/**************************************************************************** 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 "2d/CCNode.h" #include #include "base/CCDirector.h" #include "base/CCScheduler.h" #include "base/CCTouch.h" #include "base/CCEventDispatcher.h" #include "base/CCEvent.h" #include "base/CCEventTouch.h" #include "base/ccCArray.h" #include "2d/CCGrid.h" #include "2d/CCActionManager.h" #include "base/CCScriptSupport.h" #include "2d/CCScene.h" #include "2d/CCComponent.h" #include "2d/CCComponentContainer.h" #include "renderer/CCGLProgram.h" #include "renderer/CCGLProgramState.h" #include "math/TransformUtils.h" #include "deprecated/CCString.h" #if CC_USE_PHYSICS #include "physics/CCPhysicsBody.h" #endif #if CC_NODE_RENDER_SUBPIXEL #define RENDER_IN_SUBPIXEL #else #define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__)) #endif NS_CC_BEGIN bool nodeComparisonLess(Node* n1, Node* n2) { return( n1->getLocalZOrder() < n2->getLocalZOrder() || ( n1->getLocalZOrder() == n2->getLocalZOrder() && n1->getOrderOfArrival() < n2->getOrderOfArrival() ) ); } // 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. int Node::s_globalOrderOfArrival = 1; Node::Node(void) : _rotationX(0.0f) , _rotationY(0.0f) , _rotationZ_X(0.0f) , _rotationZ_Y(0.0f) , _scaleX(1.0f) , _scaleY(1.0f) , _scaleZ(1.0f) , _positionZ(0.0f) , _position(Vec2::ZERO) , _skewX(0.0f) , _skewY(0.0f) , _anchorPointInPoints(Vec2::ZERO) , _anchorPoint(Vec2::ZERO) , _contentSize(Size::ZERO) , _useAdditionalTransform(false) , _transformDirty(true) , _inverseDirty(true) , _transformUpdated(true) // children (lazy allocs) // lazy alloc , _localZOrder(0) , _globalZOrder(0) , _parent(nullptr) // "whole screen" objects. like Scenes and Layers, should set _ignoreAnchorPointForPosition to true , _tag(Node::INVALID_TAG) // userData is always inited as nil , _userData(nullptr) , _userObject(nullptr) , _glProgramState(nullptr) , _orderOfArrival(0) , _running(false) , _visible(true) , _ignoreAnchorPointForPosition(false) , _reorderChildDirty(false) , _isTransitionFinished(false) #if CC_ENABLE_SCRIPT_BINDING , _updateScriptHandler(0) #endif , _componentContainer(nullptr) #if CC_USE_PHYSICS , _physicsBody(nullptr) #endif , _displayedOpacity(255) , _realOpacity(255) , _displayedColor(Color3B::WHITE) , _realColor(Color3B::WHITE) , _cascadeColorEnabled(false) , _cascadeOpacityEnabled(false) { // set default scheduler and actionManager Director *director = Director::getInstance(); _actionManager = director->getActionManager(); _actionManager->retain(); _scheduler = director->getScheduler(); _scheduler->retain(); _eventDispatcher = director->getEventDispatcher(); _eventDispatcher->retain(); #if CC_ENABLE_SCRIPT_BINDING ScriptEngineProtocol* engine = ScriptEngineManager::getInstance()->getScriptEngine(); _scriptType = engine != nullptr ? engine->getScriptType() : kScriptTypeNone; #endif _transform = _inverse = _additionalTransform = Mat4::IDENTITY; } Node::~Node() { CCLOGINFO( "deallocing Node: %p - tag: %i", this, _tag ); #if CC_ENABLE_SCRIPT_BINDING if (_updateScriptHandler) { ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptHandler(_updateScriptHandler); } #endif // User object has to be released before others, since userObject may have a weak reference of this node // It may invoke `node->stopAllAction();` while `_actionManager` is null if the next line is after `CC_SAFE_RELEASE_NULL(_actionManager)`. CC_SAFE_RELEASE_NULL(_userObject); // attributes CC_SAFE_RELEASE_NULL(_glProgramState); for (auto& child : _children) { child->_parent = nullptr; } removeAllComponents(); CC_SAFE_DELETE(_componentContainer); #if CC_USE_PHYSICS setPhysicsBody(nullptr); #endif CC_SAFE_RELEASE_NULL(_actionManager); CC_SAFE_RELEASE_NULL(_scheduler); _eventDispatcher->removeEventListenersForTarget(this); #if CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS && COCOS2D_DEBUG > 0 _eventDispatcher->debugCheckNodeHasNoEventListenersOnDestruction(this); #endif CCASSERT(!