sprite will be the size of the image,
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* and the offset will be (0,0).
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*
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2015-03-23 18:37:28 +08:00
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* @param filename A path to image file, e.g., "scene1/monster.png".
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2014-03-07 08:14:06 +08:00
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* @return An autoreleased sprite object.
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2013-01-14 16:54:20 +08:00
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*/
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2013-11-06 11:02:03 +08:00
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static Sprite* create(const std::string& filename);
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2015-06-02 10:10:09 +08:00
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/**
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* Creates a polygon sprite with a polygon info.
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*
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* After creation, the rect of sprite will be the size of the image,
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* and the offset will be (0,0).
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*
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* @param polygonInfo A path to image file, e.g., "scene1/monster.png".
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* @return An autoreleased sprite object.
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*/
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static Sprite* create(const PolygonInfo& info);
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/**
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* Creates a sprite with an image filename and a rect.
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*
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2015-03-23 18:37:28 +08:00
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* @param filename A path to image file, e.g., "scene1/monster.png".
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* @param rect A subrect of the image file.
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* @return An autoreleased sprite object.
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2013-01-14 16:54:20 +08:00
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*/
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2013-11-06 11:02:03 +08:00
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static Sprite* create(const std::string& filename, const Rect& rect);
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/**
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2014-03-07 08:14:06 +08:00
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* Creates a sprite with a Texture2D object.
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*
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2013-01-14 21:51:47 +08:00
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* After creation, the rect will be the size of the texture, and the offset will be (0,0).
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2013-01-14 16:54:20 +08:00
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*
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2013-07-26 06:53:24 +08:00
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* @param texture A pointer to a Texture2D object.
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2015-03-23 18:37:28 +08:00
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* @return An autoreleased sprite object.
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2012-06-14 15:13:16 +08:00
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*/
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2013-07-26 06:53:24 +08:00
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static Sprite* createWithTexture(Texture2D *texture);
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/**
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* Creates a sprite with a texture and a rect.
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*
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* After creation, the offset will be (0,0).
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*
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2015-03-17 11:26:33 +08:00
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* @param texture A pointer to an existing Texture2D object.
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2013-06-20 14:13:12 +08:00
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* You can use a Texture2D object for many sprites.
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2013-01-14 21:51:47 +08:00
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* @param rect Only the contents inside the rect of this texture will be applied for this sprite.
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2015-03-17 11:26:33 +08:00
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* @param rotated Whether or not the rect is rotated.
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* @return An autoreleased sprite object.
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2012-06-14 15:13:16 +08:00
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*/
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2013-11-14 07:55:36 +08:00
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static Sprite* createWithTexture(Texture2D *texture, const Rect& rect, bool rotated=false);
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/**
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* Creates a sprite with an sprite frame.
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*
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2015-03-17 11:26:33 +08:00
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* @param spriteFrame A sprite frame which involves a texture and a rect.
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* @return An autoreleased sprite object.
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2013-01-14 16:54:20 +08:00
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*/
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2014-03-07 08:14:06 +08:00
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static Sprite* createWithSpriteFrame(SpriteFrame *spriteFrame);
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/**
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* Creates a sprite with an sprite frame name.
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*
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2013-07-26 06:53:24 +08:00
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* A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param.
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2013-06-20 14:13:12 +08:00
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* If the SpriteFrame doesn't exist it will raise an exception.
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2013-01-14 16:54:20 +08:00
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*
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2013-07-26 06:53:24 +08:00
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* @param spriteFrameName A null terminated string which indicates the sprite frame name.
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2015-03-17 11:26:33 +08:00
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* @return An autoreleased sprite object.
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2012-04-19 14:35:52 +08:00
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*/
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2013-11-06 11:02:03 +08:00
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static Sprite* createWithSpriteFrameName(const std::string& spriteFrameName);
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2013-11-11 11:00:50 +08:00
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2015-03-17 11:26:33 +08:00
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// end of creators group
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/// @}
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/// @{
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/// @name BatchNode methods
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/**
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2013-11-11 11:00:50 +08:00
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* Updates the quad according the rotation, position, scale values.
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2012-04-19 14:35:52 +08:00
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*/
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2015-03-15 02:33:15 +08:00
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virtual void updateTransform() override;
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/**
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2015-03-17 11:26:33 +08:00
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* Returns the batch node object if this sprite is rendered by SpriteBatchNode.
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2013-01-14 16:54:20 +08:00
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*
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2013-06-20 14:13:12 +08:00
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* @return The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode,
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2013-12-18 17:47:20 +08:00
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* nullptr if the sprite isn't used batch node.
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2012-04-19 14:35:52 +08:00
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*/
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2014-11-26 09:53:52 +08:00
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virtual SpriteBatchNode* getBatchNode() const;
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2013-01-14 16:54:20 +08:00
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/**
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2015-03-23 18:37:28 +08:00
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* Sets the batch node to sprite.
