mirror of https://github.com/axmolengine/axmol.git
Sprite: removed _hasChildren
_hasChildren has been replaced with !_children.empty()
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@ -9,7 +9,8 @@ cocos2d-x-3.0final ?.? ?
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[FIX] ControlButton doesn't support to set scale ratio of touchdown state.
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[FIX] Particles: Crash was triggered if there is not `textureFileName`section in particle plist file.
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[FIX] Renderer: QuadCommand::init() does not copy the Quads, it only store a reference making the code faster
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[FIX] Renderer: Performance improved in Sprite and SpriteBatchNode (and subclasses) sprites in about 20%
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[FIX] Renderer: Performance improved in Sprite and SpriteBatchNode (and subclasses) sprites in about 20%
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[FIX] Sprite: removed _hasChildren optimization. It uses !_children.empty() now which is super fast as well
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[FIX] Tests: TestCpp works with CMake on Windows.
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[FIX] Tests: Sprites Performance Test has 3 new tests
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[FIX] TextureCache: getTextureForKey and removeTextureForKey work as expected
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@ -242,9 +242,7 @@ bool Sprite::initWithTexture(Texture2D *texture, const Rect& rect, bool rotated)
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// zwoptex default values
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_offsetPosition = Point::ZERO;
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_hasChildren = false;
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// clean the Quad
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memset(&_quad, 0, sizeof(_quad));
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@ -767,7 +765,6 @@ void Sprite::addChild(Node *child, int zOrder, int tag)
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}
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//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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_hasChildren = true;
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}
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void Sprite::reorderChild(Node *child, int zOrder)
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@ -813,8 +810,6 @@ void Sprite::removeAllChildrenWithCleanup(bool cleanup)
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}
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Node::removeAllChildrenWithCleanup(cleanup);
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_hasChildren = false;
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}
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void Sprite::sortAllChildren()
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@ -882,27 +877,24 @@ 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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// recursively set dirty
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if (_hasChildren)
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{
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for(const auto &child: _children) {
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Sprite* sp = dynamic_cast<Sprite*>(child);
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if (sp)
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{
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sp->setDirtyRecursively(true);
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}
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for(const auto &child: _children) {
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Sprite* sp = dynamic_cast<Sprite*>(child);
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if (sp)
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{
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sp->setDirtyRecursively(true);
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}
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}
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}
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// XXX HACK: optimization
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#define SET_DIRTY_RECURSIVELY() { \
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if (! _recursiveDirty) { \
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_recursiveDirty = true; \
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setDirty(true); \
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if ( _hasChildren) \
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setDirtyRecursively(true); \
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} \
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#define SET_DIRTY_RECURSIVELY() { \
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if (! _recursiveDirty) { \
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_recursiveDirty = true; \
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setDirty(true); \
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if (!_children.empty()) \
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setDirtyRecursively(true); \
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} \
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}
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void Sprite::setPosition(const Point& pos)
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@ -538,7 +538,6 @@ protected:
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bool _dirty; /// Whether the sprite needs to be updated
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bool _recursiveDirty; /// Whether all of the sprite's children needs to be updated
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bool _hasChildren; /// Whether the sprite contains children
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bool _shouldBeHidden; /// should not be drawn because one of the ancestors is not visible
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kmMat4 _transformToBatch;
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