/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011 Zynga 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 "CCSpriteBatchNode.h" #include "CCAnimation.h" #include "CCAnimationCache.h" #include "ccConfig.h" #include "CCSprite.h" #include "CCSpriteFrame.h" #include "CCSpriteFrameCache.h" #include "textures/CCTextureCache.h" #include "draw_nodes/CCDrawingPrimitives.h" #include "shaders/CCShaderCache.h" #include "shaders/ccGLStateCache.h" #include "shaders/CCGLProgram.h" #include "CCDirector.h" #include "support/CCPointExtension.h" #include "cocoa/CCGeometry.h" #include "textures/CCTexture2D.h" #include "cocoa/CCAffineTransform.h" #include "support/TransformUtils.h" #include "support/CCProfiling.h" // external #include "kazmath/GL/matrix.h" #include using namespace std; NS_CC_BEGIN #if CC_SPRITEBATCHNODE_RENDER_SUBPIXEL #define RENDER_IN_SUBPIXEL #else #define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__)) #endif CCSprite* CCSprite::createWithTexture(CCTexture2D *pTexture) { CCSprite *pobSprite = new CCSprite(); if (pobSprite && pobSprite->initWithTexture(pTexture)) { pobSprite->autorelease(); return pobSprite; } CC_SAFE_DELETE(pobSprite); return NULL; } CCSprite* CCSprite::createWithTexture(CCTexture2D *pTexture, const CCRect& rect) { CCSprite *pobSprite = new CCSprite(); if (pobSprite && pobSprite->initWithTexture(pTexture, rect)) { pobSprite->autorelease(); return pobSprite; } CC_SAFE_DELETE(pobSprite); return NULL; } CCSprite* CCSprite::create(const char *pszFileName) { CCSprite *pobSprite = new CCSprite(); if (pobSprite && pobSprite->initWithFile(pszFileName)) { pobSprite->autorelease(); return pobSprite; } CC_SAFE_DELETE(pobSprite); return NULL; } CCSprite* CCSprite::create(const char *pszFileName, const CCRect& rect) { CCSprite *pobSprite = new CCSprite(); if (pobSprite && pobSprite->initWithFile(pszFileName, rect)) { pobSprite->autorelease(); return pobSprite; } CC_SAFE_DELETE(pobSprite); return NULL; } CCSprite* CCSprite::createWithSpriteFrame(CCSpriteFrame *pSpriteFrame) { CCSprite *pobSprite = new CCSprite(); if (pSpriteFrame && pobSprite && pobSprite->initWithSpriteFrame(pSpriteFrame)) { pobSprite->autorelease(); return pobSprite; } CC_SAFE_DELETE(pobSprite); return NULL; } CCSprite* CCSprite::createWithSpriteFrameName(const char *pszSpriteFrameName) { CCSpriteFrame *pFrame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(pszSpriteFrameName); #if COCOS2D_DEBUG > 0 char msg[256] = {0}; sprintf(msg, "Invalid spriteFrameName: %s", pszSpriteFrameName); CCAssert(pFrame != NULL, msg); #endif return createWithSpriteFrame(pFrame); } CCSprite* CCSprite::create() { CCSprite *pSprite = new CCSprite(); if (pSprite && pSprite->init()) { pSprite->autorelease(); return pSprite; } CC_SAFE_DELETE(pSprite); return NULL; } bool CCSprite::init(void) { return initWithTexture(NULL, CCRectZero); } // designated initializer bool CCSprite::initWithTexture(CCTexture2D *pTexture, const CCRect& rect, bool rotated) { if (CCNodeRGBA::init()) { m_pobBatchNode = NULL; m_bRecursiveDirty = false; setDirty(false); m_bOpacityModifyRGB = true; m_sBlendFunc.src = CC_BLEND_SRC; m_sBlendFunc.dst = CC_BLEND_DST; m_bFlipX = m_bFlipY = false; // default transform anchor: center setAnchorPoint(ccp(0.5f, 0.5f)); // zwoptex default values m_obOffsetPosition = CCPointZero; m_bHasChildren = false; // clean the Quad memset(&m_sQuad, 0, sizeof(m_sQuad)); // Atlas: Color ccColor4B tmpColor = { 255, 255, 255, 255 }; m_sQuad.bl.colors = tmpColor; m_sQuad.br.colors = tmpColor; m_sQuad.tl.colors = tmpColor; m_sQuad.tr.colors = tmpColor; // update texture (calls updateBlendFunc) setTexture(pTexture); setTextureRect(rect, rotated, rect.size); // by default use "Self Render". // if the sprite is added to a batchnode, then it will automatically switch to "batchnode Render" setBatchNode(NULL); return true; } else { return false; } } bool CCSprite::initWithTexture(CCTexture2D *pTexture, const CCRect& rect) { return initWithTexture(pTexture, rect, false); } bool CCSprite::initWithTexture(CCTexture2D *pTexture) { CCAssert(pTexture != NULL, "Invalid texture for sprite"); CCRect rect = CCRectZero; rect.size = pTexture->getContentSize(); return initWithTexture(pTexture, rect); } bool CCSprite::initWithFile(const char *pszFilename) { CCAssert(pszFilename != NULL, "Invalid filename for sprite"); CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addImage(pszFilename); if (pTexture) { CCRect rect = CCRectZero; rect.size = pTexture->getContentSize(); return initWithTexture(pTexture, rect); } // don't release here. // when load texture failed, it's better to get a "transparent" sprite then a crashed program // this->release(); return false; } bool CCSprite::initWithFile(const char *pszFilename, const CCRect& rect) { CCAssert(pszFilename != NULL, ""); CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addImage(pszFilename); if (pTexture) { return initWithTexture(pTexture, rect); } // don't release here. // when load texture failed, it's better to get a "transparent" sprite then a crashed program // this->release(); return false; } bool CCSprite::initWithSpriteFrame(CCSpriteFrame *pSpriteFrame) { CCAssert(pSpriteFrame != NULL, ""); bool bRet = initWithTexture(pSpriteFrame->getTexture(), pSpriteFrame->getRect()); setDisplayFrame(pSpriteFrame); return bRet; } bool CCSprite::initWithSpriteFrameName(const char *pszSpriteFrameName) { CCAssert(pszSpriteFrameName != NULL, ""); CCSpriteFrame *pFrame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(pszSpriteFrameName); return initWithSpriteFrame(pFrame); } // XXX: deprecated /* CCSprite* CCSprite::initWithCGImage(CGImageRef pImage) { // todo // because it is deprecated, so we do not implement it return NULL; } */ /* CCSprite* CCSprite::initWithCGImage(CGImageRef pImage, const char *pszKey) { CCAssert(pImage != NULL); // XXX: possible bug. See issue #349. New API should be added CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addCGImage(pImage, pszKey); const CCSize& size = pTexture->getContentSize(); CCRect rect = CCRectMake(0 ,0, size.width, size.height); return initWithTexture(texture, rect); } */ CCSprite::CCSprite(void) : m_bShouldBeHidden(false), m_pobTexture(NULL) { } CCSprite::~CCSprite(void) { CC_SAFE_RELEASE(m_pobTexture); } void CCSprite::setTextureRect(const CCRect& rect) { setTextureRect(rect, false, rect.size); } void CCSprite::setTextureRect(const CCRect& rect, bool rotated, const CCSize& untrimmedSize) { m_bRectRotated = rotated; setContentSize(untrimmedSize); setVertexRect(rect); setTextureCoords(rect); CCPoint relativeOffset = m_obUnflippedOffsetPositionFromCenter; // issue #732 if (m_bFlipX) { relativeOffset.x = -relativeOffset.x; } if (m_bFlipY) { relativeOffset.y = -relativeOffset.y; } m_obOffsetPosition.x = relativeOffset.x + (m_obContentSize.width - m_obRect.size.width) / 2; m_obOffsetPosition.y = relativeOffset.y + (m_obContentSize.height - m_obRect.size.height) / 2; // rendering using batch node if (m_pobBatchNode) { // update