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2013-01-14 16:54:20 +08:00
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* @warning This method is not recommended for game developers. Sample code for using batch node
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* @code
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2013-06-20 14:13:12 +08:00
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* SpriteBatchNode *batch = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
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2013-07-12 14:30:26 +08:00
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* Sprite *sprite = Sprite::createWithTexture(batch->getTexture(), Rect(0, 0, 57, 57));
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2013-01-14 16:54:20 +08:00
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* batch->addChild(sprite);
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* layer->addChild(batch);
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* @endcode
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2012-04-19 14:35:52 +08:00
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*/
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2013-07-26 06:53:24 +08:00
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virtual void setBatchNode(SpriteBatchNode *spriteBatchNode);
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/// @} end of BatchNode methods
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/// @{
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2013-11-14 07:55:36 +08:00
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/// @name Texture / Frame methods
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2013-11-15 07:37:43 +08:00
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/** Sets a new texture (from a filename) to the sprite.
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2015-03-17 11:26:33 +08:00
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*
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* @memberof Sprite
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* It will call `setTextureRect()` with the texture's content size.
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2013-11-15 07:37:43 +08:00
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*/
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2013-11-14 07:55:36 +08:00
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virtual void setTexture(const std::string &filename );
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2013-11-11 11:00:50 +08:00
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2015-03-17 11:26:33 +08:00
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/** @overload
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*
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* The Texture's rect is not changed.
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2013-11-15 07:37:43 +08:00
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*/
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virtual void setTexture(Texture2D *texture) override;
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2015-03-17 11:26:33 +08:00
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/** Returns the Texture2D object used by the sprite. */
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2013-11-15 07:37:43 +08:00
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virtual Texture2D* getTexture() const override;
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2013-01-14 16:54:20 +08:00
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/**
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2013-06-20 14:13:12 +08:00
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* Updates the texture rect of the Sprite in points.
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2015-03-17 11:26:33 +08:00
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*
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2013-08-01 16:39:42 +08:00
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* It will call setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize) with \p rotated = false, and \p utrimmedSize = rect.size.
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2012-04-19 14:35:52 +08:00
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*/
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2013-06-20 14:13:12 +08:00
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virtual void setTextureRect(const Rect& rect);
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2013-11-11 11:00:50 +08:00
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2015-03-17 11:26:33 +08:00
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/** @overload
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*
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2013-01-14 16:54:20 +08:00
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* It will update the texture coordinates and the vertex rectangle.
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2012-04-19 14:35:52 +08:00
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*/
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2013-06-20 14:13:12 +08:00
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virtual void setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize);
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2013-11-11 11:00:50 +08:00
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2013-01-14 16:54:20 +08:00
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/**
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* Sets the vertex rect.
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2015-03-17 11:26:33 +08:00
|
|
|
*
|
2013-01-14 16:54:20 +08:00
|
|
|
* It will be called internally by setTextureRect.
|
|
|
|
* Useful if you want to create 2x images from SD images in Retina Display.
|
|
|
|
* Do not call it manually. Use setTextureRect instead.
|
2012-04-19 14:35:52 +08:00
|
|
|
*/
|
2013-06-20 14:13:12 +08:00
|
|
|
virtual void setVertexRect(const Rect& rect);
|
2013-11-11 11:00:50 +08:00
|
|
|
|
2016-10-27 09:45:40 +08:00
|
|
|
/**
|
2016-10-30 08:52:33 +08:00
|
|
|
* setCenterRectNormalized
|
2016-10-27 09:45:40 +08:00
|
|
|
*
|
|
|
|
* Useful to implement "9 sliced" sprites.
|
|
|
|
* The default value is (0,0) - (1,1), which means that only one "slice" will be used: From top-left (0,0) to bottom-right (1,1).
|
|
|
|
* If the value is different than (0,0), (1,1), then the sprite will be sliced into a 3 x 3 grid. The four corners of this grid are applied without
|
|
|
|
* performing any scaling. The upper- and lower-middle parts are scaled horizontally, and the left- and right-middle parts are scaled vertically.
|
|
|
|
* The center is scaled in both directions.
|
|
|
|
* Important: The scaling is based the Sprite's trimmed size.
|
|
|
|
*
|
|
|
|
* Limitations: Does not work when the sprite is part of `SpriteBatchNode`.