_running, "Node still marked as running on node destruction! Was base class onExit() called in derived class onExit() implementations?"); CC_SAFE_RELEASE(_eventDispatcher); } bool Node::init() { return true; } float Node::getSkewX() const { return _skewX; } void Node::setSkewX(float skewX) { if (_skewX == skewX) return; _skewX = skewX; _transformUpdated = _transformDirty = _inverseDirty = true; } float Node::getSkewY() const { return _skewY; } void Node::setSkewY(float skewY) { if (_skewY == skewY) return; _skewY = skewY; _transformUpdated = _transformDirty = _inverseDirty = true; } /// zOrder setter : private method /// used internally to alter the zOrder variable. DON'T call this method manually void Node::_setLocalZOrder(int z) { _localZOrder = z; } void Node::setLocalZOrder(int z) { if (_localZOrder == z) return; _localZOrder = z; if (_parent) { _parent->reorderChild(this, z); } _eventDispatcher->setDirtyForNode(this); } void Node::setGlobalZOrder(float globalZOrder) { if (_globalZOrder != globalZOrder) { _globalZOrder = globalZOrder; _eventDispatcher->setDirtyForNode(this); } } /// rotation getter float Node::getRotation() const { CCASSERT(_rotationZ_X == _rotationZ_Y, "CCNode#rotation. RotationX != RotationY. Don't know which one to return"); return _rotationZ_X; } /// rotation setter void Node::setRotation(float rotation) { if (_rotationZ_X == rotation) return; _rotationZ_X = _rotationZ_Y = rotation; _transformUpdated = _transformDirty = _inverseDirty = true; #if CC_USE_PHYSICS if (_physicsBody && !_physicsBody->_rotationResetTag) { Scene* scene = _physicsBody->getWorld() != nullptr ? &_physicsBody->getWorld()->getScene() : nullptr; updatePhysicsBodyRotation(scene); } #endif } float Node::getRotationSkewX() const { return _rotationZ_X; } void Node::setRotation3D(const Vec3& rotation) { if (_rotationX == rotation.x && _rotationY == rotation.y && _rotationZ_X == rotation.z) return; _transformUpdated = _transformDirty = _inverseDirty = true; _rotationX = rotation.x; _rotationY = rotation.y; // rotation Z is decomposed in 2 to simulate Skew for Flash animations _rotationZ_Y = _rotationZ_X = rotation.z; #if CC_USE_PHYSICS if (_physicsBody) { Scene* scene = _physicsBody->getWorld() != nullptr ? &_physicsBody->getWorld()->getScene() : nullptr; updatePhysicsBodyRotation(scene); } #endif } Vec3 Node::getRotation3D() const { // rotation Z is decomposed in 2 to simulate Skew for Flash animations CCASSERT(_rotationZ_X == _rotationZ_Y, "_rotationZ_X != _rotationZ_Y"); return Vec3(_rotationX,_rotationY,_rotationZ_X); } void Node::setRotationSkewX(float rotationX) { if (_rotationZ_X == rotationX) return; _rotationZ_X = rotationX; _transformUpdated = _transformDirty = _inverseDirty = true; } float Node::getRotationSkewY() const { return _rotationZ_Y; } void Node::setRotationSkewY(float rotationY) { if (_rotationZ_Y == rotationY) return; _rotationZ_Y = rotationY; _transformUpdated = _transformDirty = _inverseDirty = true; } /// scale getter float Node::getScale(void) const { CCASSERT( _scaleX == _scaleY, "CCNode#scale. ScaleX != ScaleY. Don't know which one to return"); return _scaleX; } /// scale setter void Node::setScale(float scale) { if (_scaleX == scale) return; _scaleX = _scaleY = _scaleZ = scale; _transformUpdated = _transformDirty = _inverseDirty = true; } /// scaleX getter float Node::getScaleX() const { return _scaleX; } /// scale setter void Node::setScale(float scaleX,float scaleY) { if (_scaleX == scaleX && _scaleY == scaleY) return; _scaleX = scaleX; _scaleY = scaleY; _transformUpdated = _transformDirty = _inverseDirty = true; } /// scaleX setter void Node::setScaleX(float scaleX) { if (_scaleX == scaleX) return; _scaleX = scaleX; _transformUpdated = _transformDirty = _inverseDirty = true; } /// scaleY getter float Node::getScaleY() const { return _scaleY; } /// scaleY setter void Node::setScaleZ(float scaleZ) { if (_scaleZ == scaleZ) return; _scaleZ = scaleZ; _transformUpdated = _transformDirty = _inverseDirty = true; } /// scaleY getter float Node::getScaleZ() const { return _scaleZ; } /// scaleY setter void Node::setScaleY(float scaleY) { if (_scaleY == scaleY) return; _scaleY = scaleY; _transformUpdated = _transformDirty = _inverseDirty = true; } /// position getter const Vec2& Node::getPosition() const { return _position; } /// position setter void Node::setPosition(const Vec2& position) { if (_position.equals(position)) return; _position = position; _transformUpdated = _transformDirty = _inverseDirty = true; #if CC_USE_PHYSICS if (_physicsBody != nullptr && !