mirror of https://github.com/axmolengine/axmol.git
Reorder members of Node, sizeof(Node) decrease from 640 to 616 on 32bit application
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@ -1837,8 +1837,6 @@ protected:
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Vec2 _position; ///< position of the node
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Vec2 _position; ///< position of the node
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float _positionZ; ///< OpenGL real Z position
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float _positionZ; ///< OpenGL real Z position
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Vec2 _normalizedPosition;
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Vec2 _normalizedPosition;
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bool _usingNormalizedPosition;
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bool _normalizedPositionDirty;
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float _skewX; ///< skew angle on x-axis
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float _skewX; ///< skew angle on x-axis
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float _skewY; ///< skew angle on y-axis
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float _skewY; ///< skew angle on y-axis
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@ -1847,18 +1845,12 @@ protected:
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Vec2 _anchorPoint; ///< anchor point normalized (NOT in points)
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Vec2 _anchorPoint; ///< anchor point normalized (NOT in points)
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Size _contentSize; ///< untransformed size of the node
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Size _contentSize; ///< untransformed size of the node
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bool _contentSizeDirty; ///< whether or not the contentSize is dirty
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Mat4 _modelViewTransform; ///< ModelView transform of the Node.
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Mat4 _modelViewTransform; ///< ModelView transform of the Node.
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// "cache" variables are allowed to be mutable
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// "cache" variables are allowed to be mutable
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mutable Mat4 _transform; ///< transform
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mutable Mat4 _transform; ///< transform
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mutable bool _transformDirty; ///< transform dirty flag
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mutable Mat4 _inverse; ///< inverse transform
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mutable Mat4 _inverse; ///< inverse transform
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mutable bool _inverseDirty; ///< inverse transform dirty flag
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mutable Mat4* _additionalTransform; ///< two transforms needed by additional transforms
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mutable Mat4* _additionalTransform; ///< two transforms needed by additional transforms
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mutable bool _additionalTransformDirty; ///< transform dirty ?
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bool _transformUpdated; ///< Whether or not the Transform object was updated since the last frame
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#if CC_LITTLE_ENDIAN
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#if CC_LITTLE_ENDIAN
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union {
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union {
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@ -1899,15 +1891,26 @@ protected:
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EventDispatcher* _eventDispatcher; ///< event dispatcher used to dispatch all kinds of events
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EventDispatcher* _eventDispatcher; ///< event dispatcher used to dispatch all kinds of events
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bool _reorderChildDirty; ///< children order dirty flag
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bool _running; ///< is running
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bool _running; ///< is running
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bool _visible; ///< is this node visible
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bool _visible; ///< is this node visible
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bool _ignoreAnchorPointForPosition; ///< true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise.
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bool _ignoreAnchorPointForPosition; ///< true if the Anchor Vec2 will be (0,0) when you position the Node, false otherwise.
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///< Used by Layer and Scene.
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///< Used by Layer and Scene.
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bool _reorderChildDirty; ///< children order dirty flag
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bool _isTransitionFinished; ///< flag to indicate whether the transition was finished
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bool _isTransitionFinished; ///< flag to indicate whether the transition was finished
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bool _cascadeColorEnabled;
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bool _cascadeOpacityEnabled;
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bool _contentSizeDirty; ///< whether or not the contentSize is dirty
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mutable bool _transformDirty; ///< transform dirty flag
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mutable bool _inverseDirty; ///< inverse transform dirty flag
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mutable bool _additionalTransformDirty; ///< transform dirty ?
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bool _transformUpdated; ///< Whether or not the Transform object was updated since the last frame
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bool _usingNormalizedPosition;
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bool _normalizedPositionDirty;
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// camera mask, it is visible only when _cameraMask & current camera' camera flag is true
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unsigned short _cameraMask;
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#if CC_ENABLE_SCRIPT_BINDING
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#if CC_ENABLE_SCRIPT_BINDING
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int _scriptHandler; ///< script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.
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int _scriptHandler; ///< script handler for onEnter() & onExit(), used in Javascript binding and Lua binding.
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@ -1917,16 +1920,11 @@ protected:
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ComponentContainer *_componentContainer; ///< Dictionary of components
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ComponentContainer *_componentContainer; ///< Dictionary of components
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// opacity controls
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// opacity controls
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uint8_t _displayedOpacity;
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uint8_t _realOpacity;
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Color3B _displayedColor;
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Color3B _displayedColor;
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uint8_t _displayedOpacity;
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Color3B _realColor;
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Color3B _realColor;
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bool _cascadeColorEnabled;
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uint8_t _realOpacity;
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bool _cascadeOpacityEnabled;
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// camera mask, it is visible only when _cameraMask & current camera' camera flag is true
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unsigned short _cameraMask;
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std::function<void()> _onEnterCallback;
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std::function<void()> _onEnterCallback;
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std::function<void()> _onExitCallback;
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std::function<void()> _onExitCallback;
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std::function<void()> _onEnterTransitionDidFinishCallback;
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std::function<void()> _onEnterTransitionDidFinishCallback;
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