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/****************************************************************************
Copyright ( c ) 2008 - 2010 Ricardo Quesada
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Copyright ( c ) 2010 - 2012 cocos2d - x . org
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Copyright ( c ) 2011 Zynga Inc .
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Copyright ( c ) 2013 - 2014 Chukong Technologies Inc .
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http : //www.cocos2d-x.org
Permission is hereby granted , free of charge , to any person obtaining a copy
of this software and associated documentation files ( the " Software " ) , to deal
in the Software without restriction , including without limitation the rights
to use , copy , modify , merge , publish , distribute , sublicense , and / or sell
copies of the Software , and to permit persons to whom the Software is
furnished to do so , subject to the following conditions :
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software .
THE SOFTWARE IS PROVIDED " AS IS " , WITHOUT WARRANTY OF ANY KIND , EXPRESS OR
IMPLIED , INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY ,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT . IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM , DAMAGES OR OTHER
LIABILITY , WHETHER IN AN ACTION OF CONTRACT , TORT OR OTHERWISE , ARISING FROM ,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE .
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */
# include "CCSpriteBatchNode.h"
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# include <string.h>
# include <algorithm>
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# include "CCAnimation.h"
# include "CCAnimationCache.h"
# include "ccConfig.h"
# include "CCSprite.h"
# include "CCSpriteFrame.h"
# include "CCSpriteFrameCache.h"
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# include "CCTextureCache.h"
# include "CCDrawingPrimitives.h"
# include "CCShaderCache.h"
# include "ccGLStateCache.h"
# include "CCGLProgram.h"
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# include "CCDirector.h"
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# include "CCGeometry.h"
# include "CCTexture2D.h"
# include "CCAffineTransform.h"
# include "TransformUtils.h"
# include "CCProfiling.h"
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# include "CCDirector.h"
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# include "renderer/CCRenderer.h"
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# include "renderer/CCQuadCommand.h"
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# include "renderer/CCFrustum.h"
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// external
# include "kazmath/GL/matrix.h"
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# include "kazmath/kazmath.h"
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using namespace std ;
NS_CC_BEGIN
# if CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
# define RENDER_IN_SUBPIXEL
# else
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# define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__))
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# endif
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Sprite * Sprite : : createWithTexture ( Texture2D * texture )
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{
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Sprite * sprite = new Sprite ( ) ;
if ( sprite & & sprite - > initWithTexture ( texture ) )
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{
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sprite - > autorelease ( ) ;
return sprite ;
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}
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CC_SAFE_DELETE ( sprite ) ;
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return nullptr ;
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}
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Sprite * Sprite : : createWithTexture ( Texture2D * texture , const Rect & rect , bool rotated )
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{
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Sprite * sprite = new Sprite ( ) ;
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if ( sprite & & sprite - > initWithTexture ( texture , rect , rotated ) )
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{
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sprite - > autorelease ( ) ;
return sprite ;
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}
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CC_SAFE_DELETE ( sprite ) ;
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return nullptr ;
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}
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Sprite * Sprite : : create ( const std : : string & filename )
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{
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Sprite * sprite = new Sprite ( ) ;
if ( sprite & & sprite - > initWithFile ( filename ) )
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{
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sprite - > autorelease ( ) ;
return sprite ;
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}
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CC_SAFE_DELETE ( sprite ) ;
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return nullptr ;
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}
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Sprite * Sprite : : create ( const std : : string & filename , const Rect & rect )
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{
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Sprite * sprite = new Sprite ( ) ;
if ( sprite & & sprite - > initWithFile ( filename , rect ) )
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{
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sprite - > autorelease ( ) ;
return sprite ;
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}
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CC_SAFE_DELETE ( sprite ) ;
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return nullptr ;
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}
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Sprite * Sprite : : createWithSpriteFrame ( SpriteFrame * spriteFrame )
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{
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Sprite * sprite = new Sprite ( ) ;
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if ( spriteFrame & & sprite & & sprite - > initWithSpriteFrame ( spriteFrame ) )
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{
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sprite - > autorelease ( ) ;
return sprite ;
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}
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CC_SAFE_DELETE ( sprite ) ;
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return nullptr ;
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}
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Sprite * Sprite : : createWithSpriteFrameName ( const std : : string & spriteFrameName )
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{
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SpriteFrame * frame = SpriteFrameCache : : getInstance ( ) - > getSpriteFrameByName ( spriteFrameName ) ;
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# if COCOS2D_DEBUG > 0
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char msg [ 256 ] = { 0 } ;
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sprintf ( msg , " Invalid spriteFrameName: %s " , spriteFrameName . c_str ( ) ) ;
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CCASSERT ( frame ! = nullptr , msg ) ;
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# endif