_physicsBody->_positionResetTag) { Scene* scene = _physicsBody->getWorld() != nullptr ? &_physicsBody->getWorld()->getScene() : nullptr; updatePhysicsBodyPosition(scene); } #endif } void Node::getPosition(float* x, float* y) const { *x = _position.x; *y = _position.y; } void Node::setPosition(float x, float y) { setPosition(Vec2(x, y)); } void Node::setPosition3D(const Vec3& position) { _positionZ = position.z; setPosition(Vec2(position.x, position.y)); } Vec3 Node::getPosition3D() const { Vec3 ret; ret.x = _position.x; ret.y = _position.y; ret.z = _positionZ; return ret; } float Node::getPositionX() const { return _position.x; } void Node::setPositionX(float x) { setPosition(Vec2(x, _position.y)); } float Node::getPositionY() const { return _position.y; } void Node::setPositionY(float y) { setPosition(Vec2(_position.x, y)); } float Node::getPositionZ() const { return _positionZ; } void Node::setPositionZ(float positionZ) { if (_positionZ == positionZ) return; _transformUpdated = _transformDirty = _inverseDirty = true; _positionZ = positionZ; // XXX BUG // Global Z Order should based on the modelViewTransform setGlobalZOrder(positionZ); } ssize_t Node::getChildrenCount() const { return _children.size(); } /// isVisible getter bool Node::isVisible() const { return _visible; } /// isVisible setter void Node::setVisible(bool visible) { if(visible != _visible) { _visible = visible; if(_visible) _transformUpdated = _transformDirty = _inverseDirty = true; } } const Vec2& Node::getAnchorPointInPoints() const { return _anchorPointInPoints; } /// anchorPoint getter const Vec2& Node::getAnchorPoint() const { return _anchorPoint; } void Node::setAnchorPoint(const Vec2& point) { #if CC_USE_PHYSICS if (_physicsBody != nullptr && !point.equals(Vec2::ANCHOR_MIDDLE)) { CCLOG("Node warning: This node has a physics body, the anchor must be in the middle, you cann't change this to other value."); return; } #endif if( ! point.equals(_anchorPoint)) { _anchorPoint = point; _anchorPointInPoints = Vec2(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y ); _transformUpdated = _transformDirty = _inverseDirty = true; } } /// contentSize getter const Size& Node::getContentSize() const { return _contentSize; } void Node::setContentSize(const Size & size) { if ( ! size.equals(_contentSize)) { _contentSize = size; _anchorPointInPoints = Vec2(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y ); _transformUpdated = _transformDirty = _inverseDirty = true; } } // isRunning getter bool Node::isRunning() const { return _running; } /// parent setter void Node::setParent(Node * parent) { _parent = parent; } /// isRelativeAnchorPoint getter bool Node::isIgnoreAnchorPointForPosition() const { return _ignoreAnchorPointForPosition; } /// isRelativeAnchorPoint setter void Node::ignoreAnchorPointForPosition(bool newValue) { if (newValue != _ignoreAnchorPointForPosition) { _ignoreAnchorPointForPosition = newValue; _transformUpdated = _transformDirty = _inverseDirty = true; } } /// tag getter int Node::getTag() const { return _tag; } /// tag setter void Node::setTag(int tag) { _tag = tag ; } /// userData setter void Node::setUserData(void *userData) { _userData = userData; } int Node::getOrderOfArrival() const { return _orderOfArrival; } void Node::setOrderOfArrival(int orderOfArrival) { CCASSERT(orderOfArrival >=0, "Invalid orderOfArrival"); _orderOfArrival = orderOfArrival; } void Node::setUserObject(Ref *userObject) { CC_SAFE_RETAIN(userObject); CC_SAFE_RELEASE(_userObject); _userObject = userObject; } GLProgramState* Node::getGLProgramState() const { return _glProgramState; } void Node::setGLProgramState(cocos2d::GLProgramState *glProgramState) { if(glProgramState != _glProgramState) { CC_SAFE_RELEASE(_glProgramState); _glProgramState = glProgramState; CC_SAFE_RETAIN(_glProgramState); } } void Node::setGLProgram(GLProgram *glProgram) { if (_glProgramState == nullptr || (_glProgramState && _glProgramState->getGLProgram() != glProgram)) { CC_SAFE_RELEASE(_glProgramState); _glProgramState = GLProgramState::getOrCreateWithGLProgram(glProgram); _glProgramState->retain(); } } GLProgram * Node::getGLProgram() const { return _glProgramState ? _glProgramState->getGLProgram() : nullptr; } Scene* Node::getScene() { if(!