/**************************************************************************** Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2009 Valentin Milea 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 "CCProtectedNode.h" #include "base/CCDirector.h" #if CC_USE_PHYSICS #include "physics/CCPhysicsBody.h" #endif #include "2d/CCScene.h" NS_CC_BEGIN ProtectedNode::ProtectedNode() : _reorderProtectedChildDirty(false) { } ProtectedNode::~ProtectedNode() { CCLOGINFO( "deallocing ProtectedNode: %p - tag: %i", this, _tag ); } ProtectedNode * ProtectedNode::create(void) { ProtectedNode * ret = new ProtectedNode(); if (ret && ret->init()) { ret->autorelease(); } else { CC_SAFE_DELETE(ret); } return ret; } void ProtectedNode::cleanup() { Node::cleanup(); // timers for( const auto &child: _protectedChildren) child->cleanup(); } void ProtectedNode::addProtectedChild(cocos2d::Node *child) { addProtectedChild(child, child->getLocalZOrder(), child->getTag()); } void ProtectedNode::addProtectedChild(cocos2d::Node *child, int localZOrder) { addProtectedChild(child, localZOrder, child->getTag()); } /* "add" logic MUST only be on this method * If a class want's to extend the 'addChild' behavior it only needs * to override this method */ void ProtectedNode::addProtectedChild(Node *child, int zOrder, int tag) { CCASSERT( child != nullptr, "Argument must be non-nil"); CCASSERT( child->getParent() == nullptr, "child already added. It can't be added again"); if (_protectedChildren.empty()) { _protectedChildren.reserve(4); } this->insertProtectedChild(child, zOrder); child->setTag(tag); child->setParent(this); child->setOrderOfArrival(s_globalOrderOfArrival++); #if CC_USE_PHYSICS // Recursive add children with which have physics body. for (Node* node = this; node != nullptr; node = node->getParent()) { Scene* scene = dynamic_cast(node); if (scene != nullptr && scene->getPhysicsWorld() != nullptr) { scene->addChildToPhysicsWorld(child); break; } } #endif if( _running ) { child->onEnter(); // prevent onEnterTransitionDidFinish to be called twice when a node is added in onEnter if (_isTransitionFinished) { child->onEnterTransitionDidFinish(); } } if (_cascadeColorEnabled) { updateCascadeColor(); } if (_cascadeOpacityEnabled) { updateCascadeOpacity(); } } Node* ProtectedNode::getProtectedChildByTag(int tag) { CCASSERT( tag != Node::INVALID_TAG, "Invalid tag"); for (auto& child : _protectedChildren) { if(child && child->getTag() == tag) return child; } return nullptr; } /* "remove" logic MUST only be on this method * If a class want's to extend the 'removeChild' behavior it only needs * to override this method */ void ProtectedNode::removeProtectedChild(cocos2d::Node *child, bool cleanup) { // explicit nil handling if (_protectedChildren.empty()) { return; } ssize_t index = _protectedChildren.getIndex(child); if( index != CC_INVALID_INDEX ) { // IMPORTANT: // -1st do onExit // -2nd cleanup if (_running) { child->onExitTransitionDidStart(); child->onExit(); } #if CC_USE_PHYSICS if (child->getPhysicsBody() != nullptr) { child->getPhysicsBody()->removeFromWorld(); } #endif // If you don't do cleanup, the child's actions will not get removed and the // its scheduledSelectors_ dict will not get released! if (cleanup) { child->cleanup(); } // set parent nil at the end child->setParent(nullptr); _protectedChildren.erase(index); } } void ProtectedNode::removeAllProtectedChildren() { removeAllProtectedChildrenWithCleanup(true); } void ProtectedNode::removeAllProtectedChildrenWithCleanup(bool cleanup) { // not using detachChild improves speed here for (auto& child : _protectedChildren) { // IMPORTANT: // -1st do onExit // -2nd cleanup if(_running) { child->onExitTransitionDidStart(); child->onExit(); } #if CC_USE_PHYSICS if (child->getPhysicsBody() != nullptr) { child->getPhysicsBody()->removeFromWorld(); } #endif if (cleanup) { child->cleanup(); } // set parent nil at the end child->setParent(nullptr); } _protectedChildren.clear(); } void ProtectedNode::removeProtectedChildByTag(int tag, bool cleanup) { CCASSERT( tag != Node::INVALID_TAG, "Invalid tag"); Node *child = this->getProtectedChildByTag(tag); if (child == nullptr) { CCLOG("cocos2d: removeChildByTag(tag = %d): child not found!", tag); } else { this->removeProtectedChild(child, cleanup); } } // helper used by reorderChild & add void ProtectedNode::insertProtectedChild(cocos2d::Node *child, int z) { _reorderProtectedChildDirty = true; _protectedChildren.pushBack(child); child->_setLocalZOrder(z); } void ProtectedNode::sortAllProtectedChildren() { if( _reorderProtectedChildDirty ) { std::sort( std::begin(_protectedChildren), std::end(_protectedChildren), nodeComparisonLess ); _reorderProtectedChildDirty = false; } } void ProtectedNode::reorderProtectedChild(cocos2d::Node *child, int localZOrder) { CCASSERT( child != nullptr, "Child must be non-nil"); _reorderProtectedChildDirty = true; child->setOrderOfArrival(s_globalOrderOfArrival++); child->_setLocalZOrder(localZOrder); } void ProtectedNode::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags) { // quick return if not visible. children won't be drawn. if (!_visible) { return; } uint32_t flags = processParentFlags(parentTransform, parentFlags); // IMPORTANT: // To ease the migration to v3.0, we still support the Mat4 stack, // but it is deprecated and your code should not rely on it Director* director = Director::getInstance(); CCASSERT(nullptr != director, "Director is null when seting matrix stack"); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform); int i = 0; // used by _children int j = 0; // used by _protectedChildren sortAllChildren(); sortAllProtectedChildren(); // // draw children and protectedChildren zOrder < 0 // for( ; i < _children.size(); i++ ) { auto node = _children.at(i); if ( node && node->getLocalZOrder() < 0 ) node->visit(renderer, _modelViewTransform, flags); else break; } for( ; j < _protectedChildren.size(); j++ ) { auto node = _protectedChildren.at(j); if ( node && node->getLocalZOrder() < 0 ) node->visit(renderer, _modelViewTransform, flags); else break; } // // draw self // if (isVisitableByVisitingCamera()) this->draw(renderer, _modelViewTransform, flags); // // draw children and protectedChildren zOrder >= 0 // for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it) (*it)->visit(renderer, _modelViewTransform, flags); for(auto it=_children.cbegin()+i; it != _children.cend(); ++it) (*it)->visit(renderer, _modelViewTransform, flags); // reset for next frame _orderOfArrival = 0; director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } void ProtectedNode::onEnter() { #if CC_ENABLE_SCRIPT_BINDING if (_scriptType == kScriptTypeJavascript) { if (ScriptEngineManager::sendNodeEventToJSExtended(this, kNodeOnEnter)) return; } #endif Node::onEnter(); for( const auto &child: _protectedChildren) child->onEnter(); } void ProtectedNode::onEnterTransitionDidFinish() { Node::onEnterTransitionDidFinish(); for( const auto &child: _protectedChildren) child->onEnterTransitionDidFinish(); } void ProtectedNode::onExitTransitionDidStart() { Node::onExitTransitionDidStart(); for( const auto &child: _protectedChildren) child->onExitTransitionDidStart(); } void ProtectedNode::onExit() { Node::onExit(); for( const auto &child: _protectedChildren) child->onExit(); } void ProtectedNode::updateDisplayedOpacity(GLubyte parentOpacity) { _displayedOpacity = _realOpacity * parentOpacity/255.0; updateColor(); if (_cascadeOpacityEnabled) { for(auto child : _children){ child->updateDisplayedOpacity(_displayedOpacity); } } for(auto child : _protectedChildren){ child->updateDisplayedOpacity(_displayedOpacity); } } void ProtectedNode::updateDisplayedColor(const Color3B& parentColor) { _displayedColor.r = _realColor.r * parentColor.r/255.0; _displayedColor.g = _realColor.g * parentColor.g/255.0; _displayedColor.b = _realColor.b * parentColor.b/255.0; updateColor(); if (_cascadeColorEnabled) { for(const auto &child : _children){ child->updateDisplayedColor(_displayedColor); } } for(const auto &child : _protectedChildren){ child->updateDisplayedColor(_displayedColor); } } void ProtectedNode::disableCascadeColor() { for(auto child : _children){ child->updateDisplayedColor(Color3B::WHITE); } for(auto child : _protectedChildren){ child->updateDisplayedColor(Color3B::WHITE); } } NS_CC_END