dirty_, don't update recursiveDirty_ setDirty(true); } else { // self rendering // Atlas: Vertex float x1 = 0 + m_obOffsetPosition.x; float y1 = 0 + m_obOffsetPosition.y; float x2 = x1 + m_obRect.size.width; float y2 = y1 + m_obRect.size.height; // Don't update Z. m_sQuad.bl.vertices = vertex3(x1, y1, 0); m_sQuad.br.vertices = vertex3(x2, y1, 0); m_sQuad.tl.vertices = vertex3(x1, y2, 0); m_sQuad.tr.vertices = vertex3(x2, y2, 0); } } // override this method to generate "double scale" sprites void CCSprite::setVertexRect(const CCRect& rect) { m_obRect = rect; } void CCSprite::setTextureCoords(CCRect rect) { rect = CC_RECT_POINTS_TO_PIXELS(rect); CCTexture2D *tex = m_pobBatchNode ? m_pobTextureAtlas->getTexture() : m_pobTexture; if (! tex) { return; } float atlasWidth = (float)tex->getPixelsWide(); float atlasHeight = (float)tex->getPixelsHigh(); float left, right, top, bottom; if (m_bRectRotated) { #if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL left = (2*rect.origin.x+1)/(2*atlasWidth); right = left+(rect.size.height*2-2)/(2*atlasWidth); top = (2*rect.origin.y+1)/(2*atlasHeight); bottom = top+(rect.size.width*2-2)/(2*atlasHeight); #else left = rect.origin.x/atlasWidth; right = (rect.origin.x+rect.size.height) / atlasWidth; top = rect.origin.y/atlasHeight; bottom = (rect.origin.y+rect.size.width) / atlasHeight; #endif // CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL if (m_bFlipX) { CC_SWAP(top, bottom, float); } if (m_bFlipY) { CC_SWAP(left, right, float); } m_sQuad.bl.texCoords.u = left; m_sQuad.bl.texCoords.v = top; m_sQuad.br.texCoords.u = left; m_sQuad.br.texCoords.v = bottom; m_sQuad.tl.texCoords.u = right; m_sQuad.tl.texCoords.v = top; m_sQuad.tr.texCoords.u = right; m_sQuad.tr.texCoords.v = bottom; } else { #if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL left = (2*rect.origin.x+1)/(2*atlasWidth); right = left + (rect.size.width*2-2)/(2*atlasWidth); top = (2*rect.origin.y+1)/(2*atlasHeight); bottom = top + (rect.size.height*2-2)/(2*atlasHeight); #else left = rect.origin.x/atlasWidth; right = (rect.origin.x + rect.size.width) / atlasWidth; top = rect.origin.y/atlasHeight; bottom = (rect.origin.y + rect.size.height) / atlasHeight; #endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL if(m_bFlipX) { CC_SWAP(left,right,float); } if(m_bFlipY) { CC_SWAP(top,bottom,float); } m_sQuad.bl.texCoords.u = left; m_sQuad.bl.texCoords.v = bottom; m_sQuad.br.texCoords.u = right; m_sQuad.br.texCoords.v = bottom; m_sQuad.tl.texCoords.u = left; m_sQuad.tl.texCoords.v = top; m_sQuad.tr.texCoords.u = right; m_sQuad.tr.texCoords.v = top; } } void CCSprite::updateTransform(void) { CCAssert(m_pobBatchNode, "updateTransform is only valid when CCSprite is being rendered using an CCSpriteBatchNode"); // recalculate matrix only if it is dirty if( isDirty() ) { // If it is not visible, or one of its ancestors is not visible, then do nothing: if( !m_bVisible || ( m_pParent && m_pParent != m_pobBatchNode && ((CCSprite*)m_pParent)->m_bShouldBeHidden) ) { m_sQuad.br.vertices = m_sQuad.tl.vertices = m_sQuad.tr.vertices = m_sQuad.bl.vertices = vertex3(0,0,0); m_bShouldBeHidden = true; } else { m_bShouldBeHidden = false; if( ! m_pParent || m_pParent == m_pobBatchNode ) { m_transformToBatch = nodeToParentTransform(); } else { CCAssert( dynamic_cast(m_pParent), "Logic error in CCSprite. Parent must be a CCSprite"); m_transformToBatch = CCAffineTransformConcat( nodeToParentTransform() , ((CCSprite*)m_pParent)->m_transformToBatch ); } // // calculate