|
|
|
|
*/
|
2016-10-30 08:52:33 +08:00
|
|
|
virtual void setCenterRectNormalized(const Rect& rect);
|
2016-10-27 09:45:40 +08:00
|
|
|
|
|
|
|
/**
|
2016-10-30 08:52:33 +08:00
|
|
|
* getCenterRectNormalized
|
2016-10-27 09:45:40 +08:00
|
|
|
*
|
2016-10-30 08:52:33 +08:00
|
|
|
* Returns the CenterRect in normalized coordinates
|
2016-10-27 09:45:40 +08:00
|
|
|
*/
|
2016-10-30 08:52:33 +08:00
|
|
|
virtual Rect getCenterRectNormalized() const;
|
2016-10-27 09:45:40 +08:00
|
|
|
|
2016-10-30 08:52:33 +08:00
|
|
|
/* setCenterRect
|
2016-10-27 09:45:40 +08:00
|
|
|
*
|
2016-10-30 08:52:33 +08:00
|
|
|
* Like `setCenterRectNormalized`, but instead of being in normalized coordinates, it is in points coordinates
|
2016-10-27 09:45:40 +08:00
|
|
|
*/
|
2016-10-30 08:52:33 +08:00
|
|
|
virtual void setCenterRect(const Rect& rect);
|
2016-10-27 09:45:40 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* @brief Returns the Cap Insets rect
|
|
|
|
*
|
|
|
|
* @return Scale9Sprite's cap inset.
|
|
|
|
*/
|
2016-10-30 08:52:33 +08:00
|
|
|
virtual Rect getCenterRect() const;
|
2016-10-27 09:45:40 +08:00
|
|
|
|
|
|
|
|
2015-03-17 11:26:33 +08:00
|
|
|
/** @{
|
2013-11-14 07:55:36 +08:00
|
|
|
* Sets a new SpriteFrame to the Sprite.
|
2012-04-19 14:35:52 +08:00
|
|
|
*/
|
2013-11-14 07:55:36 +08:00
|
|
|
virtual void setSpriteFrame(const std::string &spriteFrameName);
|
2014-01-04 21:53:03 +08:00
|
|
|
virtual void setSpriteFrame(SpriteFrame* newFrame);
|
2015-03-17 11:26:33 +08:00
|
|
|
/** @} */
|
2013-11-14 07:55:36 +08:00
|
|
|
|
2013-01-14 16:54:20 +08:00
|
|
|
/**
|
2015-03-17 11:26:33 +08:00
|
|
|
* Returns whether or not a SpriteFrame is being displayed.
|
2012-04-19 14:35:52 +08:00
|
|
|
*/
|
2014-12-30 11:55:54 +08:00
|
|
|
virtual bool isFrameDisplayed(SpriteFrame *frame) const;
|
2013-11-11 11:00:50 +08:00
|
|
|
|
2013-01-14 16:54:20 +08:00
|
|
|
/**
|
|
|
|
* Returns the current displayed frame.
|
|
|
|
*/
|
2013-11-15 07:37:43 +08:00
|
|
|
virtual SpriteFrame* getSpriteFrame() const;
|
2013-11-11 11:00:50 +08:00
|
|
|
|
2013-01-14 16:54:20 +08:00
|
|
|
/// @} End of frames methods
|
2013-11-11 11:00:50 +08:00
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-01-14 16:54:20 +08:00
|
|
|
/// @{
|
|
|
|
/// @name Animation methods
|
|
|
|
/**
|
|
|
|
* Changes the display frame with animation name and index.
|
2015-03-17 11:26:33 +08:00
|
|
|
* The animation name will be get from the AnimationCache.
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2019-01-30 17:54:48 +08:00
|
|
|
virtual void setDisplayFrameWithAnimationName(const std::string& animationName, unsigned int frameIndex);
|
2013-01-14 16:54:20 +08:00
|
|
|
/// @}
|
2013-11-11 11:00:50 +08:00
|
|
|
|
|
|
|
|
2013-01-14 16:54:20 +08:00
|
|
|
/// @{
|
2015-03-17 11:26:33 +08:00
|
|
|
/// @name Sprite Properties' setter/getters.
|
2013-11-11 11:00:50 +08:00
|
|
|
|
|
|
|
/**
|
2013-01-14 16:54:20 +08:00
|
|
|
* Whether or not the Sprite needs to be updated in the Atlas.
|
|
|
|
*
|
2015-03-23 18:37:28 +08:00
|
|
|
* @return True if the sprite needs to be updated in the Atlas, false otherwise.