_parent) return nullptr; return _parent->getScene(); } Rect Node::getBoundingBox() const { Rect rect = Rect(0, 0, _contentSize.width, _contentSize.height); return RectApplyAffineTransform(rect, getNodeToParentAffineTransform()); } Node * Node::create() { Node * ret = new Node(); if (ret && ret->init()) { ret->autorelease(); } else { CC_SAFE_DELETE(ret); } return ret; } void Node::cleanup() { // actions this->stopAllActions(); this->unscheduleAllSelectors(); #if CC_ENABLE_SCRIPT_BINDING if ( _scriptType != kScriptTypeNone) { int action = kNodeOnCleanup; BasicScriptData data(this,(void*)&action); ScriptEvent scriptEvent(kNodeEvent,(void*)&data); ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&scriptEvent); } #endif // #if CC_ENABLE_SCRIPT_BINDING // timers for( const auto &child: _children) child->cleanup(); } std::string Node::getDescription() const { return StringUtils::format("_tag == tag) return child; } return nullptr; } /* "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 Node::addChild(Node *child, int zOrder, int tag) { CCASSERT( child != nullptr, "Argument must be non-nil"); CCASSERT( child->_parent == nullptr, "child already added. It can't be added again"); if (_children.empty()) { this->childrenAlloc(); } this->insertChild(child, zOrder); child->_tag = 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(); } } void Node::addChild(Node *child, int zOrder) { CCASSERT( child != nullptr, "Argument must be non-nil"); this->addChild(child, zOrder, child->_tag); } void Node::addChild(Node *child) { CCASSERT( child != nullptr, "Argument must be non-nil"); this->addChild(child, child->_localZOrder, child->_tag); } void Node::removeFromParent() { this->removeFromParentAndCleanup(true); } void Node::removeFromParentAndCleanup(bool cleanup) { if (_parent != nullptr) { _parent->removeChild(this,cleanup); } } /* "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 Node::removeChild(Node* child, bool cleanup /* = true */) { // explicit nil handling if (_children.empty()) { return; } ssize_t index = _children.getIndex(child); if( index != CC_INVALID_INDEX ) this->detachChild( child, index, cleanup ); } void Node::removeChildByTag(int tag, bool cleanup/* = true */) { CCASSERT( tag != Node::INVALID_TAG, "Invalid tag"); Node *child = this->getChildByTag(tag); if (child == nullptr) { CCLOG("cocos2d: removeChildByTag(tag = %d): child not found!", tag); } else { this->removeChild(child, cleanup); } } void Node::removeAllChildren() { this->removeAllChildrenWithCleanup(true); } void Node::removeAllChildrenWithCleanup(bool cleanup) { // not using detachChild improves speed here for (auto& child : _children) { // IMPORTANT: // -1st do onExit // -2nd cleanup if(_running) { child->onExitTransitionDidStart(); child->onExit(); } #if CC_USE_PHYSICS if (child->_physicsBody != nullptr) { child->_physicsBody->removeFromWorld(); } #endif if (cleanup) { child->cleanup(); } // set parent nil at the end child->setParent(nullptr); } _children.clear(); } void Node::detachChild(Node *child, ssize_t childIndex, bool doCleanup) { // IMPORTANT: // -1st do onExit // -2nd cleanup if (_running) { child->onExitTransitionDidStart(); child->onExit(); } #if CC_USE_PHYSICS if (child->_physicsBody != nullptr) { child->_physicsBody->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 (doCleanup) { child->cleanup(); } // set parent nil at the end child->setParent(nullptr); _children.erase(childIndex); } // helper used by reorderChild & add void Node::insertChild(Node* child, int z) { _transformUpdated = true; _reorderChildDirty = true; _children.pushBack(child); child->_setLocalZOrder(z); } void Node::reorderChild(Node *child, int zOrder) { CCASSERT( child != nullptr, "Child must be non-nil"); _reorderChildDirty = true; child->setOrderOfArrival(s_globalOrderOfArrival++); child->_setLocalZOrder(zOrder); } void Node::sortAllChildren() { if( _reorderChildDirty ) { std::sort( std::begin(_children), std::end(_children), nodeComparisonLess ); _reorderChildDirty = false; } } void Node::draw() { auto renderer = Director::getInstance()->getRenderer(); draw(renderer, _modelViewTransform, true); } void Node::draw(Renderer* renderer, const Mat4 &transform, bool transformUpdated) { } void Node::visit() { auto renderer = Director::getInstance()->getRenderer(); Mat4 parentTransform = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); visit(renderer, parentTransform, true); } void Node::visit(Renderer* renderer, const Mat4 &parentTransform, bool parentTransformUpdated) { // quick return if not visible. children won't be drawn. if (!