the Quad based on the Affine Matrix // CCSize size = m_obRect.size; float x1 = m_obOffsetPosition.x; float y1 = m_obOffsetPosition.y; float x2 = x1 + size.width; float y2 = y1 + size.height; float x = m_transformToBatch.tx; float y = m_transformToBatch.ty; float cr = m_transformToBatch.a; float sr = m_transformToBatch.b; float cr2 = m_transformToBatch.d; float sr2 = -m_transformToBatch.c; float ax = x1 * cr - y1 * sr2 + x; float ay = x1 * sr + y1 * cr2 + y; float bx = x2 * cr - y1 * sr2 + x; float by = x2 * sr + y1 * cr2 + y; float cx = x2 * cr - y2 * sr2 + x; float cy = x2 * sr + y2 * cr2 + y; float dx = x1 * cr - y2 * sr2 + x; float dy = x1 * sr + y2 * cr2 + y; m_sQuad.bl.vertices = vertex3( RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), m_fVertexZ ); m_sQuad.br.vertices = vertex3( RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), m_fVertexZ ); m_sQuad.tl.vertices = vertex3( RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), m_fVertexZ ); m_sQuad.tr.vertices = vertex3( RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), m_fVertexZ ); } // MARMALADE CHANGE: ADDED CHECK FOR NULL, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS if (m_pobTextureAtlas) { m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex); } m_bRecursiveDirty = false; setDirty(false); } // MARMALADE CHANGED // recursively iterate over children /* if( m_bHasChildren ) { // MARMALADE: CHANGED TO USE CCNode* // NOTE THAT WE HAVE ALSO DEFINED virtual CCNode::updateTransform() arrayMakeObjectsPerformSelector(m_pChildren, updateTransform, CCSprite*); }*/ CCNode::updateTransform(); #if CC_SPRITE_DEBUG_DRAW // draw bounding box CCPoint vertices[4] = { ccp( m_sQuad.bl.vertices.x, m_sQuad.bl.vertices.y ), ccp( m_sQuad.br.vertices.x, m_sQuad.br.vertices.y ), ccp( m_sQuad.tr.vertices.x, m_sQuad.tr.vertices.y ), ccp( m_sQuad.tl.vertices.x, m_sQuad.tl.vertices.y ), }; ccDrawPoly(vertices, 4, true); #endif // CC_SPRITE_DEBUG_DRAW } // draw void CCSprite::draw(void) { CC_PROFILER_START_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw"); CCAssert(!m_pobBatchNode, "If CCSprite is being rendered by CCSpriteBatchNode, CCSprite#draw SHOULD NOT be called"); CC_NODE_DRAW_SETUP(); ccGLBlendFunc( m_sBlendFunc.src, m_sBlendFunc.dst ); if (m_pobTexture != NULL) { ccGLBindTexture2D( m_pobTexture->getName() ); } else { ccGLBindTexture2D(0); } // // Attributes // ccGLEnableVertexAttribs( kCCVertexAttribFlag_PosColorTex ); #define kQuadSize sizeof(m_sQuad.bl) #ifdef EMSCRIPTEN long offset = 0; setGLBufferData(&m_sQuad, 4 * kQuadSize, 0); #else long offset = (long)&m_sQuad; #endif // EMSCRIPTEN // vertex int diff = offsetof( ccV3F_C4B_T2F, vertices); glVertexAttribPointer(kCCVertexAttrib_Position, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff)); // texCoods diff = offsetof( ccV3F_C4B_T2F, texCoords); glVertexAttribPointer(kCCVertexAttrib_TexCoords, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff)); // color diff = offsetof( ccV3F_C4B_T2F, colors); glVertexAttribPointer(kCCVertexAttrib_Color, 4, GL_UNSIGNED_BYTE, GL_TRUE, kQuadSize, (void*)(offset + diff)); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); CHECK_GL_ERROR_DEBUG(); #if CC_SPRITE_DEBUG_DRAW == 1 // draw bounding box CCPoint vertices[4]={ ccp(m_sQuad.tl.vertices.x,m_sQuad.tl.vertices.y), ccp(m_sQuad.bl.vertices.x,m_sQuad.bl.vertices.y), ccp(m_sQuad.br.vertices.x,m_sQuad.br.vertices.y), ccp(m_sQuad.tr.vertices.x,m_sQuad.tr.vertices.y), }; ccDrawPoly(vertices, 4, true); #elif