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2014-12-30 11:55:54 +08:00
|
|
|
virtual bool isDirty() const { return _dirty; }
|
2013-11-11 11:00:50 +08:00
|
|
|
|
|
|
|
/**
|
2013-01-14 16:54:20 +08:00
|
|
|
* Makes the Sprite to be updated in the Atlas.
|
|
|
|
*/
|
2014-02-25 07:18:07 +08:00
|
|
|
virtual void setDirty(bool dirty) { _dirty = dirty; }
|
2013-11-11 11:00:50 +08:00
|
|
|
|
2019-01-30 17:54:48 +08:00
|
|
|
/**
|
|
|
|
* @js NA
|
|
|
|
*/
|
|
|
|
virtual std::string getDescription() const override;
|
|
|
|
|
|
|
|
/// @{
|
|
|
|
/// @name Functions inherited from Node.
|
|
|
|
virtual void setScaleX(float scaleX) override;
|
|
|
|
virtual void setScaleY(float scaleY) override;
|
|
|
|
virtual void setScale(float scaleX, float scaleY) override;
|
|
|
|
/**
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
|
|
|
virtual void setPosition(const Vec2& pos) override;
|
|
|
|
virtual void setPosition(float x, float y) override;
|
|
|
|
virtual void setRotation(float rotation) override;
|
|
|
|
virtual void setRotationSkewX(float rotationX) override;
|
|
|
|
virtual void setRotationSkewY(float rotationY) override;
|
|
|
|
virtual void setSkewX(float sx) override;
|
|
|
|
virtual void setSkewY(float sy) override;
|
|
|
|
virtual void removeChild(Node* child, bool cleanup) override;
|
|
|
|
virtual void removeAllChildrenWithCleanup(bool cleanup) override;
|
|
|
|
virtual void reorderChild(Node *child, int zOrder) override;
|
|
|
|
using Node::addChild;
|
|
|
|
virtual void addChild(Node *child, int zOrder, int tag) override;
|
|
|
|
virtual void addChild(Node *child, int zOrder, const std::string &name) override;
|
|
|
|
virtual void sortAllChildren() override;
|
|
|
|
virtual void setScale(float scale) override;
|
|
|
|
virtual void setPositionZ(float positionZ) override;
|
|
|
|
virtual void setAnchorPoint(const Vec2& anchor) override;
|
|
|
|
virtual void setContentSize(const Size& size) override;
|
|
|
|
|
|
|
|
virtual void setIgnoreAnchorPointForPosition(bool value) override;
|
|
|
|
|
|
|
|
virtual void setVisible(bool bVisible) override;
|
|
|
|
virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
|
|
|
|
virtual void setOpacityModifyRGB(bool modify) override;
|
|
|
|
virtual bool isOpacityModifyRGB() const override;
|
|
|
|
/// @}
|
|
|
|
|
2013-01-14 16:54:20 +08:00
|
|
|
/**
|
2013-09-13 11:41:20 +08:00
|
|
|
* Returns the quad (tex coords, vertex coords and color) information.
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2016-09-12 09:44:21 +08:00
|
|
|
V3F_C4B_T2F_Quad getQuad() const { return _quad; }
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-11-11 11:00:50 +08:00
|
|
|
/**
|
2013-01-14 16:54:20 +08:00
|
|
|
* Returns whether or not the texture rectangle is rotated.
|
|
|
|
*/
|
2016-09-12 09:44:21 +08:00
|
|
|
bool isTextureRectRotated() const { return _rectRotated; }
|
2013-11-11 11:00:50 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* Returns the index used on the TextureAtlas.
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2019-01-30 17:54:48 +08:00
|
|
|
unsigned int getAtlasIndex() const { return _atlasIndex; }
|
2013-11-11 11:00:50 +08:00
|
|
|
|
|
|
|
/**
|
2013-01-14 16:54:20 +08:00
|
|
|
* Sets the index used on the TextureAtlas.
|
2015-03-17 11:26:33 +08:00
|
|
|
*
|
|
|
|
* @warning Don't modify this value unless you know what you are doing.
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2019-01-30 17:54:48 +08:00
|
|
|
void setAtlasIndex(unsigned int atlasIndex) { _atlasIndex = atlasIndex; }
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-11-11 11:00:50 +08:00
|
|
|
/**
|
2015-03-17 11:26:33 +08:00
|
|
|
* Returns the rect of the Sprite in points.