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return createWithSpriteFrame ( frame ) ;
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}
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Sprite * Sprite : : create ( )
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{
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Sprite * sprite = new Sprite ( ) ;
if ( sprite & & sprite - > init ( ) )
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{
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sprite - > autorelease ( ) ;
return sprite ;
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}
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CC_SAFE_DELETE ( sprite ) ;
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return nullptr ;
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}
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bool Sprite : : init ( void )
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{
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return initWithTexture ( nullptr , Rect : : ZERO ) ;
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}
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bool Sprite : : initWithTexture ( Texture2D * texture )
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{
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CCASSERT ( texture ! = nullptr , " Invalid texture for sprite " ) ;
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Rect rect = Rect : : ZERO ;
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rect . size = texture - > getContentSize ( ) ;
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return initWithTexture ( texture , rect ) ;
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}
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bool Sprite : : initWithTexture ( Texture2D * texture , const Rect & rect )
{
return initWithTexture ( texture , rect , false ) ;
}
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bool Sprite : : initWithFile ( const std : : string & filename )
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{
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CCASSERT ( filename . size ( ) > 0 , " Invalid filename for sprite " ) ;
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Texture2D * texture = Director : : getInstance ( ) - > getTextureCache ( ) - > addImage ( filename ) ;
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if ( texture )
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{
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Rect rect = Rect : : ZERO ;
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rect . size = texture - > getContentSize ( ) ;
return initWithTexture ( texture , rect ) ;
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}
// don't release here.
// when load texture failed, it's better to get a "transparent" sprite then a crashed program
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// this->release();
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return false ;
}
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bool Sprite : : initWithFile ( const std : : string & filename , const Rect & rect )
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{
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CCASSERT ( filename . size ( ) > 0 , " Invalid filename " ) ;
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Texture2D * texture = Director : : getInstance ( ) - > getTextureCache ( ) - > addImage ( filename ) ;
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if ( texture )
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{
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return initWithTexture ( texture , rect ) ;
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}
// don't release here.
// when load texture failed, it's better to get a "transparent" sprite then a crashed program
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// this->release();
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return false ;
}
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bool Sprite : : initWithSpriteFrameName ( const std : : string & spriteFrameName )
{
CCASSERT ( spriteFrameName . size ( ) > 0 , " Invalid spriteFrameName " ) ;
SpriteFrame * frame = SpriteFrameCache : : getInstance ( ) - > getSpriteFrameByName ( spriteFrameName ) ;
return initWithSpriteFrame ( frame ) ;
}
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bool Sprite : : initWithSpriteFrame ( SpriteFrame * spriteFrame )
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{
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CCASSERT ( spriteFrame ! = nullptr , " " ) ;
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bool bRet = initWithTexture ( spriteFrame - > getTexture ( ) , spriteFrame - > getRect ( ) ) ;
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setSpriteFrame ( spriteFrame ) ;
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return bRet ;
}
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// designated initializer
bool Sprite : : initWithTexture ( Texture2D * texture , const Rect & rect , bool rotated )
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{
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bool result ;
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if ( Node : : init ( ) )
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{
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_batchNode = nullptr ;
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_recursiveDirty = false ;
setDirty ( false ) ;
_opacityModifyRGB = true ;
_blendFunc = BlendFunc : : ALPHA_PREMULTIPLIED ;
_flippedX = _flippedY = false ;
// default transform anchor: center
setAnchorPoint ( Point ( 0.5f , 0.5f ) ) ;
// zwoptex default values
_offsetPosition = Point : : ZERO ;
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// clean the Quad
memset ( & _quad , 0 , sizeof ( _quad ) ) ;
// Atlas: Color
_quad . bl . colors = Color4B : : WHITE ;
_quad . br . colors = Color4B : : WHITE ;
_quad . tl . colors = Color4B : : WHITE ;
_quad . tr . colors = Color4B : : WHITE ;
// shader program
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setShaderProgram ( ShaderCache : : getInstance ( ) - > getProgram ( GLProgram : : SHADER_NAME_POSITION_TEXTURE_COLOR_NO_MVP ) ) ;
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// update texture (calls updateBlendFunc)
setTexture ( texture ) ;
setTextureRect ( rect , rotated , rect . size ) ;
// by default use "Self Render".
// if the sprite is added to a batchnode, then it will automatically switch to "batchnode Render"
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setBatchNode ( nullptr ) ;
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result = true ;
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}
else
{
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result = false ;
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}
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_recursiveDirty = true ;
setDirty ( true ) ;
return result ;
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}
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Sprite : : Sprite ( void )
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: _shouldBeHidden ( false )
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, _texture ( nullptr )
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{
}
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Sprite : : ~ Sprite ( void )
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{
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CC_SAFE_RELEASE ( _texture ) ;
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}
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/*
* Texture methods
*/
/*
* This array is the data of a white image with 2 by 2 dimension .