_visible) { return; } bool dirty = _transformUpdated || parentTransformUpdated; if(dirty) _modelViewTransform = this->transform(parentTransform); _transformUpdated = false; // 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; if(!_children.empty()) { sortAllChildren(); // draw children zOrder < 0 for( ; i < _children.size(); i++ ) { auto node = _children.at(i); if ( node && node->_localZOrder < 0 ) node->visit(renderer, _modelViewTransform, dirty); else break; } // self draw this->draw(renderer, _modelViewTransform, dirty); for(auto it=_children.cbegin()+i; it != _children.cend(); ++it) (*it)->visit(renderer, _modelViewTransform, dirty); } else { this->draw(renderer, _modelViewTransform, dirty); } // reset for next frame _orderOfArrival = 0; director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } Mat4 Node::transform(const Mat4& parentTransform) { Mat4 ret = this->getNodeToParentTransform(); ret = parentTransform * ret; return ret; } #if CC_ENABLE_SCRIPT_BINDING static bool sendNodeEventToJS(Node* node, int action) { auto scriptEngine = ScriptEngineManager::getInstance()->getScriptEngine(); if (scriptEngine->isCalledFromScript()) { scriptEngine->setCalledFromScript(false); } else { BasicScriptData data(node,(void*)&action); ScriptEvent scriptEvent(kNodeEvent,(void*)&data); if (scriptEngine->sendEvent(&scriptEvent)) return true; } return false; } static void sendNodeEventToLua(Node* node, int action) { auto scriptEngine = ScriptEngineManager::getInstance()->getScriptEngine(); BasicScriptData data(node,(void*)&action); ScriptEvent scriptEvent(kNodeEvent,(void*)&data); scriptEngine->sendEvent(&scriptEvent); } #endif void Node::onEnter() { #if CC_ENABLE_SCRIPT_BINDING if (_scriptType == kScriptTypeJavascript) { if (sendNodeEventToJS(this, kNodeOnEnter)) return; } #endif _isTransitionFinished = false; for( const auto &child: _children) child->onEnter(); this->resume(); _running = true; #if CC_ENABLE_SCRIPT_BINDING if (_scriptType == kScriptTypeLua) { sendNodeEventToLua(this, kNodeOnEnter); } #endif } void Node::onEnterTransitionDidFinish() { #if CC_ENABLE_SCRIPT_BINDING if (_scriptType == kScriptTypeJavascript) { if (sendNodeEventToJS(this, kNodeOnEnterTransitionDidFinish)) return; } #endif _isTransitionFinished = true; for( const auto &child: _children) child->onEnterTransitionDidFinish(); #if CC_ENABLE_SCRIPT_BINDING if (_scriptType == kScriptTypeLua) { sendNodeEventToLua(this, kNodeOnEnterTransitionDidFinish); } #endif } void Node::onExitTransitionDidStart() { #if CC_ENABLE_SCRIPT_BINDING if (_scriptType == kScriptTypeJavascript) { if (sendNodeEventToJS(this, kNodeOnExitTransitionDidStart)) return; } #endif for( const auto &child: _children) child->onExitTransitionDidStart(); #if CC_ENABLE_SCRIPT_BINDING if (_scriptType == kScriptTypeLua) { sendNodeEventToLua(this, kNodeOnExitTransitionDidStart); } #endif } void Node::onExit() { #if CC_ENABLE_SCRIPT_BINDING if (_scriptType == kScriptTypeJavascript) { if (sendNodeEventToJS(this, kNodeOnExit)) return; } #endif this->pause(); _running = false; for( const auto &child: _children) child->onExit(); #if CC_ENABLE_SCRIPT_BINDING if (_scriptType == kScriptTypeLua) { sendNodeEventToLua(this, kNodeOnExit); } #endif } void Node::setEventDispatcher(EventDispatcher* dispatcher) { if (dispatcher != _eventDispatcher) { _eventDispatcher->removeEventListenersForTarget(this); CC_SAFE_RETAIN(dispatcher); CC_SAFE_RELEASE(_eventDispatcher); _eventDispatcher = dispatcher; } } void Node::setActionManager(ActionManager* actionManager) { if( actionManager != _actionManager ) { this->stopAllActions(); CC_SAFE_RETAIN(actionManager); CC_SAFE_RELEASE(_actionManager); _actionManager = actionManager; } } Action * Node::runAction(Action* action) { CCASSERT( action != nullptr, "Argument must be non-nil"); _actionManager->addAction(action, this, !