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2016-09-12 09:44:21 +08:00
|
|
|
const Rect& getTextureRect() const { return _rect; }
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-01-14 16:54:20 +08:00
|
|
|
/**
|
2015-03-17 11:26:33 +08:00
|
|
|
* Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2016-09-12 09:44:21 +08:00
|
|
|
TextureAtlas* getTextureAtlas() const { return _textureAtlas; }
|
2013-11-11 11:00:50 +08:00
|
|
|
|
2019-03-14 13:43:40 +08:00
|
|
|
/**
|
|
|
|
* Set ProgramState
|
|
|
|
*/
|
2019-06-18 15:25:26 +08:00
|
|
|
virtual void setProgramState(backend::ProgramState *programState) override;
|
2019-03-14 13:43:40 +08:00
|
|
|
|
2019-03-15 14:11:50 +08:00
|
|
|
/**
|
|
|
|
* Get current ProgramState
|
|
|
|
*/
|
2019-06-18 15:25:26 +08:00
|
|
|
virtual backend::ProgramState *getProgramState() const override;
|
2019-03-15 14:11:50 +08:00
|
|
|
|
2013-01-14 16:54:20 +08:00
|
|
|
/**
|
2015-03-17 11:26:33 +08:00
|
|
|
* Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2016-09-12 09:44:21 +08:00
|
|
|
void setTextureAtlas(TextureAtlas *textureAtlas) { _textureAtlas = textureAtlas; }
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2013-11-11 11:00:50 +08:00
|
|
|
/**
|
2013-01-14 16:54:20 +08:00
|
|
|
* Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
|
|
|
|
*/
|
2016-09-12 09:44:21 +08:00
|
|
|
const Vec2& getOffsetPosition() const { return _offsetPosition; }
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
|
2013-11-11 11:00:50 +08:00
|
|
|
/**
|
2013-01-14 16:54:20 +08:00
|
|
|
* Returns the flag which indicates whether the sprite is flipped horizontally or not.
|
|
|
|
*
|
|
|
|
* It only flips the texture of the sprite, and not the texture of the sprite's children.
|
|
|
|
* Also, flipping the texture doesn't alter the anchorPoint.
|
|
|
|
* If you want to flip the anchorPoint too, and/or to flip the children too use:
|
|
|
|
* sprite->setScaleX(sprite->getScaleX() * -1);
|
|
|
|
*
|
2013-11-11 11:00:50 +08:00
|
|
|
* @return true if the sprite is flipped horizontally, false otherwise.
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2014-12-30 11:55:54 +08:00
|
|
|
bool isFlippedX() const;
|
2013-01-14 16:54:20 +08:00
|
|
|
/**
|
|
|
|
* Sets whether the sprite should be flipped horizontally or not.
|
|
|
|
*
|
2013-11-11 11:00:50 +08:00
|
|
|
* @param flippedX true if the sprite should be flipped horizontally, false otherwise.
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2013-09-13 11:41:20 +08:00
|
|
|
void setFlippedX(bool flippedX);
|
2013-11-11 11:00:50 +08:00
|
|
|
|
|
|
|
/**
|
2013-01-14 16:54:20 +08:00
|
|
|
* Return the flag which indicates whether the sprite is flipped vertically or not.
|
2013-11-11 11:00:50 +08:00
|
|
|
*
|
2013-01-14 16:54:20 +08:00
|
|
|
* It only flips the texture of the sprite, and not the texture of the sprite's children.
|
|
|
|
* Also, flipping the texture doesn't alter the anchorPoint.
|
|
|
|
* If you want to flip the anchorPoint too, and/or to flip the children too use:
|
|
|
|
* sprite->setScaleY(sprite->getScaleY() * -1);
|
2013-11-11 11:00:50 +08:00
|
|
|
*
|
|
|
|
* @return true if the sprite is flipped vertically, false otherwise.
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2014-12-30 11:55:54 +08:00
|
|
|
bool isFlippedY() const;
|
2013-01-14 16:54:20 +08:00
|
|
|
/**
|
|
|
|
* Sets whether the sprite should be flipped vertically or not.
|
|
|
|
*
|
2013-11-11 11:00:50 +08:00
|
|
|
* @param flippedY true if the sprite should be flipped vertically, false otherwise.
|
2013-01-14 16:54:20 +08:00
|
|
|
*/
|
2013-09-13 11:41:20 +08:00
|
|
|
void setFlippedY(bool flippedY);
|
2013-11-11 11:00:50 +08:00
|
|
|
|
2013-01-14 16:54:20 +08:00
|
|
|
/// @} End of Sprite properties getter/setters
|
2013-11-11 11:00:50 +08:00
|
|
|
|
2015-10-29 10:41:58 +08:00
|
|
|
/**
|
|
|
|
* returns a reference of the polygon information associated with this sprite
|
|
|
|
*
|
2016-05-25 07:57:40 +08:00
|
|
|
* @return a reference of PolygonInfo
|
2015-10-29 10:41:58 +08:00
|
|
|
*/
|
2016-05-25 07:57:40 +08:00
|
|
|
const PolygonInfo& getPolygonInfo() const;
|
2015-10-29 10:41:58 +08:00
|
|
|
|
|
|
|
/**
|
|
|
|
* set the sprite to use this new PolygonInfo
|
|
|
|
*
|
|
|
|
* @param PolygonInfo the polygon information object
|
|
|
|
*/
|
|
|
|
void setPolygonInfo(const PolygonInfo& info);
|
2016-11-24 09:59:00 +08:00
|
|
|
|
2017-01-11 09:31:45 +08:00
|
|
|
/** whether or not contentSize stretches the sprite's texture */
|
2017-01-23 09:25:56 +08:00
|
|
|
void setStretchEnabled(bool enabled);
|
|
|
|
|
2017-01-11 09:31:45 +08:00
|
|
|
/** returns whether or not contentSize stretches the sprite's texture */
|
2017-01-23 09:25:56 +08:00
|
|
|
bool isStretchEnabled() const;
|
|
|
|
|
2013-07-16 03:43:22 +08:00
|
|
|
//
|
|
|
|
// Overrides
|
|
|
|
//
|
|
|
|
/// @{
|
2015-03-23 18:37:28 +08:00
|
|
|
/// @name Functions inherited from TextureProtocol.