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* It ' s used for creating a default texture when sprite ' s texture is set to nullptr .
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* Supposing codes as follows :
*
* auto sp = new Sprite ( ) ;
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* sp - > init ( ) ; // Texture was set to nullptr, in order to make opacity and color to work correctly, we need to create a 2x2 white texture.
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*
* The test is in " TestCpp/SpriteTest/Sprite without texture " .
*/
static unsigned char cc_2x2_white_image [ ] = {
// RGBA8888
0xFF , 0xFF , 0xFF , 0xFF ,
0xFF , 0xFF , 0xFF , 0xFF ,
0xFF , 0xFF , 0xFF , 0xFF ,
0xFF , 0xFF , 0xFF , 0xFF
} ;
# define CC_2x2_WHITE_IMAGE_KEY " / cc_2x2_white_image"
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void Sprite : : setTexture ( const std : : string & filename )
{
Texture2D * texture = Director : : getInstance ( ) - > getTextureCache ( ) - > addImage ( filename ) ;
setTexture ( texture ) ;
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Rect rect = Rect : : ZERO ;
rect . size = texture - > getContentSize ( ) ;
setTextureRect ( rect ) ;
}
void Sprite : : setTexture ( Texture2D * texture )
{
// If batchnode, then texture id should be the same
CCASSERT ( ! _batchNode | | texture - > getName ( ) = = _batchNode - > getTexture ( ) - > getName ( ) , " CCSprite: Batched sprites should use the same texture as the batchnode " ) ;
// accept texture==nil as argument
CCASSERT ( ! texture | | dynamic_cast < Texture2D * > ( texture ) , " setTexture expects a Texture2D. Invalid argument " ) ;
if ( texture = = nullptr )
{
// Gets the texture by key firstly.
texture = Director : : getInstance ( ) - > getTextureCache ( ) - > getTextureForKey ( CC_2x2_WHITE_IMAGE_KEY ) ;
// If texture wasn't in cache, create it from RAW data.
if ( texture = = nullptr )
{
Image * image = new Image ( ) ;
bool isOK = image - > initWithRawData ( cc_2x2_white_image , sizeof ( cc_2x2_white_image ) , 2 , 2 , 8 ) ;
CCASSERT ( isOK , " The 2x2 empty texture was created unsuccessfully. " ) ;
texture = Director : : getInstance ( ) - > getTextureCache ( ) - > addImage ( image , CC_2x2_WHITE_IMAGE_KEY ) ;
CC_SAFE_RELEASE ( image ) ;
}
}
if ( ! _batchNode & & _texture ! = texture )
{
CC_SAFE_RETAIN ( texture ) ;
CC_SAFE_RELEASE ( _texture ) ;
_texture = texture ;
updateBlendFunc ( ) ;
}
}
Texture2D * Sprite : : getTexture ( ) const
{
return _texture ;
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}
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void Sprite : : setTextureRect ( const Rect & rect )
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{
setTextureRect ( rect , false , rect . size ) ;
}
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void Sprite : : setTextureRect ( const Rect & rect , bool rotated , const Size & untrimmedSize )
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{
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_rectRotated = rotated ;
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setContentSize ( untrimmedSize ) ;
setVertexRect ( rect ) ;
setTextureCoords ( rect ) ;
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Point relativeOffset = _unflippedOffsetPositionFromCenter ;
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// issue #732
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if ( _flippedX )
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{
relativeOffset . x = - relativeOffset . x ;
}
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if ( _flippedY )
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{
relativeOffset . y = - relativeOffset . y ;
}
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_offsetPosition . x = relativeOffset . x + ( _contentSize . width - _rect . size . width ) / 2 ;
_offsetPosition . y = relativeOffset . y + ( _contentSize . height - _rect . size . height ) / 2 ;
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// rendering using batch node
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if ( _batchNode )
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{
// update dirty_, don't update recursiveDirty_
setDirty ( true ) ;
}
else
{
// self rendering
// Atlas: Vertex
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float x1 = 0 + _offsetPosition . x ;
float y1 = 0 + _offsetPosition . y ;
float x2 = x1 + _rect . size . width ;
float y2 = y1 + _rect . size . height ;
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// Don't update Z.
