/**************************************************************************** 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 #include #include "CCAnimation.h" #include "CCAnimationCache.h" #include "ccConfig.h" #include "CCSprite.h" #include "CCSpriteFrame.h" #include "CCSpriteFrameCache.h" #include "CCTextureCache.h" #include "CCDrawingPrimitives.h" #include "CCShaderCache.h" #include "ccGLStateCache.h" #include "CCGLProgram.h" #include "CCDirector.h" #include "CCGeometry.h" #include "CCTexture2D.h" #include "CCAffineTransform.h" #include "TransformUtils.h" #include "CCProfiling.h" #include "Renderer.h" #include "QuadCommand.h" // external #include "kazmath/GL/matrix.h" using namespace std; NS_CC_BEGIN #if CC_SPRITEBATCHNODE_RENDER_SUBPIXEL #define RENDER_IN_SUBPIXEL #else #define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__)) #endif Sprite* Sprite::createWithTexture(Texture2D *texture) { Sprite *sprite = new Sprite(); if (sprite && sprite->initWithTexture(texture)) { sprite->autorelease(); return sprite; } CC_SAFE_DELETE(sprite); return NULL; } Sprite* Sprite::createWithTexture(Texture2D *texture, const Rect& rect, bool rotated) { Sprite *sprite = new Sprite(); if (sprite && sprite->initWithTexture(texture, rect, rotated)) { sprite->autorelease(); return sprite; } CC_SAFE_DELETE(sprite); return NULL; } Sprite* Sprite::create(const std::string& filename) { Sprite *sprite = new Sprite(); if (sprite && sprite->initWithFile(filename)) { sprite->autorelease(); return sprite; } CC_SAFE_DELETE(sprite); return NULL; } Sprite* Sprite::create(const std::string& filename, const Rect& rect) { Sprite *sprite = new Sprite(); if (sprite && sprite->initWithFile(filename, rect)) { sprite->autorelease(); return sprite; } CC_SAFE_DELETE(sprite); return NULL; } Sprite* Sprite::createWithSpriteFrame(SpriteFrame *spriteFrame) { Sprite *sprite = new Sprite(); if (spriteFrame && sprite && sprite->initWithSpriteFrame(spriteFrame)) { sprite->autorelease(); return sprite; } CC_SAFE_DELETE(sprite); return NULL; } Sprite* Sprite::createWithSpriteFrameName(const std::string& spriteFrameName) { SpriteFrame *frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(spriteFrameName); #if COCOS2D_DEBUG > 0 char msg[256] = {0}; sprintf(msg, "Invalid spriteFrameName: %s", spriteFrameName.c_str()); CCASSERT(frame != NULL, msg); #endif return createWithSpriteFrame(frame); } Sprite* Sprite::create() { Sprite *sprite = new Sprite(); if (sprite && sprite->init()) { sprite->autorelease(); return sprite; } CC_SAFE_DELETE(sprite); return NULL; } bool Sprite::init(void) { return initWithTexture(NULL, Rect::ZERO ); } bool Sprite::initWithTexture(Texture2D *texture) { CCASSERT(texture != NULL, "Invalid texture for sprite"); Rect rect = Rect::ZERO; rect.size = texture->getContentSize(); return initWithTexture(texture, rect); } bool Sprite::initWithTexture(Texture2D *texture, const Rect& rect) { return initWithTexture(texture, rect, false); } bool Sprite::initWithFile(const std::string& filename) { CCASSERT(filename.size()>0, "Invalid filename for sprite"); Texture2D *texture = Director::getInstance()->getTextureCache()->addImage(filename); if (texture) { Rect rect = Rect::ZERO; rect.size = texture->getContentSize(); return initWithTexture(texture, 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 Sprite::initWithFile(const std::string &filename, const Rect& rect) { CCASSERT(filename.size()>0, "Invalid filename"); Texture2D *texture = Director::getInstance()->getTextureCache()->addImage(filename); if (texture) { return initWithTexture(texture, 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 Sprite::initWithSpriteFrameName(const std::string& spriteFrameName) { CCASSERT(spriteFrameName.size() > 0, "Invalid spriteFrameName"); SpriteFrame *frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(spriteFrameName); return initWithSpriteFrame(frame); } bool