/**************************************************************************** Copyright (c) 2009-2010 Ricardo Quesada Copyright (c) 2009 Matt Oswald 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. ****************************************************************************/ #ifndef __CC_SPRITE_BATCH_NODE_H__ #define __CC_SPRITE_BATCH_NODE_H__ #include #include "CCNode.h" #include "CCProtocols.h" #include "CCTextureAtlas.h" #include "ccMacros.h" #include "renderer/CCBatchCommand.h" NS_CC_BEGIN /** * @addtogroup sprite_nodes * @{ */ class Sprite; /** SpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call * (often known as "batch draw"). * * A SpriteBatchNode can reference one and only one texture (one image file, one texture atlas). * Only the Sprites that are contained in that texture can be added to the SpriteBatchNode. * All Sprites added to a SpriteBatchNode are drawn in one OpenGL ES draw call. * If the Sprites are not added to a SpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient. * * * Limitations: * - The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is Sprite or any subclass of Sprite. eg: particles, labels and layer can't be added to a SpriteBatchNode. * - Either all its children are Aliased or Antialiased. It can't be a mix. This is because "alias" is a property of the texture, and all the sprites share the same texture. * * @since v0.7.1 */ class CC_DLL SpriteBatchNode : public Node, public TextureProtocol { static const int DEFAULT_CAPACITY = 29; public: /** creates a SpriteBatchNode with a texture2d and capacity of children. The capacity will be increased in 33% in runtime if it run out of space. */ static SpriteBatchNode* createWithTexture(Texture2D* tex, ssize_t capacity = DEFAULT_CAPACITY); /** creates a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children. The capacity will be increased in 33% in runtime if it run out of space. The file will be loaded using the TextureMgr. */ static SpriteBatchNode* create(const std::string& fileImage, ssize_t capacity = DEFAULT_CAPACITY); /** returns the TextureAtlas object */ inline TextureAtlas* getTextureAtlas(void) { return _textureAtlas; } /** sets the TextureAtlas object */ inline void setTextureAtlas(TextureAtlas* textureAtlas) { if (textureAtlas != _textureAtlas) { CC_SAFE_RETAIN(textureAtlas); CC_SAFE_RELEASE(_textureAtlas); _textureAtlas = textureAtlas; } } /** returns an array with the descendants (children, gran children, etc.). This is specific to BatchNode. In order to use the children, use getChildren() instead */ inline const std::vector& getDescendants() const { return _descendants; } void increaseAtlasCapacity(); /** removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter. @warning Removing a child from a SpriteBatchNode is very slow */ void removeChildAtIndex(ssize_t index, bool doCleanup); void appendChild(Sprite* sprite); void removeSpriteFromAtlas(Sprite *sprite); ssize_t rebuildIndexInOrder(Sprite *parent, ssize_t index); ssize_t highestAtlasIndexInChild(Sprite *sprite); ssize_t lowestAtlasIndexInChild(Sprite *sprite); ssize_t atlasIndexForChild(Sprite *sprite, int z); /* Sprites use this to start sortChildren, don't call this manually */ void reorderBatch(bool reorder); // // Overrides // // TextureProtocol virtual Texture2D* getTexture() const override; virtual void setTexture(Texture2D *texture) override; /** *@code *When this function bound into js or lua,the parameter will be changed *In js: var setBlendFunc(var src, var dst) *@endcode * @lua NA */ virtual void setBlendFunc(const BlendFunc &blendFunc) override; /** * @js NA * @lua NA */ virtual const BlendFunc& getBlendFunc() const override; virtual void visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated) override; using Node::addChild; virtual void addChild(Node * child, int zOrder, int tag) override; virtual void reorderChild(Node *child, int zOrder) override; virtual void removeChild(Node *child, bool cleanup) override; virtual void removeAllChildrenWithCleanup(bool cleanup) override; virtual void sortAllChildren() override; virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override; virtual std::string getDescription() const override; /** Inserts a quad at a certain index into the texture atlas. The Sprite won't be added into the children array. This method should be called only when you are dealing with very big AtlasSrite and when most of the Sprite won't be updated. For example: a tile map (TMXMap) or a label with lots of characters (LabelBMFont) */ void insertQuadFromSprite(Sprite *sprite, ssize_t index); /* This is the opposite of "addQuadFromSprite. It add the sprite to the children and descendants array, but it doesn't update add it to the texture atlas */ SpriteBatchNode * addSpriteWithoutQuad(Sprite *child, int z, int aTag); CC_CONSTRUCTOR_ACCESS: /** * @js ctor */ SpriteBatchNode(); /** * @js NA * @lua NA */ virtual ~SpriteBatchNode(); /** initializes a SpriteBatchNode with a texture2d and capacity of children. The capacity will be increased in 33% in runtime if it run out of space. */ bool initWithTexture(Texture2D *tex, ssize_t capacity); /** initializes a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children. The capacity will be increased in 33% in runtime if it run out of space. The file will be loaded using the TextureMgr. * @js init * @lua init */ bool initWithFile(const std::string& fileImage, ssize_t capacity); bool init(); protected: /** Updates a quad at a certain index into the texture atlas. The Sprite won't be added into the children array. This method should be called only when you are dealing with very big AtlasSrite and when most of the Sprite won't be updated. For example: a tile map (TMXMap) or a label with lots of characters (LabelBMFont) */ void updateQuadFromSprite(Sprite *sprite, ssize_t index); void updateAtlasIndex(Sprite* sprite, ssize_t* curIndex); void swap(ssize_t oldIndex, ssize_t newIndex); void updateBlendFunc(); TextureAtlas *_textureAtlas; BlendFunc _blendFunc; BatchCommand _batchCommand; // render command // all descendants: children, grand children, etc... // There is not need to retain/release these objects, since they are already retained by _children // So, using std::vector is slightly faster than using cocos2d::Array for this particular case std::vector _descendants; }; // end of sprite_nodes group /// @} NS_CC_END #endif // __CC_SPRITE_BATCH_NODE_H__