/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2011 Zynga Inc. Copyright (c) 2013-2014 Chukong Technologies Inc. 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 "CCParallaxNode.h" #include "ccCArray.h" NS_CC_BEGIN class PointObject : public Ref { public: static PointObject * create(Vector2 ratio, Vector2 offset) { PointObject *ret = new PointObject(); ret->initWithPoint(ratio, offset); ret->autorelease(); return ret; } bool initWithPoint(Vector2 ratio, Vector2 offset) { _ratio = ratio; _offset = offset; _child = nullptr; return true; } inline const Vector2& getRatio() const { return _ratio; }; inline void setRatio(const Vector2& ratio) { _ratio = ratio; }; inline const Vector2& getOffset() const { return _offset; }; inline void setOffset(const Vector2& offset) { _offset = offset; }; inline Node* getChild() const { return _child; }; inline void setChild(Node* child) { _child = child; }; private: Vector2 _ratio; Vector2 _offset; Node *_child; // weak ref }; ParallaxNode::ParallaxNode() { _parallaxArray = ccArrayNew(5); _lastPosition = Vector2(-100,-100); } ParallaxNode::~ParallaxNode() { if( _parallaxArray ) { ccArrayFree(_parallaxArray); _parallaxArray = nullptr; } } ParallaxNode * ParallaxNode::create() { ParallaxNode *ret = new ParallaxNode(); ret->autorelease(); return ret; } void ParallaxNode::addChild(Node * child, int zOrder, int tag) { CC_UNUSED_PARAM(zOrder); CC_UNUSED_PARAM(child); CC_UNUSED_PARAM(tag); CCASSERT(0,"ParallaxNode: use addChild:z:parallaxRatio:positionOffset instead"); } void ParallaxNode::addChild(Node *child, int z, const Vector2& ratio, const Vector2& offset) { CCASSERT( child != nullptr, "Argument must be non-nil"); PointObject *obj = PointObject::create(ratio, offset); obj->setChild(child); ccArrayAppendObjectWithResize(_parallaxArray, (Ref*)obj); Vector2 pos = this->absolutePosition(); pos.x = -pos.x + pos.x * ratio.x + offset.x; pos.y = -pos.y + pos.y * ratio.y + offset.y; child->setPosition(pos); Node::addChild(child, z, child->getTag()); } void ParallaxNode::removeChild(Node* child, bool cleanup) { for( int i=0;i < _parallaxArray->num;i++) { PointObject *point = (PointObject*)_parallaxArray->arr[i]; if (point->getChild() == child) { ccArrayRemoveObjectAtIndex(_parallaxArray, i, true); break; } } Node::removeChild(child, cleanup); } void ParallaxNode::removeAllChildrenWithCleanup(bool cleanup) { ccArrayRemoveAllObjects(_parallaxArray); Node::removeAllChildrenWithCleanup(cleanup); } Vector2 ParallaxNode::absolutePosition() { Vector2 ret = _position; Node *cn = this; while (cn->getParent() != nullptr) { cn = cn->getParent(); ret = ret + cn->getPosition(); } return ret; } /* The positions are updated at visit because: - using a timer is not guaranteed that it will called after all the positions were updated - overriding "draw" will only precise if the children have a z > 0 */ void ParallaxNode::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated) { // Vector2 pos = position_; // Vector2 pos = [self convertToWorldSpace:Vector2::ZERO]; Vector2 pos = this->absolutePosition(); if( ! pos.equals(_lastPosition) ) { for( int i=0; i < _parallaxArray->num; i++ ) { PointObject *point = (PointObject*)_parallaxArray->arr[i]; float x = -pos.x + pos.x * point->getRatio().x + point->getOffset().x; float y = -pos.y + pos.y * point->getRatio().y + point->getOffset().y; point->getChild()->setPosition(Vector2(x,y)); } _lastPosition = pos; } Node::visit(renderer, parentTransform, parentTransformUpdated); } NS_CC_END