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_quad . bl . vertices = Vertex3F ( x1 , y1 , 0 ) ;
_quad . br . vertices = Vertex3F ( x2 , y1 , 0 ) ;
_quad . tl . vertices = Vertex3F ( x1 , y2 , 0 ) ;
_quad . tr . vertices = Vertex3F ( x2 , y2 , 0 ) ;
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}
}
// override this method to generate "double scale" sprites
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void Sprite : : setVertexRect ( const Rect & rect )
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{
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_rect = rect ;
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}
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void Sprite : : setTextureCoords ( Rect rect )
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{
rect = CC_RECT_POINTS_TO_PIXELS ( rect ) ;
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Texture2D * tex = _batchNode ? _textureAtlas - > getTexture ( ) : _texture ;
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if ( ! tex )
{
return ;
}
float atlasWidth = ( float ) tex - > getPixelsWide ( ) ;
float atlasHeight = ( float ) tex - > getPixelsHigh ( ) ;
float left , right , top , bottom ;
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if ( _rectRotated )
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{
# if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
left = ( 2 * rect . origin . x + 1 ) / ( 2 * atlasWidth ) ;
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right = left + ( rect . size . height * 2 - 2 ) / ( 2 * atlasWidth ) ;
top = ( 2 * rect . origin . y + 1 ) / ( 2 * atlasHeight ) ;
bottom = top + ( rect . size . width * 2 - 2 ) / ( 2 * atlasHeight ) ;
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# else
left = rect . origin . x / atlasWidth ;
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right = ( rect . origin . x + rect . size . height ) / atlasWidth ;
top = rect . origin . y / atlasHeight ;
bottom = ( rect . origin . y + rect . size . width ) / atlasHeight ;
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# endif // CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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if ( _flippedX )
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{
CC_SWAP ( top , bottom , float ) ;
}
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if ( _flippedY )
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{
CC_SWAP ( left , right , float ) ;
}
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_quad . bl . texCoords . u = left ;
_quad . bl . texCoords . v = top ;
_quad . br . texCoords . u = left ;
_quad . br . texCoords . v = bottom ;
_quad . tl . texCoords . u = right ;
_quad . tl . texCoords . v = top ;
_quad . tr . texCoords . u = right ;
_quad . tr . texCoords . v = bottom ;
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}
else
{
# if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
left = ( 2 * rect . origin . x + 1 ) / ( 2 * atlasWidth ) ;
right = left + ( rect . size . width * 2 - 2 ) / ( 2 * atlasWidth ) ;
top = ( 2 * rect . origin . y + 1 ) / ( 2 * atlasHeight ) ;
bottom = top + ( rect . size . height * 2 - 2 ) / ( 2 * atlasHeight ) ;
# else
left = rect . origin . x / atlasWidth ;
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right = ( rect . origin . x + rect . size . width ) / atlasWidth ;
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top = rect . origin . y / atlasHeight ;
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bottom = ( rect . origin . y + rect . size . height ) / atlasHeight ;
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# endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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if ( _flippedX )
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{
CC_SWAP ( left , right , float ) ;
}
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if ( _flippedY )
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{
CC_SWAP ( top , bottom , float ) ;
}
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_quad . bl . texCoords . u = left ;
_quad . bl . texCoords . v = bottom ;
_quad . br . texCoords . u = right ;
_quad . br . texCoords . v = bottom ;
_quad . tl . texCoords . u = left ;
_quad . tl . texCoords . v = top ;
_quad . tr . texCoords . u = right ;
_quad . tr . texCoords . v = top ;
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}
}
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void Sprite : : updateTransform ( void )
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{
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CCASSERT ( _batchNode , " updateTransform is only valid when Sprite is being rendered using an SpriteBatchNode " ) ;
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# if CC_USE_PHYSICS
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if ( updatePhysicsTransform ( ) )
{
setDirty ( true ) ;
} ;
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# endif
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// recalculate matrix only if it is dirty
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if ( isDirty ( ) ) {
// If it is not visible, or one of its ancestors is not visible, then do nothing:
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if ( ! _visible | | ( _parent & & _parent ! = _batchNode & & static_cast < Sprite * > ( _parent ) - > _shouldBeHidden ) )
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{
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_quad . br . vertices = _quad . tl . vertices = _quad . tr . vertices = _quad . bl . vertices = Vertex3F ( 0 , 0 , 0 ) ;
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_shouldBeHidden = true ;
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}
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else
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{
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_shouldBeHidden = false ;
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if ( ! _parent | | _parent = = _batchNode )
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{
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_transformToBatch = getNodeToParentTransform ( ) ;
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}
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else
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{
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CCASSERT ( dynamic_cast < Sprite * > ( _parent ) , " Logic error in Sprite. Parent must be a Sprite " ) ;
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kmMat4 nodeToParent = getNodeToParentTransform ( ) ;
kmMat4 parentTransform = static_cast < Sprite * > ( _parent ) - > _transformToBatch ;
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kmMat4Multiply ( & _transformToBatch , & parentTransform , & nodeToParent ) ;
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}
//
// calculate the Quad based on the Affine Matrix
//
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Size size = _rect . size ;
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float x1 = _offsetPosition . x ;
float y1 = _offsetPosition . y ;
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float x2 = x1 + size . width ;