|
2013-09-13 11:41:20 +08:00
|
|
|
/**
|
|
|
|
*@code
|
2015-03-17 11:26:33 +08:00
|
|
|
*When this function bound into js or lua,the parameter will be changed.
|
2015-03-23 18:37:28 +08:00
|
|
|
*In js: var setBlendFunc(var src, var dst).
|
|
|
|
*In lua: local setBlendFunc(local src, local dst).
|
2013-09-13 11:41:20 +08:00
|
|
|
*@endcode
|
|
|
|
*/
|
2016-09-12 09:44:21 +08:00
|
|
|
void setBlendFunc(const BlendFunc &blendFunc) override { _blendFunc = blendFunc; }
|
2013-09-13 11:41:20 +08:00
|
|
|
/**
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
2016-09-12 09:44:21 +08:00
|
|
|
const BlendFunc& getBlendFunc() const override { return _blendFunc; }
|
2013-07-16 03:43:22 +08:00
|
|
|
/// @}
|
|
|
|
|
2016-02-29 15:48:07 +08:00
|
|
|
int getResourceType() const { return _fileType; }
|
2016-02-15 23:25:01 +08:00
|
|
|
const std::string& getResourceName() const { return _fileName; }
|
2015-11-12 09:49:49 +08:00
|
|
|
|
|
|
|
CC_CONSTRUCTOR_ACCESS :
|
2015-03-28 14:28:16 +08:00
|
|
|
/**
|
|
|
|
* @js ctor
|
|
|
|
*/
|
2014-12-30 11:55:54 +08:00
|
|
|
Sprite();
|
|
|
|
virtual ~Sprite();
|
2013-11-14 07:55:36 +08:00
|
|
|
|
2016-01-27 09:42:25 +08:00
|
|
|
/* Initializes an empty sprite with no parameters. */
|
2015-03-15 02:33:15 +08:00
|
|
|
virtual bool init() override;
|
2013-11-14 07:55:36 +08:00
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/**
|
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* Initializes a sprite with a texture.
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*
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* After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
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*
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* @param texture A pointer to an existing Texture2D object.
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* You can use a Texture2D object for many sprites.
|
2015-03-27 11:39:31 +08:00
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* @return True if the sprite is initialized properly, false otherwise.
|
2013-11-14 07:55:36 +08:00
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*/
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virtual bool initWithTexture(Texture2D *texture);
|
2015-06-02 10:10:09 +08:00
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|
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/**
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* Initializes a sprite with a PolygonInfo.
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*
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* After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
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*
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* @param PolygonInfo a Polygon info contains the structure of the polygon.
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* @return True if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithPolygon(const PolygonInfo& info);
|
2013-11-14 07:55:36 +08:00
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/**
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* Initializes a sprite with a texture and a rect.
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*
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* After initialization, the offset will be (0,0).
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*
|
2015-10-23 15:37:33 +08:00
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* @param texture A pointer to an existing Texture2D object.
|
2013-11-14 07:55:36 +08:00
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* You can use a Texture2D object for many sprites.
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* @param rect Only the contents inside rect of this texture will be applied for this sprite.
|
2015-03-27 11:39:31 +08:00
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* @return True if the sprite is initialized properly, false otherwise.
|
2013-11-14 07:55:36 +08:00
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*/
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virtual bool initWithTexture(Texture2D *texture, const Rect& rect);
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/**
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* Initializes a sprite with a texture and a rect in points, optionally rotated.
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*
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* After initialization, the offset will be (0,0).
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* @note This is the designated initializer.
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*
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* @param texture A Texture2D object whose texture will be applied to this sprite.
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* @param rect A rectangle assigned the contents of texture.
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* @param rotated Whether or not the texture rectangle is rotated.
|
2015-03-27 11:39:31 +08:00
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* @return True if the sprite is initialized properly, false otherwise.
|
2013-11-14 07:55:36 +08:00
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*/
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virtual bool initWithTexture(Texture2D *texture, const Rect& rect, bool rotated);
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/**
|
2015-03-17 11:26:33 +08:00
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* Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite.
|
2013-11-14 07:55:36 +08:00
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*
|
2015-03-27 11:39:31 +08:00
|
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* @param spriteFrame A SpriteFrame object. It should includes a valid texture and a rect.