CC_SPRITE_DEBUG_DRAW == 2 // draw texture box CCSize s = this->getTextureRect().size; CCPoint offsetPix = this->getOffsetPosition(); CCPoint vertices[4] = { ccp(offsetPix.x,offsetPix.y), ccp(offsetPix.x+s.width,offsetPix.y), ccp(offsetPix.x+s.width,offsetPix.y+s.height), ccp(offsetPix.x,offsetPix.y+s.height) }; ccDrawPoly(vertices, 4, true); #endif // CC_SPRITE_DEBUG_DRAW CC_INCREMENT_GL_DRAWS(1); CC_PROFILER_STOP_CATEGORY(kCCProfilerCategorySprite, "CCSprite - draw"); } // CCNode overrides void CCSprite::addChild(CCNode* pChild) { CCNode::addChild(pChild); } void CCSprite::addChild(CCNode *pChild, int zOrder) { CCNode::addChild(pChild, zOrder); } void CCSprite::addChild(CCNode *pChild, int zOrder, int tag) { CCAssert(pChild != NULL, "Argument must be non-NULL"); if (m_pobBatchNode) { CCSprite* pChildSprite = dynamic_cast(pChild); CCAssert( pChildSprite, "CCSprite only supports CCSprites as children when using CCSpriteBatchNode"); CCAssert(pChildSprite->getTexture()->getName() == m_pobTextureAtlas->getTexture()->getName(), ""); //put it in descendants array of batch node m_pobBatchNode->appendChild(pChildSprite); if (!m_bReorderChildDirty) { setReorderChildDirtyRecursively(); } } //CCNode already sets isReorderChildDirty_ so this needs to be after batchNode check CCNode::addChild(pChild, zOrder, tag); m_bHasChildren = true; } void CCSprite::reorderChild(CCNode *pChild, int zOrder) { CCAssert(pChild != NULL, ""); CCAssert(m_pChildren->containsObject(pChild), ""); if (zOrder == pChild->getZOrder()) { return; } if( m_pobBatchNode && ! m_bReorderChildDirty) { setReorderChildDirtyRecursively(); m_pobBatchNode->reorderBatch(true); } CCNode::reorderChild(pChild, zOrder); } void CCSprite::removeChild(CCNode *pChild, bool bCleanup) { if (m_pobBatchNode) { m_pobBatchNode->removeSpriteFromAtlas((CCSprite*)(pChild)); } CCNode::removeChild(pChild, bCleanup); } void CCSprite::removeAllChildrenWithCleanup(bool bCleanup) { if (m_pobBatchNode) { CCObject* pObject = NULL; CCARRAY_FOREACH(m_pChildren, pObject) { CCSprite* pChild = dynamic_cast(pObject); if (pChild) { m_pobBatchNode->removeSpriteFromAtlas(pChild); } } } CCNode::removeAllChildrenWithCleanup(bCleanup); m_bHasChildren = false; } void CCSprite::sortAllChildren() { if (m_bReorderChildDirty) { int i = 0,j = 0,length = m_pChildren->data->num; CCNode** x = (CCNode**)m_pChildren->data->arr; CCNode *tempItem = NULL; // insertion sort for(i=1; i=0 && ( tempItem->getZOrder() < x[j]->getZOrder() || ( tempItem->getZOrder() == x[j]->getZOrder() && tempItem->getOrderOfArrival() < x[j]->getOrderOfArrival() ) ) ) { x[j+1] = x[j]; j = j-1; } x[j+1] = tempItem; } if ( m_pobBatchNode) { arrayMakeObjectsPerformSelector(m_pChildren, sortAllChildren, CCSprite*); } m_bReorderChildDirty = false; } } // // CCNode property overloads // used only when parent is CCSpriteBatchNode // void CCSprite::setReorderChildDirtyRecursively(void) { //only set parents flag the first time if ( ! m_bReorderChildDirty ) { m_bReorderChildDirty = true; CCNode* pNode = (CCNode*)m_pParent; while (pNode && pNode != m_pobBatchNode) { ((CCSprite*)pNode)->setReorderChildDirtyRecursively(); pNode=pNode->getParent(); } } } void CCSprite::setDirtyRecursively(bool bValue) { m_bRecursiveDirty = bValue; setDirty(bValue); // recursively set dirty if (m_bHasChildren) { CCObject* pObject = NULL; CCARRAY_FOREACH(m_pChildren, pObject) { CCSprite* pChild = dynamic_cast(pObject); if (pChild) { pChild->setDirtyRecursively(true); } } } } // XXX HACK: optimization #define SET_DIRTY_RECURSIVELY() { \ if (m_pobBatchNode && ! m_bRecursiveDirty) { \ m_bRecursiveDirty = true; \ setDirty(true); \ if ( m_bHasChildren) \ setDirtyRecursively(true); \ } \ } void CCSprite::setPosition(const CCPoint& pos) { CCNode::setPosition(pos); SET_DIRTY_RECURSIVELY(); } void CCSprite::setRotation(float fRotation) { CCNode::setRotation(fRotation); SET_DIRTY_RECURSIVELY(); } void CCSprite::setRotationX(float fRotationX) { CCNode::setRotationX(fRotationX); SET_DIRTY_RECURSIVELY(); } void CCSprite::setRotationY(float fRotationY) { CCNode::setRotationY(fRotationY); SET_DIRTY_RECURSIVELY(); } void CCSprite::setSkewX(float sx) { CCNode::setSkewX(sx); SET_DIRTY_RECURSIVELY(); } void CCSprite::setSkewY(float sy) { CCNode::setSkewY(sy); SET_DIRTY_RECURSIVELY(); } void CCSprite::setScaleX(float fScaleX) { CCNode::setScaleX(fScaleX); SET_DIRTY_RECURSIVELY(); } void CCSprite::setScaleY(float fScaleY) { CCNode::setScaleY(fScaleY); SET_DIRTY_RECURSIVELY(); } void CCSprite::setScale(float fScale) { CCNode::setScale(fScale); SET_DIRTY_RECURSIVELY(); } void CCSprite::setVertexZ(float fVertexZ) { CCNode::setVertexZ(fVertexZ); SET_DIRTY_RECURSIVELY(); } void CCSprite::setAnchorPoint(const CCPoint& anchor) { CCNode::setAnchorPoint(anchor); SET_DIRTY_RECURSIVELY(); } void CCSprite::ignoreAnchorPointForPosition(bool value) { CCAssert(! m_pobBatchNode, "ignoreAnchorPointForPosition is invalid in CCSprite"); CCNode::ignoreAnchorPointForPosition(value); } void CCSprite::setVisible(bool bVisible) { CCNode::setVisible(bVisible); SET_DIRTY_RECURSIVELY(); } void CCSprite::setFlipX(bool bFlipX) { if (m_bFlipX != bFlipX) { m_bFlipX = bFlipX; setTextureRect(m_obRect, m_bRectRotated, m_obContentSize); } } bool CCSprite::isFlipX(void) { return m_bFlipX; } void CCSprite::setFlipY(bool bFlipY) { if (m_bFlipY != bFlipY) { m_bFlipY = bFlipY; setTextureRect(m_obRect, m_bRectRotated, m_obContentSize); } } bool CCSprite::isFlipY(void) { return m_bFlipY; } // // RGBA protocol // void CCSprite::updateColor(void) { ccColor4B color4 = { _displayedColor.r, _displayedColor.g, _displayedColor.b, _displayedOpacity }; // special opacity for premultiplied textures if (m_bOpacityModifyRGB) { color4.r *= _displayedOpacity/255.0f; color4.g *= _displayedOpacity/255.0f; color4.b *= _displayedOpacity/255.0f; } m_sQuad.bl.colors = color4; m_sQuad.br.colors = color4; m_sQuad.tl.colors = color4; m_sQuad.tr.colors = color4; // renders using batch node if (m_pobBatchNode) { if (m_uAtlasIndex != CCSpriteIndexNotInitialized) { m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex); } else { // no need to set it recursively // update dirty_, don't update recursiveDirty_ setDirty(true); } } // self render // do nothing } void CCSprite::setOpacity(GLubyte opacity) { CCNodeRGBA::setOpacity(opacity); updateColor(); } void CCSprite::setColor(const ccColor3B& color3) { CCNodeRGBA::setColor(color3); updateColor(); } void CCSprite::setOpacityModifyRGB(bool modify) { if (m_bOpacityModifyRGB != modify) { m_bOpacityModifyRGB = modify; updateColor(); } } bool CCSprite::isOpacityModifyRGB(void) { return m_bOpacityModifyRGB; } void CCSprite::updateDisplayedColor(const ccColor3B& parentColor) { CCNodeRGBA::updateDisplayedColor(parentColor); updateColor(); } void CCSprite::updateDisplayedOpacity(GLubyte opacity) { CCNodeRGBA::updateDisplayedOpacity(opacity); updateColor(); } // Frames void CCSprite::setDisplayFrame(CCSpriteFrame *pNewFrame) { m_obUnflippedOffsetPositionFromCenter = pNewFrame->getOffset(); CCTexture2D *pNewTexture = pNewFrame->getTexture(); // update texture before updating texture rect if (pNewTexture != m_pobTexture) { setTexture(pNewTexture); } // update rect m_bRectRotated = pNewFrame->isRotated(); setTextureRect(pNewFrame->getRect(), m_bRectRotated, pNewFrame->getOriginalSize()); } void CCSprite::setDisplayFrameWithAnimationName(const char *animationName, int frameIndex) { CCAssert(animationName, "CCSprite#setDisplayFrameWithAnimationName. animationName must not be NULL"); CCAnimation *a = CCAnimationCache::sharedAnimationCache()->animationByName(animationName); CCAssert(a, "CCSprite#setDisplayFrameWithAnimationName: Frame not found"); CCAnimationFrame* frame = (CCAnimationFrame*)a->getFrames()->objectAtIndex(frameIndex); CCAssert(frame, "CCSprite#setDisplayFrame. Invalid frame"); setDisplayFrame(frame->getSpriteFrame()); } bool CCSprite::isFrameDisplayed(CCSpriteFrame *pFrame) { CCRect r = pFrame->getRect(); return (r.equals(m_obRect) && pFrame->getTexture()->getName() == m_pobTexture->getName() && pFrame->getOffset().equals(m_obUnflippedOffsetPositionFromCenter)); } CCSpriteFrame* CCSprite::displayFrame(void) { return CCSpriteFrame::createWithTexture(m_pobTexture, CC_RECT_POINTS_TO_PIXELS(m_obRect), m_bRectRotated, CC_POINT_POINTS_TO_PIXELS(m_obUnflippedOffsetPositionFromCenter), CC_SIZE_POINTS_TO_PIXELS(m_obContentSize)); } CCSpriteBatchNode* CCSprite::getBatchNode(void) { return m_pobBatchNode; } void CCSprite::setBatchNode(CCSpriteBatchNode *pobSpriteBatchNode) { m_pobBatchNode = pobSpriteBatchNode; // weak reference // self render if( ! m_pobBatchNode ) { m_uAtlasIndex = CCSpriteIndexNotInitialized; setTextureAtlas(NULL); m_bRecursiveDirty = false; setDirty(false); float x1 = m_obOffsetPosition.x; float y1 = m_obOffsetPosition.y; float x2 = x1 + m_obRect.size.width; float y2 = y1 + m_obRect.size.height; m_sQuad.bl.vertices = vertex3( x1, y1, 0 ); m_sQuad.br.vertices = vertex3( x2, y1, 0 ); m_sQuad.tl.vertices = vertex3( x1, y2, 0 ); m_sQuad.tr.vertices = vertex3( x2, y2, 0 ); } else { // using batch m_transformToBatch = CCAffineTransformIdentity; setTextureAtlas(m_pobBatchNode->getTextureAtlas()); // weak ref } } // Texture protocol void CCSprite::updateBlendFunc(void) { CCAssert (! m_pobBatchNode, "CCSprite: updateBlendFunc doesn't work when the sprite is rendered using a CCSpriteBatchNode"); // it is possible to have an untextured sprite if (! m_pobTexture || ! m_pobTexture->hasPremultipliedAlpha()) { m_sBlendFunc.src = GL_SRC_ALPHA; m_sBlendFunc.dst = GL_ONE_MINUS_SRC_ALPHA; setOpacityModifyRGB(false); } else { m_sBlendFunc.src = CC_BLEND_SRC; m_sBlendFunc.dst = CC_BLEND_DST; setOpacityModifyRGB(true); } } void CCSprite::setTexture(CCTexture2D *texture) { // If batchnode, then texture id should be the same CCAssert(! m_pobBatchNode || texture->getName() == m_pobBatchNode->getTexture()->getName(), "CCSprite: Batched sprites should use the same texture as the batchnode"); // accept texture==nil as argument CCAssert( !texture || dynamic_cast(texture), "setTexture expects a CCTexture2D. Invalid argument"); // shader program if (texture) { setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor)); } else { setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionColor)); } if (!m_pobBatchNode && m_pobTexture != texture) { CC_SAFE_RETAIN(texture); CC_SAFE_RELEASE(m_pobTexture); m_pobTexture = texture; updateBlendFunc(); } } CCTexture2D* CCSprite::getTexture(void) { return m_pobTexture; } NS_CC_END