float y2 = y1 + size . height ;
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float x = _transformToBatch . mat [ 12 ] ;
float y = _transformToBatch . mat [ 13 ] ;
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float cr = _transformToBatch . mat [ 0 ] ;
float sr = _transformToBatch . mat [ 1 ] ;
float cr2 = _transformToBatch . mat [ 5 ] ;
float sr2 = - _transformToBatch . mat [ 4 ] ;
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float ax = x1 * cr - y1 * sr2 + x ;
float ay = x1 * sr + y1 * cr2 + y ;
float bx = x2 * cr - y1 * sr2 + x ;
float by = x2 * sr + y1 * cr2 + y ;
float cx = x2 * cr - y2 * sr2 + x ;
float cy = x2 * sr + y2 * cr2 + y ;
float dx = x1 * cr - y2 * sr2 + x ;
float dy = x1 * sr + y2 * cr2 + y ;
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_quad . bl . vertices = Vertex3F ( RENDER_IN_SUBPIXEL ( ax ) , RENDER_IN_SUBPIXEL ( ay ) , _positionZ ) ;
_quad . br . vertices = Vertex3F ( RENDER_IN_SUBPIXEL ( bx ) , RENDER_IN_SUBPIXEL ( by ) , _positionZ ) ;
_quad . tl . vertices = Vertex3F ( RENDER_IN_SUBPIXEL ( dx ) , RENDER_IN_SUBPIXEL ( dy ) , _positionZ ) ;
_quad . tr . vertices = Vertex3F ( RENDER_IN_SUBPIXEL ( cx ) , RENDER_IN_SUBPIXEL ( cy ) , _positionZ ) ;
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}
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// MARMALADE CHANGE: ADDED CHECK FOR nullptr, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS
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if ( _textureAtlas )
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{
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_textureAtlas - > updateQuad ( & _quad , _atlasIndex ) ;
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}
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_recursiveDirty = false ;
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setDirty ( false ) ;
}
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// MARMALADE CHANGED
// recursively iterate over children
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/* if( _hasChildren )
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{
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// MARMALADE: CHANGED TO USE Node*
// NOTE THAT WE HAVE ALSO DEFINED virtual Node::updateTransform()
arrayMakeObjectsPerformSelector ( _children , updateTransform , Sprite * ) ;
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} */
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Node : : updateTransform ( ) ;
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# if CC_SPRITE_DEBUG_DRAW
// draw bounding box
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Point vertices [ 4 ] = {
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Point ( _quad . bl . vertices . x , _quad . bl . vertices . y ) ,
Point ( _quad . br . vertices . x , _quad . br . vertices . y ) ,
Point ( _quad . tr . vertices . x , _quad . tr . vertices . y ) ,
Point ( _quad . tl . vertices . x , _quad . tl . vertices . y ) ,
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} ;
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DrawPrimitives : : drawPoly ( vertices , 4 , true ) ;
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# endif // CC_SPRITE_DEBUG_DRAW
}
// draw
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void Sprite : : draw ( void )
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{
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if ( culling ( ) )
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{
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_quadCommand . init ( _globalZOrder , _texture - > getName ( ) , _shaderProgram , _blendFunc , & _quad , 1 , _modelViewTransform ) ;
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Director : : getInstance ( ) - > getRenderer ( ) - > addCommand ( & _quadCommand ) ;
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}
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}
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// Culling function from cocos2d-iphone CCSprite.m file
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bool Sprite : : culling ( ) const
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{
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// half size of the screen
Size screen_half = Director : : getInstance ( ) - > getWinSize ( ) ;
screen_half . width / = 2 ;
screen_half . height / = 2 ;
float hcsx = _contentSize . width / 2 ;
float hcsy = _contentSize . height / 2 ;
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// convert to world coordinates
float x = hcsx * _modelViewTransform . mat [ 0 ] + hcsy * _modelViewTransform . mat [ 4 ] + _modelViewTransform . mat [ 12 ] ;
float y = hcsx * _modelViewTransform . mat [ 1 ] + hcsy * _modelViewTransform . mat [ 5 ] + _modelViewTransform . mat [ 13 ] ;
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// center of screen is (0,0)
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x - = screen_half . width ;
y - = screen_half . height ;
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// convert content size to world coordinates
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float wchw = hcsx * std : : max ( fabsf ( _modelViewTransform . mat [ 0 ] + _modelViewTransform . mat [ 4 ] ) , fabsf ( _modelViewTransform . mat [ 0 ] - _modelViewTransform . mat [ 4 ] ) ) ;
float wchh = hcsy * std : : max ( fabsf ( _modelViewTransform . mat [ 1 ] + _modelViewTransform . mat [ 5 ] ) , fabsf ( _modelViewTransform . mat [ 1 ] - _modelViewTransform . mat [ 5 ] ) ) ;
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// compare if it in the positive quarter of the screen
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float tmpx = ( fabsf ( x ) - wchw ) ;
float tmpy = ( fabsf ( y ) - wchh ) ;
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return ( tmpx < screen_half . width & & tmpy < screen_half . height ) ;
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}
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// Node overrides
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void Sprite : : addChild ( Node * child , int zOrder , int tag )
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{
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CCASSERT ( child ! = nullptr , " Argument must be non-nullptr " ) ;
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if ( _batchNode )
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{
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Sprite * childSprite = dynamic_cast < Sprite * > ( child ) ;
CCASSERT ( childSprite , " CCSprite only supports Sprites as children when using SpriteBatchNode " ) ;
CCASSERT ( childSprite - > getTexture ( ) - > getName ( ) = = _textureAtlas - > getTexture ( ) - > getName ( ) , " " ) ;
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//put it in descendants array of batch node
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_batchNode - > appendChild ( childSprite ) ;
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if ( ! _reorderChildDirty )
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{
setReorderChildDirtyRecursively ( ) ;
}
}
//CCNode already sets isReorderChildDirty_ so this needs to be after batchNode check