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* @return True if the sprite is initialized properly, false otherwise.
|
2013-11-14 07:55:36 +08:00
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*/
|
2014-12-30 11:55:54 +08:00
|
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virtual bool initWithSpriteFrame(SpriteFrame *spriteFrame);
|
2013-11-14 07:55:36 +08:00
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/**
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* Initializes a sprite with an sprite frame name.
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*
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* A SpriteFrame will be fetched from the SpriteFrameCache by name.
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* If the SpriteFrame doesn't exist it will raise an exception.
|
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*
|
2016-06-22 10:22:05 +08:00
|
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* @param spriteFrameName A key string that can fetched a valid SpriteFrame from SpriteFrameCache.
|
2015-03-27 11:39:31 +08:00
|
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* @return True if the sprite is initialized properly, false otherwise.
|
2013-11-14 07:55:36 +08:00
|
|
|
*/
|
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virtual bool initWithSpriteFrameName(const std::string& spriteFrameName);
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/**
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|
* Initializes a sprite with an image filename.
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|
*
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* This method will find filename from local file system, load its content to Texture2D,
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* then use Texture2D to create a sprite.
|
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* After initialization, the rect used will be the size of the image. The offset will be (0,0).
|
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|
*
|
2015-03-17 11:26:33 +08:00
|
|
|
* @param filename The path to an image file in local file system.
|
2015-03-27 11:39:31 +08:00
|
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* @return True if the sprite is initialized properly, false otherwise.
|
2013-11-14 07:55:36 +08:00
|
|
|
* @lua init
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|
*/
|
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|
virtual bool initWithFile(const std::string& filename);
|
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|
/**
|
|
|
|
* Initializes a sprite with an image filename, and a rect.
|
|
|
|
*
|
|
|
|
* This method will find filename from local file system, load its content to Texture2D,
|
|
|
|
* then use Texture2D to create a sprite.
|
|
|
|
* After initialization, the offset will be (0,0).
|
|
|
|
*
|
|
|
|
* @param filename The path to an image file in local file system.
|
|
|
|
* @param rect The rectangle assigned the content area from texture.
|
2015-03-27 11:39:31 +08:00
|
|
|
* @return True if the sprite is initialized properly, false otherwise.
|
2013-11-14 07:55:36 +08:00
|
|
|
* @lua init
|
|
|
|
*/
|
|
|
|
virtual bool initWithFile(const std::string& filename, const Rect& rect);
|
2019-01-30 17:54:48 +08:00
|
|
|
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|
virtual void setVertexLayout();
|
|
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|
virtual void updateShaders(const char* vert, const char* frag);
|
2015-06-04 15:43:31 +08:00
|
|
|
|
2014-03-21 13:44:29 +08:00
|
|
|
protected:
|
2016-12-21 16:17:32 +08:00
|
|
|
virtual void updateColor() override;
|
2016-06-16 02:33:25 +08:00
|
|
|
virtual void setTextureCoords(const Rect& rect);
|
2016-10-27 09:45:40 +08:00
|
|
|
virtual void setTextureCoords(const Rect& rect, V3F_C4B_T2F_Quad* outQuad);
|
2016-11-24 09:59:00 +08:00
|
|
|
virtual void setVertexCoords(const Rect& rect, V3F_C4B_T2F_Quad* outQuad);
|
2014-12-30 11:55:54 +08:00
|
|
|
virtual void updateBlendFunc();
|
|
|
|
virtual void setReorderChildDirtyRecursively();
|
|
|
|
virtual void setDirtyRecursively(bool value);
|
2017-07-19 11:08:12 +08:00
|
|
|
virtual void flipX();
|
|
|
|
virtual void flipY();
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
virtual void updateProgramState();
|
2017-07-19 11:08:12 +08:00
|
|
|
|
2019-01-30 17:54:48 +08:00
|
|
|
void updatePoly();
|
|
|
|
void updateStretchFactor();
|
|
|
|
void populateTriangle(int quadIndex, const V3F_C4B_T2F_Quad& quad);
|
|
|
|
void setMVPMatrixUniform();
|