_running); return action; } void Node::stopAllActions() { _actionManager->removeAllActionsFromTarget(this); } void Node::stopAction(Action* action) { _actionManager->removeAction(action); } void Node::stopActionByTag(int tag) { CCASSERT( tag != Action::INVALID_TAG, "Invalid tag"); _actionManager->removeActionByTag(tag, this); } Action * Node::getActionByTag(int tag) { CCASSERT( tag != Action::INVALID_TAG, "Invalid tag"); return _actionManager->getActionByTag(tag, this); } ssize_t Node::getNumberOfRunningActions() const { return _actionManager->getNumberOfRunningActionsInTarget(this); } // Node - Callbacks void Node::setScheduler(Scheduler* scheduler) { if( scheduler != _scheduler ) { this->unscheduleAllSelectors(); CC_SAFE_RETAIN(scheduler); CC_SAFE_RELEASE(_scheduler); _scheduler = scheduler; } } bool Node::isScheduled(SEL_SCHEDULE selector) { return _scheduler->isScheduled(selector, this); } void Node::scheduleUpdate() { scheduleUpdateWithPriority(0); } void Node::scheduleUpdateWithPriority(int priority) { _scheduler->scheduleUpdate(this, priority, !_running); } void Node::scheduleUpdateWithPriorityLua(int nHandler, int priority) { unscheduleUpdate(); #if CC_ENABLE_SCRIPT_BINDING _updateScriptHandler = nHandler; #endif _scheduler->scheduleUpdate(this, priority, !_running); } void Node::unscheduleUpdate() { _scheduler->unscheduleUpdate(this); #if CC_ENABLE_SCRIPT_BINDING if (_updateScriptHandler) { ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptHandler(_updateScriptHandler); _updateScriptHandler = 0; } #endif } void Node::schedule(SEL_SCHEDULE selector) { this->schedule(selector, 0.0f, kRepeatForever, 0.0f); } void Node::schedule(SEL_SCHEDULE selector, float interval) { this->schedule(selector, interval, kRepeatForever, 0.0f); } void Node::schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay) { CCASSERT( selector, "Argument must be non-nil"); CCASSERT( interval >=0, "Argument must be positive"); _scheduler->schedule(selector, this, interval , repeat, delay, !_running); } void Node::scheduleOnce(SEL_SCHEDULE selector, float delay) { this->schedule(selector, 0.0f, 0, delay); } void Node::unschedule(SEL_SCHEDULE selector) { // explicit null handling if (selector == nullptr) return; _scheduler->unschedule(selector, this); } void Node::unscheduleAllSelectors() { _scheduler->unscheduleAllForTarget(this); } void Node::resume() { _scheduler->resumeTarget(this); _actionManager->resumeTarget(this); _eventDispatcher->resumeEventListenersForTarget(this); } void Node::pause() { _scheduler->pauseTarget(this); _actionManager->pauseTarget(this); _eventDispatcher->pauseEventListenersForTarget(this); } void Node::resumeSchedulerAndActions() { resume(); } void Node::pauseSchedulerAndActions() { pause(); } // override me void Node::update(float fDelta) { #if CC_ENABLE_SCRIPT_BINDING if (0 != _updateScriptHandler) { //only lua use SchedulerScriptData data(_updateScriptHandler,fDelta); ScriptEvent event(kScheduleEvent,&data); ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&event); } #endif if (_componentContainer && !_componentContainer->isEmpty()) { _componentContainer->visit(fDelta); } } AffineTransform Node::getNodeToParentAffineTransform() const { AffineTransform ret; GLToCGAffine(getNodeToParentTransform().m, &ret); return ret; } const Mat4& Node::getNodeToParentTransform() const { if (_transformDirty) { // Translate values float x = _position.x; float y = _position.y; float z = _positionZ; if (_ignoreAnchorPointForPosition) { x += _anchorPointInPoints.x; y += _anchorPointInPoints.y; } // Rotation values // Change rotation code to handle X and Y // If we skew with the exact same value for both x and y then we're simply just rotating float cx = 1, sx = 0, cy = 1, sy = 0; if (_rotationZ_X || _rotationZ_Y) { float radiansX = -CC_DEGREES_TO_RADIANS(_rotationZ_X); float radiansY = -CC_DEGREES_TO_RADIANS(_rotationZ_Y); cx = cosf(radiansX); sx = sinf(radiansX); cy = cosf(radiansY); sy = sinf(radiansY); } bool needsSkewMatrix = ( _skewX || _skewY ); // optimization: // inline anchor point calculation if skew is not needed // Adjusted transform calculation for rotational skew if (! needsSkewMatrix && !_anchorPointInPoints.equals(Vec2::ZERO)) { x += cy * -_anchorPointInPoints.x * _scaleX + -sx * -_anchorPointInPoints.y * _scaleY; y += sy * -_anchorPointInPoints.x * _scaleX + cx * -_anchorPointInPoints.y * _scaleY; } // Build Transform Matrix // Adjusted transform calculation for rotational skew float mat[] = { cy * _scaleX, sy * _scaleX, 0, 0, -sx * _scaleY, cx * _scaleY, 0, 0, 0, 0, _scaleZ, 0, x, y, z, 1 }; _transform.set(mat); // XXX // FIX ME: Expensive operation. // FIX ME: It should be done together with the rotationZ if(_rotationY) { Mat4 rotY; Mat4::createRotationY(CC_DEGREES_TO_RADIANS(_rotationY), &rotY); _transform = _transform * rotY; } if(_rotationX) { Mat4 rotX; Mat4::createRotationX(CC_DEGREES_TO_RADIANS(_rotationX), &rotX); _transform = _transform * rotX; } // XXX: Try to inline skew // If skew is needed, apply skew and then anchor point if (needsSkewMatrix) { Mat4 skewMatrix(1, (float)tanf(CC_DEGREES_TO_RADIANS(_skewY)), 0, 0, (float)tanf(CC_DEGREES_TO_RADIANS(_skewX)), 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1); _transform = _transform * skewMatrix; // adjust anchor point if (!