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Node : : addChild ( child , zOrder , tag ) ;
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}
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void Sprite : : reorderChild ( Node * child , int zOrder )
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{
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CCASSERT ( child ! = nullptr , " child must be non null " ) ;
CCASSERT ( _children . contains ( child ) , " child does not belong to this " ) ;
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if ( _batchNode & & ! _reorderChildDirty )
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{
setReorderChildDirtyRecursively ( ) ;
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_batchNode - > reorderBatch ( true ) ;
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}
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Node : : reorderChild ( child , zOrder ) ;
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}
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void Sprite : : removeChild ( Node * child , bool cleanup )
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{
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if ( _batchNode )
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{
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_batchNode - > removeSpriteFromAtlas ( ( Sprite * ) ( child ) ) ;
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}
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Node : : removeChild ( child , cleanup ) ;
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}
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void Sprite : : removeAllChildrenWithCleanup ( bool cleanup )
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{
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if ( _batchNode )
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{
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for ( const auto & child : _children ) {
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Sprite * sprite = dynamic_cast < Sprite * > ( child ) ;
if ( sprite )
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{
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_batchNode - > removeSpriteFromAtlas ( sprite ) ;
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}
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}
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}
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Node : : removeAllChildrenWithCleanup ( cleanup ) ;
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}
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void Sprite : : sortAllChildren ( )
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{
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if ( _reorderChildDirty )
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{
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#if 0
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int i = 0 , j = 0 , length = _children - > count ( ) ;
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// insertion sort
for ( i = 1 ; i < length ; i + + )
{
j = i - 1 ;
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auto tempI = static_cast < Node * > ( _children - > getObjectAtIndex ( i ) ) ;
auto tempJ = static_cast < Node * > ( _children - > getObjectAtIndex ( j ) ) ;
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//continue moving element downwards while zOrder is smaller or when zOrder is the same but mutatedIndex is smaller
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while ( j > = 0 & & ( tempI - > getLocalZOrder ( ) < tempJ - > getLocalZOrder ( ) | |
( tempI - > getLocalZOrder ( ) = = tempJ - > getLocalZOrder ( ) & &
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tempI - > getOrderOfArrival ( ) < tempJ - > getOrderOfArrival ( ) ) ) )
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{
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_children - > fastSetObject ( tempJ , j + 1 ) ;
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j = j - 1 ;
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if ( j > = 0 )
tempJ = static_cast < Node * > ( _children - > getObjectAtIndex ( j ) ) ;
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}
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_children - > fastSetObject ( tempI , j + 1 ) ;
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}
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# else
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std : : sort ( std : : begin ( _children ) , std : : end ( _children ) , nodeComparisonLess ) ;
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# endif
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if ( _batchNode )
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{
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for ( const auto & child : _children )
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child - > sortAllChildren ( ) ;
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}
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_reorderChildDirty = false ;
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}
}
//
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// Node property overloads
// used only when parent is SpriteBatchNode
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//
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void Sprite : : setReorderChildDirtyRecursively ( void )
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{
//only set parents flag the first time
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if ( ! _reorderChildDirty )
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{
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_reorderChildDirty = true ;
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Node * node = static_cast < Node * > ( _parent ) ;
while ( node & & node ! = _batchNode )
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{
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static_cast < Sprite * > ( node ) - > setReorderChildDirtyRecursively ( ) ;
node = node - > getParent ( ) ;
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}
}
}
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void Sprite : : setDirtyRecursively ( bool bValue )
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{
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_recursiveDirty = bValue ;
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setDirty ( bValue ) ;
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for ( const auto & child : _children ) {
Sprite * sp = dynamic_cast < Sprite * > ( child ) ;
if ( sp )
{
sp - > setDirtyRecursively ( true ) ;
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}
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}
}
// XXX HACK: optimization
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# define SET_DIRTY_RECURSIVELY() { \
if ( ! _recursiveDirty ) { \
_recursiveDirty = true ; \
setDirty ( true ) ; \
if ( ! _children . empty ( ) ) \
setDirtyRecursively ( true ) ; \
} \
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}