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
//
|
2013-06-20 14:13:12 +08:00
|
|
|
// Data used when the sprite is rendered using a SpriteSheet
|
2012-04-19 14:35:52 +08:00
|
|
|
//
|
2019-01-30 17:54:48 +08:00
|
|
|
TextureAtlas* _textureAtlas = nullptr; /// SpriteBatchNode texture atlas (weak reference)
|
|
|
|
unsigned int _atlasIndex = 0; /// Absolute (real) Index on the SpriteSheet
|
|
|
|
SpriteBatchNode* _batchNode = nullptr; /// Used batch node (weak reference)
|
2013-11-11 11:00:50 +08:00
|
|
|
|
2019-01-30 17:54:48 +08:00
|
|
|
bool _dirty = false; /// Whether the sprite needs to be updated
|
|
|
|
bool _recursiveDirty = false; /// Whether all of the sprite's children needs to be updated
|
|
|
|
bool _shouldBeHidden = false; /// should not be drawn because one of the ancestors is not visible
|
|
|
|
Mat4 _transformToBatch;
|
2013-11-11 11:00:50 +08:00
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
//
|
|
|
|
// Data used when the sprite is self-rendered
|
|
|
|
//
|
2019-01-30 17:54:48 +08:00
|
|
|
BlendFunc _blendFunc; /// It's required for TextureProtocol inheritance
|
|
|
|
Texture2D* _texture = nullptr; /// Texture2D object that is used to render the sprite
|
|
|
|
SpriteFrame* _spriteFrame = nullptr;
|
|
|
|
TrianglesCommand _trianglesCommand;
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
|
|
|
|
backend::UniformLocation _mvpMatrixLocation;
|
|
|
|
backend::UniformLocation _textureLocation;
|
|
|
|
backend::UniformLocation _alphaTextureLocation;
|
2019-06-18 15:25:26 +08:00
|
|
|
|
2015-08-26 18:14:25 +08:00
|
|
|
#if CC_SPRITE_DEBUG_DRAW
|
2019-01-30 17:54:48 +08:00
|
|
|
DrawNode *_debugDrawNode = nullptr;
|
2015-08-26 18:14:25 +08:00
|
|
|
#endif //CC_SPRITE_DEBUG_DRAW
|
2012-04-19 14:35:52 +08:00
|
|
|
//
|
|
|
|
// Shared data
|
|
|
|
//
|
|
|
|
|
|
|
|
// texture
|
2015-09-22 16:08:23 +08:00
|
|
|
Rect _rect; /// Rectangle of Texture2D
|
2019-01-30 17:54:48 +08:00
|
|
|
bool _rectRotated = false; /// Whether the texture is rotated
|
2016-10-27 09:45:40 +08:00
|
|
|
|
2019-01-30 17:54:48 +08:00
|
|
|
Rect _centerRectNormalized = {0,0,1,1}; /// Rectangle to implement "slice 9"
|
|
|
|
RenderMode _renderMode = Sprite::RenderMode::QUAD; /// render mode used by the Sprite: Quad, Slice9, Polygon or Quad_Batchnode
|
|
|
|
Vec2 _stretchFactor = Vec2::ONE; /// stretch factor to match the contentSize. for 1- and 9- slice sprites
|
|
|
|
Size _originalContentSize = Size::ZERO; /// original content size
|
2016-10-27 09:45:40 +08:00
|
|
|
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// Offset Position (used by Zwoptex)
|
2014-05-15 01:07:09 +08:00
|
|
|
Vec2 _offsetPosition;
|
|
|
|
Vec2 _unflippedOffsetPositionFromCenter;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// vertex coords, texture coords and color info
|
2013-07-05 16:49:22 +08:00
|
|
|
V3F_C4B_T2F_Quad _quad;
|
2019-01-30 17:54:48 +08:00
|
|
|
V3F_C4B_T2F* _trianglesVertex = nullptr;
|
|
|
|
unsigned short* _trianglesIndex = nullptr;
|
2015-06-04 16:20:00 +08:00
|
|
|
PolygonInfo _polyInfo;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// opacity and RGB protocol
|
2013-06-15 14:03:30 +08:00
|
|
|
bool _opacityModifyRGB;
|
2012-04-19 14:35:52 +08:00
|
|
|
|
|
|
|
// image is flipped
|
2019-01-30 17:54:48 +08:00
|
|
|
bool _flippedX = false; /// Whether the sprite is flipped horizontally or not
|
|
|
|
bool _flippedY = false; /// Whether the sprite is flipped vertically or not
|
2013-11-14 07:55:36 +08:00
|
|
|
|
2019-01-30 17:54:48 +08:00
|
|
|
bool _insideBounds = true; /// whether or not the sprite was inside bounds the previous frame
|
2015-11-12 09:49:49 +08:00
|
|
|
|
|
|
|
std::string _fileName;
|
2019-01-30 17:54:48 +08:00
|
|
|
int _fileType = 0;
|
|
|
|
|
|
|
|
bool _stretchEnabled = true;
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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2013-11-14 07:55:36 +08:00
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(Sprite);
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2012-04-19 14:35:52 +08:00
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};
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2012-07-13 09:53:38 +08:00
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2012-06-20 18:09:11 +08:00
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// end of sprite_nodes group
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/// @}
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2012-04-19 14:35:52 +08:00
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NS_CC_END
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