_anchorPointInPoints.equals(Vec2::ZERO)) { // XXX: Argh, Mat4 needs a "translate" method. // XXX: Although this is faster than multiplying a vec4 * mat4 _transform.m[12] += _transform.m[0] * -_anchorPointInPoints.x + _transform.m[4] * -_anchorPointInPoints.y; _transform.m[13] += _transform.m[1] * -_anchorPointInPoints.x + _transform.m[5] * -_anchorPointInPoints.y; } } if (_useAdditionalTransform) { _transform = _transform * _additionalTransform; } _transformDirty = false; } return _transform; } void Node::setNodeToParentTransform(const Mat4& transform) { _transform = transform; _transformDirty = false; _transformUpdated = true; } void Node::setAdditionalTransform(const AffineTransform& additionalTransform) { Mat4 tmp; CGAffineToGL(additionalTransform, tmp.m); setAdditionalTransform(&tmp); } void Node::setAdditionalTransform(Mat4* additionalTransform) { if(additionalTransform == nullptr) { _useAdditionalTransform = false; } else { _additionalTransform = *additionalTransform; _useAdditionalTransform = true; } _transformUpdated = _transformDirty = _inverseDirty = true; } AffineTransform Node::getParentToNodeAffineTransform() const { AffineTransform ret; Mat4 ret4 = getParentToNodeTransform(); GLToCGAffine(ret4.m,&ret); return ret; } const Mat4& Node::getParentToNodeTransform() const { if ( _inverseDirty ) { _inverse = _transform.getInversed(); _inverseDirty = false; } return _inverse; } AffineTransform Node::getNodeToWorldAffineTransform() const { AffineTransform t = this->getNodeToParentAffineTransform(); for (Node *p = _parent; p != nullptr; p = p->getParent()) t = AffineTransformConcat(t, p->getNodeToParentAffineTransform()); return t; } Mat4 Node::getNodeToWorldTransform() const { Mat4 t = this->getNodeToParentTransform(); for (Node *p = _parent; p != nullptr; p = p->getParent()) { t = p->getNodeToParentTransform() * t; } return t; } AffineTransform Node::getWorldToNodeAffineTransform() const { return AffineTransformInvert(this->getNodeToWorldAffineTransform()); } Mat4 Node::getWorldToNodeTransform() const { return getNodeToWorldTransform().getInversed(); } Vec2 Node::convertToNodeSpace(const Vec2& worldPoint) const { Mat4 tmp = getWorldToNodeTransform(); Vec3 vec3(worldPoint.x, worldPoint.y, 0); Vec3 ret; tmp.transformPoint(vec3,&ret); return Vec2(ret.x, ret.y); } Vec2 Node::convertToWorldSpace(const Vec2& nodePoint) const { Mat4 tmp = getNodeToWorldTransform(); Vec3 vec3(nodePoint.x, nodePoint.y, 0); Vec3 ret; tmp.transformPoint(vec3,&ret); return Vec2(ret.x, ret.y); } Vec2 Node::convertToNodeSpaceAR(const Vec2& worldPoint) const { Vec2 nodePoint = convertToNodeSpace(worldPoint); return nodePoint - _anchorPointInPoints; } Vec2 Node::convertToWorldSpaceAR(const Vec2& nodePoint) const { Vec2 pt = nodePoint + _anchorPointInPoints; return convertToWorldSpace(pt); } Vec2 Node::convertToWindowSpace(const Vec2& nodePoint) const { Vec2 worldPoint = this->convertToWorldSpace(nodePoint); return Director::getInstance()->convertToUI(worldPoint); } // convenience methods which take a Touch instead of Vec2 Vec2 Node::convertTouchToNodeSpace(Touch *touch) const { Vec2 point = touch->getLocation(); return this->convertToNodeSpace(point); } Vec2 Node::convertTouchToNodeSpaceAR(Touch *touch) const { Vec2 point = touch->getLocation(); return this->convertToNodeSpaceAR(point); } void Node::updateTransform() { // Recursively iterate over children for( const auto &child: _children) child->updateTransform(); } Component* Node::getComponent(const std::string& name) { if( _componentContainer ) return _componentContainer->get(name); return nullptr; } bool Node::addComponent(Component *component) { // lazy alloc if( !