mirror of https://github.com/axmolengine/axmol.git
Merge pull request #5146 from ricardoquesada/local_z_Order_fixes
Local z order fixes
This commit is contained in:
commit
eeeae56684
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@ -1166,7 +1166,7 @@ bool EventDispatcher::isEnabled() const
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void EventDispatcher::setDirtyForNode(Node* node)
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{
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// Mark the node dirty only when there was an eventlistener associates with it.
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// Mark the node dirty only when there is an eventlistener associated with it.
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if (_nodeListenersMap.find(node) != _nodeListenersMap.end())
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{
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_dirtyNodes.insert(node);
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@ -64,29 +64,12 @@ THE SOFTWARE.
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NS_CC_BEGIN
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#if CC_USE_ARRAY_VECTOR
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bool nodeComparisonLess(const RCPtr<Object>& pp1, const RCPtr<Object>& pp2)
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bool nodeComparisonLess(Node* n1, Node* n2)
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{
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Object *p1 = static_cast<Object*>(pp1);
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Object *p2 = static_cast<Object*>(pp2);
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Node *n1 = static_cast<Node*>(p1);
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Node *n2 = static_cast<Node*>(p2);
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return( n1->getLocalZOrder() < n2->getLocalZOrder() ||
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( n1->getLocalZOrder() == n2->getLocalZOrder() && n1->getOrderOfArrival() < n2->getOrderOfArrival() )
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);
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}
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#else
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bool nodeComparisonLess(Object* p1, Object* p2)
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{
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Node *n1 = static_cast<Node*>(p1);
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Node *n2 = static_cast<Node*>(p2);
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return( n1->getLocalZOrder() < n2->getLocalZOrder() ||
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( n1->getLocalZOrder() == n2->getLocalZOrder() && n1->getOrderOfArrival() < n2->getOrderOfArrival() )
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);
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}
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#endif
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// XXX: Yes, nodes might have a sort problem once every 15 days if the game runs at 60 FPS and each frame sprites are reordered.
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static int s_globalOrderOfArrival = 1;
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@ -232,11 +215,11 @@ void Node::setLocalZOrder(int z)
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_eventDispatcher->setDirtyForNode(this);
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}
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void Node::setGlobalZOrder(float zOrder)
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void Node::setGlobalZOrder(float globalZOrder)
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{
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if (_globalZOrder != zOrder)
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if (_globalZOrder != globalZOrder)
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{
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_globalZOrder = zOrder;
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_globalZOrder = globalZOrder;
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_eventDispatcher->setDirtyForNode(this);
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}
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}
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@ -1,9 +1,9 @@
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/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2009 Valentin Milea
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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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Copyright (c) 2009 Valentin Milea
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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
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@ -72,11 +72,7 @@ enum {
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kNodeOnCleanup
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};
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#if CC_USE_ARRAY_VECTOR
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bool nodeComparisonLess(const RCPtr<Object>& pp1, const RCPtr<Object>& pp2);
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#else
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bool nodeComparisonLess(Object* p1, Object* p2);
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#endif
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bool nodeComparisonLess(Node* n1, Node* n2);
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class EventListener;
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@ -173,9 +169,9 @@ public:
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@see `setGlobalZOrder`
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@see `setVertexZ`
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*/
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virtual void setLocalZOrder(int zOrder);
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virtual void setLocalZOrder(int localZOrder);
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CC_DEPRECATED_ATTRIBUTE virtual void setZOrder(int zOrder) { setLocalZOrder(zOrder); }
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CC_DEPRECATED_ATTRIBUTE virtual void setZOrder(int localZOrder) { setLocalZOrder(localZOrder); }
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/* Helper function used by `setLocalZOrder`. Don't use it unless you know what you are doing.
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*/
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virtual void _setLocalZOrder(int z);
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@ -208,7 +204,7 @@ public:
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@since v3.0
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*/
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virtual void setGlobalZOrder(float zOrder);
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virtual void setGlobalZOrder(float globalZOrder);
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/**
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* Returns the Node's Global Z Order.
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*
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@ -535,11 +531,11 @@ public:
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* A node which called addChild subsequently will take a larger arrival order,
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* If two children have the same Z order, the child with larger arrival order will be drawn later.
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*
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* @warning This method is used internally for zOrder sorting, don't change this manually
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* @warning This method is used internally for localZOrder sorting, don't change this manually
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*
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* @param orderOfArrival The arrival order.
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*/
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virtual void setOrderOfArrival(int orderOfArrival);
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void setOrderOfArrival(int orderOfArrival);
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/**
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* Returns the arrival order, indecates which children is added previously.
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*
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@ -547,7 +543,7 @@ public:
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*
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* @return The arrival order.
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*/
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virtual int getOrderOfArrival() const;
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int getOrderOfArrival() const;
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/** @deprecated No longer needed
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@ -595,24 +591,24 @@ public:
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*/
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virtual void addChild(Node * child);
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/**
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* Adds a child to the container with a z-order
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* Adds a child to the container with a local z-order
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*
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* If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
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*
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* @param child A child node
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* @param zOrder Z order for drawing priority. Please refer to setZOrder(int)
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* @param zOrder Z order for drawing priority. Please refer to `setLocalZOrder(int)`
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*/
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virtual void addChild(Node * child, int zOrder);
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virtual void addChild(Node * child, int localZOrder);
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/**
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* Adds a child to the container with z order and tag
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*
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* If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
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*
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* @param child A child node
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* @param zOrder Z order for drawing priority. Please refer to setZOrder(int)
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* @param zOrder Z order for drawing priority. Please refer to setLocalZOrder(int)
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* @param tag A interger to identify the node easily. Please refer to setTag(int)
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*/
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virtual void addChild(Node* child, int zOrder, int tag);
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virtual void addChild(Node* child, int localZOrder, int tag);
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/**
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* Gets a child from the container with its tag
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*
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@ -715,9 +711,9 @@ public:
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* Reorders a child according to a new z value.
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*
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* @param child An already added child node. It MUST be already added.
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* @param zOrder Z order for drawing priority. Please refer to setZOrder(int)
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* @param localZOrder Z order for drawing priority. Please refer to setLocalZOrder(int)
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*/
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virtual void reorderChild(Node * child, int zOrder);
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virtual void reorderChild(Node * child, int localZOrder);
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/**
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* Sorts the children array once before drawing, instead of every time when a child is added or reordered.
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@ -1477,7 +1473,7 @@ protected:
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GLProgram *_shaderProgram; ///< OpenGL shader
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int _orderOfArrival; ///< used to preserve sequence while sorting children with the same zOrder
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int _orderOfArrival; ///< used to preserve sequence while sorting children with the same localZOrder
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Scheduler *_scheduler; ///< scheduler used to schedule timers and updates
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@ -397,15 +397,9 @@ void CallFuncsSpriteSheetForEach::update(float dt)
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CC_PROFILER_START(this->profilerName());
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#if CC_USE_ARRAY_VECTOR
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std::for_each(std::begin(children), std::end(children), [](const RCPtr<Object>& obj) {
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static_cast<Node*>( static_cast<Object*>(obj) )->getPosition();
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});
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#else
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std::for_each(std::begin(children), std::end(children), [](Node* obj) {
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obj->getPosition();
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});
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#endif
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CC_PROFILER_STOP(this->profilerName());
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}
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