/**************************************************************************** Copyright (c) 2013 cocos2d-x.org 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 "cocostudio/CCDisplayManager.h" #include "cocostudio/CCBone.h" #include "cocostudio/CCArmature.h" #include "cocostudio/CCUtilMath.h" #include "cocostudio/CCSkin.h" using namespace cocos2d; namespace cocostudio { DisplayManager *DisplayManager::create(Bone *bone) { DisplayManager *pDisplayManager = new DisplayManager(); if (pDisplayManager && pDisplayManager->init(bone)) { pDisplayManager->autorelease(); return pDisplayManager; } CC_SAFE_DELETE(pDisplayManager); return nullptr; } DisplayManager::DisplayManager() : _decoDisplayList(nullptr) , _displayRenderNode(nullptr) , _displayType(CS_DISPLAY_MAX) , _currentDecoDisplay(nullptr) , _displayIndex(-1) , _forceChangeDisplay(false) , _visible(true) , _bone(nullptr) { } DisplayManager::~DisplayManager() { CC_SAFE_DELETE(_decoDisplayList); if( _displayRenderNode ) { _displayRenderNode->removeFromParentAndCleanup(true); if(_displayRenderNode->retainCount() > 0) CC_SAFE_RELEASE_NULL(_displayRenderNode); } } bool DisplayManager::init(Bone *bone) { bool ret = false; do { _bone = bone; initDisplayList(bone->getBoneData()); ret = true; } while (0); return ret; } void DisplayManager::addDisplay(DisplayData *displayData, int index) { DecorativeDisplay *decoDisplay = nullptr; if( (index >= 0) && (index < _decoDisplayList->count()) ) { decoDisplay = (DecorativeDisplay *)_decoDisplayList->getObjectAtIndex(index); } else { decoDisplay = DecorativeDisplay::create(); _decoDisplayList->addObject(decoDisplay); } DisplayFactory::addDisplay(_bone, decoDisplay, displayData); //! if changed display index is current display index, then change current display to the new display if(index == _displayIndex) { _displayIndex = -1; changeDisplayByIndex(index, false); } } void DisplayManager::addDisplay(Node *display, int index) { DecorativeDisplay *decoDisplay = nullptr; if( (index >= 0) && (index < _decoDisplayList->count()) ) { decoDisplay = (DecorativeDisplay *)_decoDisplayList->getObjectAtIndex(index); } else { decoDisplay = DecorativeDisplay::create(); _decoDisplayList->addObject(decoDisplay); } DisplayData *displayData = nullptr; if (Skin *skin = dynamic_cast(display)) { skin->setBone(_bone); displayData = SpriteDisplayData::create(); DisplayFactory::initSpriteDisplay(_bone, decoDisplay, skin->getDisplayName().c_str(), skin); if (SpriteDisplayData *spriteDisplayData = (SpriteDisplayData *)decoDisplay->getDisplayData()) { skin->setSkinData(spriteDisplayData->skinData); ((SpriteDisplayData *)displayData)->skinData = spriteDisplayData->skinData; } else { BaseData baseData; skin->setSkinData(baseData); } } else if (dynamic_cast(display)) { displayData = ParticleDisplayData::create(); } else if(Armature *armature = dynamic_cast(display)) { displayData = ArmatureDisplayData::create(); armature->setParentBone(_bone); } else { displayData = DisplayData::create(); } decoDisplay->setDisplay(display); decoDisplay->setDisplayData(displayData); //! if changed display index is current display index, then change current display to the new display if(index == _displayIndex) { _displayIndex = -1; changeDisplayByIndex(index, false); } } void DisplayManager::removeDisplay(int index) { if(index == _displayIndex) { setCurrentDecorativeDisplay(nullptr); _displayIndex = -1; } _decoDisplayList->removeObjectAtIndex(index); } Array *DisplayManager::getDecorativeDisplayList() const { return _decoDisplayList; } void DisplayManager::changeDisplayByIndex(int index, bool force) { CCASSERT( (_decoDisplayList ? index < (int)_decoDisplayList->count() : true), "the _index value is out of range"); _forceChangeDisplay = force; //! If index is equal to current display index,then do nothing if ( _displayIndex == index) return; _displayIndex = index; //! If displayIndex < 0, it means you want to hide you display if (_displayIndex < 0) { if(_displayRenderNode) { _displayRenderNode->removeFromParentAndCleanup(true); setCurrentDecorativeDisplay(nullptr); } return; } DecorativeDisplay *decoDisplay = (DecorativeDisplay *)_decoDisplayList->getObjectAtIndex(_displayIndex); setCurrentDecorativeDisplay(decoDisplay); } void DisplayManager::setCurrentDecorativeDisplay(DecorativeDisplay *decoDisplay) { #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT if (_currentDecoDisplay && _currentDecoDisplay->getColliderDetector()) { _currentDecoDisplay->getColliderDetector()->setActive(false); } #endif _currentDecoDisplay = decoDisplay; #if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT if (_currentDecoDisplay && _currentDecoDisplay->getColliderDetector()) { _currentDecoDisplay->getColliderDetector()->setActive(true); } #endif Node *displayRenderNode = _currentDecoDisplay == nullptr ? nullptr : _currentDecoDisplay->getDisplay(); if (_displayRenderNode) { if (dynamic_cast(_displayRenderNode) != nullptr) { _bone->setChildArmature(nullptr); } _displayRenderNode->removeFromParentAndCleanup(true); _displayRenderNode->release(); } _displayRenderNode = displayRenderNode; if(_displayRenderNode) { if (Armature *armature = dynamic_cast(_displayRenderNode)) { _bone->setChildArmature(armature); } else if (ParticleSystemQuad *particle = dynamic_cast(_displayRenderNode)) { particle->resetSystem(); } if (RGBAProtocol *rgbaProtocaol = dynamic_cast(_displayRenderNode)) { rgbaProtocaol->setColor(_bone->getDisplayedColor()); rgbaProtocaol->setOpacity(_bone->getDisplayedOpacity()); } _displayRenderNode->retain(); _displayRenderNode->setVisible(_visible); _displayType = _currentDecoDisplay->getDisplayData()->displayType; } else { _displayType = CS_DISPLAY_MAX; } } Node *DisplayManager::getDisplayRenderNode() const { return _displayRenderNode; } DisplayType DisplayManager::getDisplayRenderNodeType() const { return _displayType; } int DisplayManager::getCurrentDisplayIndex() const { return _displayIndex; } DecorativeDisplay *DisplayManager::getCurrentDecorativeDisplay() const { return _currentDecoDisplay; } DecorativeDisplay *DisplayManager::getDecorativeDisplayByIndex( int index) const { return (DecorativeDisplay *)_decoDisplayList->getObjectAtIndex(index); } void DisplayManager::initDisplayList(BoneData *boneData) { CC_SAFE_DELETE(_decoDisplayList); _decoDisplayList = Array::create(); _decoDisplayList->retain(); CS_RETURN_IF(!boneData); Object *object = nullptr; Array *displayDataList = &boneData->displayDataList; CCARRAY_FOREACH(displayDataList, object) { DisplayData *displayData = (DisplayData *)object; DecorativeDisplay *decoDisplay = DecorativeDisplay::create(); decoDisplay->setDisplayData(displayData); DisplayFactory::createDisplay(_bone, decoDisplay); _decoDisplayList->addObject(decoDisplay); } } bool DisplayManager::containPoint(Point &point) { if(!_visible || _displayIndex < 0) { return false; } bool ret = false; switch (_currentDecoDisplay->getDisplayData()->displayType) { case CS_DISPLAY_SPRITE: { /* * First we first check if the point is in the sprite content rect. If false, then we continue to check * the contour point. If this step is also false, then we can say the bone not contain this point. * */ Point outPoint = Point(0, 0); Sprite *sprite = (Sprite *)_currentDecoDisplay->getDisplay(); sprite = (Sprite *)sprite->getChildByTag(0); ret = CC_SPRITE_CONTAIN_POINT_WITH_RETURN(sprite, point, outPoint); } break; default: break; } return ret; } bool DisplayManager::containPoint(float x, float y) { Point p = Point(x, y); return containPoint(p); } void DisplayManager::setVisible(bool visible) { if(!_displayRenderNode) return; _visible = visible; _displayRenderNode->setVisible(visible); } bool DisplayManager::isVisible() const { return _visible; } Size DisplayManager::getContentSize() const { CS_RETURN_IF(!_displayRenderNode) Size(0, 0); return _displayRenderNode->getContentSize(); } Rect DisplayManager::getBoundingBox() const { CS_RETURN_IF(!_displayRenderNode) Rect(0, 0, 0, 0); return _displayRenderNode->getBoundingBox(); } Point DisplayManager::getAnchorPoint() const { CS_RETURN_IF(!_displayRenderNode) Point(0, 0); return _displayRenderNode->getAnchorPoint(); } Point DisplayManager::getAnchorPointInPoints() const { CS_RETURN_IF(!_displayRenderNode) Point(0, 0); return _displayRenderNode->getAnchorPointInPoints(); } }