_componentContainer ) _componentContainer = new ComponentContainer(this); return _componentContainer->add(component); } bool Node::removeComponent(const std::string& name) { if( _componentContainer ) return _componentContainer->remove(name); return false; } void Node::removeAllComponents() { if( _componentContainer ) _componentContainer->removeAll(); } #if CC_USE_PHYSICS void Node::updatePhysicsBodyPosition(Scene* scene) { if (_physicsBody != nullptr) { if (scene != nullptr && scene->getPhysicsWorld() != nullptr) { Vec2 pos = getParent() == scene ? getPosition() : scene->convertToNodeSpace(_parent->convertToWorldSpace(getPosition())); _physicsBody->setPosition(pos); } else { _physicsBody->setPosition(getPosition()); } } } void Node::updatePhysicsBodyRotation(Scene* scene) { if (_physicsBody != nullptr) { if (scene != nullptr && scene->getPhysicsWorld() != nullptr) { float rotation = _rotationZ_X; for (Node* parent = _parent; parent != scene; parent = parent->getParent()) { rotation += parent->getRotation(); } _physicsBody->setRotation(rotation); } else { _physicsBody->setRotation(_rotationZ_X); } } } void Node::setPhysicsBody(PhysicsBody* body) { if (body != nullptr) { body->_node = this; body->retain(); // physics rotation based on body position, but node rotation based on node anthor point // it cann't support both of them, so I clear the anthor point to default. if (!getAnchorPoint().equals(Vec2::ANCHOR_MIDDLE)) { CCLOG("Node warning: setPhysicsBody sets anchor point to Vec2::ANCHOR_MIDDLE."); setAnchorPoint(Vec2::ANCHOR_MIDDLE); } } if (_physicsBody != nullptr) { PhysicsWorld* world = _physicsBody->getWorld(); _physicsBody->removeFromWorld(); _physicsBody->_node = nullptr; _physicsBody->release(); if (world != nullptr && body != nullptr) { world->addBody(body); } } _physicsBody = body; if (body != nullptr) { Node* node; Scene* scene = nullptr; for (node = this->getParent(); node != nullptr; node = node->getParent()) { Scene* tmpScene = dynamic_cast(node); if (tmpScene != nullptr && tmpScene->getPhysicsWorld() != nullptr) { scene = tmpScene; break; } } updatePhysicsBodyPosition(scene); updatePhysicsBodyRotation(scene); } } PhysicsBody* Node::getPhysicsBody() const { return _physicsBody; } #endif //CC_USE_PHYSICS GLubyte Node::getOpacity(void) const { return _realOpacity; } GLubyte Node::getDisplayedOpacity() const { return _displayedOpacity; } void Node::setOpacity(GLubyte opacity) { _displayedOpacity = _realOpacity = opacity; updateCascadeOpacity(); } void Node::updateDisplayedOpacity(GLubyte parentOpacity) { _displayedOpacity = _realOpacity * parentOpacity/255.0; updateColor(); if (_cascadeOpacityEnabled) { for(auto child : _children){ child->updateDisplayedOpacity(_displayedOpacity); } } } bool Node::isCascadeOpacityEnabled(void) const { return _cascadeOpacityEnabled; } void Node::setCascadeOpacityEnabled(bool cascadeOpacityEnabled) { if (_cascadeOpacityEnabled == cascadeOpacityEnabled) { return; } _cascadeOpacityEnabled = cascadeOpacityEnabled; if (cascadeOpacityEnabled) { updateCascadeOpacity(); } else { disableCascadeOpacity(); } } void Node::updateCascadeOpacity() { GLubyte parentOpacity = 255; if (_parent != nullptr && _parent->isCascadeOpacityEnabled()) { parentOpacity = _parent->getDisplayedOpacity(); } updateDisplayedOpacity(parentOpacity); } void Node::disableCascadeOpacity() { _displayedOpacity = _realOpacity; for(auto child : _children){ child->updateDisplayedOpacity(255); } } const Color3B& Node::getColor(void) const { return _realColor; } const Color3B& Node::getDisplayedColor() const { return _displayedColor; } void Node::setColor(const Color3B& color) { _displayedColor = _realColor = color; updateCascadeColor(); } void Node::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); } } } bool Node::isCascadeColorEnabled(void) const { return _cascadeColorEnabled; } void Node::setCascadeColorEnabled(bool cascadeColorEnabled) { if (_cascadeColorEnabled == cascadeColorEnabled) { return; } _cascadeColorEnabled = cascadeColorEnabled; if (_cascadeColorEnabled) { updateCascadeColor(); } else { disableCascadeColor(); } } void Node::updateCascadeColor() { Color3B parentColor = Color3B::WHITE; if (_parent && _parent->isCascadeColorEnabled()) { parentColor = _parent->getDisplayedColor(); } updateDisplayedColor(parentColor); } void Node::disableCascadeColor() { for(auto child : _children){ child->updateDisplayedColor(Color3B::WHITE); } } __NodeRGBA::__NodeRGBA() { CCLOG("NodeRGBA deprecated."); } NS_CC_END