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void Sprite : : setPosition ( const Point & pos )
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{
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Node : : setPosition ( pos ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setPosition ( float x , float y )
{
Node : : setPosition ( x , y ) ;
SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setRotation ( float rotation )
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{
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Node : : setRotation ( rotation ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setRotationSkewX ( float fRotationX )
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{
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Node : : setRotationSkewX ( fRotationX ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setRotationSkewY ( float fRotationY )
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{
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Node : : setRotationSkewY ( fRotationY ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setSkewX ( float sx )
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{
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Node : : setSkewX ( sx ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setSkewY ( float sy )
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{
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Node : : setSkewY ( sy ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setScaleX ( float scaleX )
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{
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Node : : setScaleX ( scaleX ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setScaleY ( float scaleY )
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{
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Node : : setScaleY ( scaleY ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setScale ( float fScale )
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{
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Node : : setScale ( fScale ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setScale ( float scaleX , float scaleY )
{
Node : : setScale ( scaleX , scaleY ) ;
SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setPositionZ ( float fVertexZ )
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{
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Node : : setPositionZ ( fVertexZ ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setAnchorPoint ( const Point & anchor )
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{
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Node : : setAnchorPoint ( anchor ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : ignoreAnchorPointForPosition ( bool value )
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{
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CCASSERT ( ! _batchNode , " ignoreAnchorPointForPosition is invalid in Sprite " ) ;
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Node : : ignoreAnchorPointForPosition ( value ) ;
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}
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void Sprite : : setVisible ( bool bVisible )
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{
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Node : : setVisible ( bVisible ) ;
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SET_DIRTY_RECURSIVELY ( ) ;
}
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void Sprite : : setFlippedX ( bool flippedX )
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{
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if ( _flippedX ! = flippedX )
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{
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_flippedX = flippedX ;
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setTextureRect ( _rect , _rectRotated , _contentSize ) ;
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}
}
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bool Sprite : : isFlippedX ( void ) const
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{
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return _flippedX ;
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}
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void Sprite : : setFlippedY ( bool flippedY )
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{
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if ( _flippedY ! = flippedY )
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{
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_flippedY = flippedY ;
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setTextureRect ( _rect , _rectRotated , _contentSize ) ;
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}
}
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bool Sprite : : isFlippedY ( void ) const
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{
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return _flippedY ;
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}
//
// RGBA protocol
//
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void Sprite : : updateColor ( void )
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{
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Color4B color4 ( _displayedColor . r , _displayedColor . g , _displayedColor . b , _displayedOpacity ) ;
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// special opacity for premultiplied textures
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if ( _opacityModifyRGB )
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{
color4 . r * = _displayedOpacity / 255.0f ;
color4 . g * = _displayedOpacity / 255.0f ;
color4 . b * = _displayedOpacity / 255.0f ;
}
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_quad . bl . colors = color4 ;
_quad . br . colors = color4 ;
_quad . tl . colors = color4 ;
_quad . tr . colors = color4 ;
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// renders using batch node
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if ( _batchNode )
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{
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if ( _atlasIndex ! = INDEX_NOT_INITIALIZED )
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{
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_textureAtlas - > updateQuad ( & _quad , _atlasIndex ) ;
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}
else
{
// no need to set it recursively
// update dirty_, don't update recursiveDirty_
setDirty ( true ) ;
}
}
// self render
// do nothing
}
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void Sprite : : setOpacityModifyRGB ( bool modify )
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{
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if ( _opacityModifyRGB ! = modify )
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{
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_opacityModifyRGB = modify ;
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updateColor ( ) ;
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}
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}
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bool Sprite : : isOpacityModifyRGB ( void ) const
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{
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return _opacityModifyRGB ;
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}
// Frames
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void Sprite : : setSpriteFrame ( const std : : string & spriteFrameName )
{
SpriteFrameCache * cache = SpriteFrameCache : : getInstance ( ) ;
SpriteFrame * spriteFrame = cache - > getSpriteFrameByName ( spriteFrameName ) ;
CCASSERT ( spriteFrame , " Invalid spriteFrameName " ) ;
setSpriteFrame ( spriteFrame ) ;
}
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void Sprite : : setSpriteFrame ( SpriteFrame * spriteFrame )
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{
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_unflippedOffsetPositionFromCenter = spriteFrame - > getOffset ( ) ;
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Texture2D * texture = spriteFrame - > getTexture ( ) ;
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// update texture before updating texture rect
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if ( texture ! = _texture )
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{
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setTexture ( texture ) ;
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}
// update rect
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_rectRotated = spriteFrame - > isRotated ( ) ;
setTextureRect ( spriteFrame - > getRect ( ) , _rectRotated , spriteFrame - > getOriginalSize ( ) ) ;
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}
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void Sprite : : setDisplayFrameWithAnimationName ( const std : : string & animationName , ssize_t frameIndex )
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{
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CCASSERT ( animationName . size ( ) > 0 , " CCSprite#setDisplayFrameWithAnimationName. animationName must not be nullptr " ) ;
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Animation * a = AnimationCache : : getInstance ( ) - > getAnimation ( animationName ) ;
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CCASSERT ( a , " CCSprite#setDisplayFrameWithAnimationName: Frame not found " ) ;
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AnimationFrame * frame = a - > getFrames ( ) . at ( frameIndex ) ;
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CCASSERT ( frame , " CCSprite#setDisplayFrame. Invalid frame " ) ;
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setSpriteFrame ( frame - > getSpriteFrame ( ) ) ;
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}
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bool Sprite : : isFrameDisplayed ( SpriteFrame * frame ) const
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{
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Rect r = frame - > getRect ( ) ;
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return ( r . equals ( _rect ) & &
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frame - > getTexture ( ) - > getName ( ) = = _texture - > getName ( ) & &
frame - > getOffset ( ) . equals ( _unflippedOffsetPositionFromCenter ) ) ;
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}
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SpriteFrame * Sprite : : getSpriteFrame ( ) const
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{
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return SpriteFrame : : createWithTexture ( _texture ,
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CC_RECT_POINTS_TO_PIXELS ( _rect ) ,
_rectRotated ,
CC_POINT_POINTS_TO_PIXELS ( _unflippedOffsetPositionFromCenter ) ,
CC_SIZE_POINTS_TO_PIXELS ( _contentSize ) ) ;
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}
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SpriteBatchNode * Sprite : : getBatchNode ( )
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{
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return _batchNode ;
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}
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void Sprite : : setBatchNode ( SpriteBatchNode * spriteBatchNode )
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{
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_batchNode = spriteBatchNode ; // weak reference
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// self render
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if ( ! _batchNode ) {
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_atlasIndex = INDEX_NOT_INITIALIZED ;
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setTextureAtlas ( nullptr ) ;
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_recursiveDirty = false ;
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setDirty ( false ) ;
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float x1 = _offsetPosition . x ;
float y1 = _offsetPosition . y ;
float x2 = x1 + _rect . size . width ;
float y2 = y1 + _rect . size . height ;
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_quad . bl . vertices = Vertex3F ( x1 , y1 , 0 ) ;
_quad . br . vertices = Vertex3F ( x2 , y1 , 0 ) ;
_quad . tl . vertices = Vertex3F ( x1 , y2 , 0 ) ;
_quad . tr . vertices = Vertex3F ( x2 , y2 , 0 ) ;
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} else {
// using batch
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kmMat4Identity ( & _transformToBatch ) ;
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setTextureAtlas ( _batchNode - > getTextureAtlas ( ) ) ; // weak ref
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}
}
// Texture protocol
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void Sprite : : updateBlendFunc ( void )
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{
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CCASSERT ( ! _batchNode , " CCSprite: updateBlendFunc doesn't work when the sprite is rendered using a SpriteBatchNode " ) ;
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// it is possible to have an untextured sprite
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if ( ! _texture | | ! _texture - > hasPremultipliedAlpha ( ) )
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{
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_blendFunc = BlendFunc : : ALPHA_NON_PREMULTIPLIED ;
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setOpacityModifyRGB ( false ) ;
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}
else
{
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_blendFunc = BlendFunc : : ALPHA_PREMULTIPLIED ;
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setOpacityModifyRGB ( true ) ;
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}
}
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std : : string Sprite : : getDescription ( ) const
{
int texture_id = - 1 ;
if ( _batchNode )
texture_id = _batchNode - > getTextureAtlas ( ) - > getTexture ( ) - > getName ( ) ;
else
texture_id = _texture - > getName ( ) ;
return StringUtils : : format ( " <Sprite | Tag = %d, TextureID = %d> " , _tag , texture_id ) ;
}
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NS_CC_END