Sprite::initWithSpriteFrame(SpriteFrame *spriteFrame) { CCASSERT(spriteFrame != NULL, ""); bool bRet = initWithTexture(spriteFrame->getTexture(), spriteFrame->getRect()); setSpriteFrame(spriteFrame); return bRet; } // designated initializer bool Sprite::initWithTexture(Texture2D *texture, const Rect& rect, bool rotated) { if (NodeRGBA::init()) { _batchNode = NULL; _recursiveDirty = false; setDirty(false); _opacityModifyRGB = true; _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; _flippedX = _flippedY = false; // default transform anchor: center setAnchorPoint(Point(0.5f, 0.5f)); // zwoptex default values _offsetPosition = Point::ZERO; _hasChildren = false; // clean the Quad memset(&_quad, 0, sizeof(_quad)); // Atlas: Color _quad.bl.colors = Color4B::WHITE; _quad.br.colors = Color4B::WHITE; _quad.tl.colors = Color4B::WHITE; _quad.tr.colors = Color4B::WHITE; // shader program setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR)); // update texture (calls updateBlendFunc) setTexture(texture); 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; } } Sprite::Sprite(void) : _shouldBeHidden(false) , _texture(nullptr) { } Sprite::~Sprite(void) { CC_SAFE_RELEASE(_texture); } /* * Texture methods */ /* * This array is the data of a white image with 2 by 2 dimension. * It's used for creating a default texture when sprite's texture is set to NULL. * Supposing codes as follows: * * auto sp = new Sprite(); * sp->init(); // Texture was set to NULL, in order to make opacity and color to work correctly, we need to create a 2x2 white texture. * * The test is in "TestCpp/SpriteTest/Sprite without texture". */ static unsigned char cc_2x2_white_image[] = { // RGBA8888 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF, 0xFF }; #define CC_2x2_WHITE_IMAGE_KEY "/cc_2x2_white_image" void Sprite::setTexture(const std::string &filename) { Texture2D *texture = Director::getInstance()->getTextureCache()->addImage(filename); setTexture(texture); Rect rect = Rect::ZERO; rect.size = texture->getContentSize(); setTextureRect(rect); } void Sprite::setTexture(Texture2D *texture) { // If batchnode, then texture id should be the same CCASSERT(! _batchNode || texture->getName() == _batchNode->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 Texture2D. Invalid argument"); if (texture == nullptr) { // Gets the texture by key firstly. texture = Director::getInstance()->getTextureCache()->getTextureForKey(CC_2x2_WHITE_IMAGE_KEY); // If texture wasn't in cache, create it from RAW data. if (texture == nullptr) { Image* image = new Image(); bool isOK = image->initWithRawData(cc_2x2_white_image, sizeof(cc_2x2_white_image), 2, 2, 8); CCASSERT(isOK, "The 2x2 empty texture was created unsuccessfully."); texture = Director::getInstance()->getTextureCache()->addImage(image, CC_2x2_WHITE_IMAGE_KEY); CC_SAFE_RELEASE(image); } } if (!_batchNode && _texture != texture) { CC_SAFE_RETAIN(texture); CC_SAFE_RELEASE(_texture); _texture = texture; updateBlendFunc(); } } Texture2D* Sprite::getTexture() const { return _texture; } void Sprite::setTextureRect(const Rect& rect) { setTextureRect(rect, false, rect.size); } void Sprite::setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize) { _rectRotated = rotated; setContentSize(untrimmedSize); setVertexRect(rect); setTextureCoords(rect); Point relativeOffset = _unflippedOffsetPositionFromCenter; // issue #732 if (_flippedX) { relativeOffset.x = -relativeOffset.x; } if (_flippedY) { relativeOffset.y = -relativeOffset.y; } _offsetPosition.x = relativeOffset.x + (_contentSize.width - _rect.size.width) / 2; _offsetPosition.y = relativeOffset.y + (_contentSize.height - _rect.size.height) / 2; // rendering using batch node if (_batchNode) { // update dirty_, don't update recursiveDirty_ setDirty(true); } else { // self rendering // Atlas: Vertex float x1 = 0 + _offsetPosition.x; float y1 = 0 + _offsetPosition.y; float x2 = x1 + _rect.size.width; float y2 = y1 + _rect.size.height; // Don't update Z. _quad.bl.vertices = Vertex3F(x1, y1, 0); _quad.br.vertices = Vertex3F(x2, y1, 0); _quad.tl.vertices = Vertex3F(x1, y2, 0); _quad.tr.vertices = Vertex3F(x2, y2, 0); } } // override this method to generate "double scale" sprites void Sprite::setVertexRect(const Rect& rect) { _rect = rect; } void Sprite::setTextureCoords(Rect rect) { rect = CC_RECT_POINTS_TO_PIXELS(rect); Texture2D *tex = _batchNode ? _textureAtlas->getTexture() : _texture; if (! tex) { return; } float atlasWidth = (float)tex->getPixelsWide(); float atlasHeight = (float)tex->getPixelsHigh(); float left, right, top, bottom; if (_rectRotated) { #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 (_flippedX) { CC_SWAP(top, bottom, float); } if (_flippedY) { CC_SWAP(left, right, float); } _quad.bl.texCoords.u = left; _quad.bl.texCoords.v = top; _quad.br.texCoords.u = left; _quad.br.texCoords.v = bottom; _quad.tl.texCoords.u = right; _quad.tl.texCoords.v = top; _quad.tr.texCoords.u = right; _quad.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(_flippedX) { CC_SWAP(left,right,float); } if(_flippedY) { CC_SWAP(top,bottom,float); } _quad.bl.texCoords.u = left; _quad.bl.texCoords.v = bottom; _quad.br.texCoords.u = right; _quad.br.texCoords.v = bottom; _quad.tl.texCoords.u = left; _quad.tl.texCoords.v = top; _quad.tr.texCoords.u = right; _quad.tr.texCoords.v = top; } } void Sprite::updateTransform(void) { CCASSERT(_batchNode, "updateTransform is only valid when Sprite is being rendered using an SpriteBatchNode"); #ifdef CC_USE_PHYSICS if (updatePhysicsTransform()) { setDirty(true); }; #endif // 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( !_visible || ( _parent && _parent != _batchNode && static_cast(_parent)->_shouldBeHidden) ) { _quad.br.vertices = _quad.tl.vertices = _quad.tr.vertices = _quad.bl.vertices = Vertex3F(0,0,0); _shouldBeHidden = true; } else { _shouldBeHidden = false; if( ! _parent || _parent == _batchNode ) { _transformToBatch = getNodeToParentTransform(); } else { CCASSERT( dynamic_cast(_parent), "Logic error in Sprite. Parent must be a Sprite"); _transformToBatch = AffineTransformConcat( getNodeToParentTransform() , static_cast(_parent)->_transformToBatch ); } // // calculate the Quad based on the Affine Matrix // Size size = _rect.size; float x1 = _offsetPosition.x; float y1 = _offsetPosition.y; float x2 = x1 + size.width; float y2 = y1 + size.height; float x = _transformToBatch.tx; float y = _transformToBatch.ty; float cr = _transformToBatch.a; float sr = _transformToBatch.b; float cr2 = _transformToBatch.d; float sr2 = -_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; _quad.bl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _vertexZ ); _quad.br.vertices = Vertex3F( RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _vertexZ ); _quad.tl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _vertexZ ); _quad.tr.vertices = Vertex3F( RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _vertexZ ); } // MARMALADE CHANGE: ADDED CHECK FOR NULL, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS if (_textureAtlas) { _textureAtlas->updateQuad(&_quad, _atlasIndex); } _recursiveDirty = false; setDirty(false); } // MARMALADE CHANGED // recursively iterate over children /* if( _hasChildren ) { // MARMALADE: CHANGED TO USE Node* // NOTE THAT WE HAVE ALSO DEFINED virtual Node::updateTransform() arrayMakeObjectsPerformSelector(_children, updateTransform, Sprite*); }*/ Node::updateTransform(); #if CC_SPRITE_DEBUG_DRAW // draw bounding box Point vertices[4] = { Point( _quad.bl.vertices.x, _quad.bl.vertices.y ), Point( _quad.br.vertices.x, _quad.br.vertices.y ), Point( _quad.tr.vertices.x, _quad.tr.vertices.y ), Point( _quad.tl.vertices.x, _quad.tl.vertices.y ), }; ccDrawPoly(vertices, 4, true); #endif // CC_SPRITE_DEBUG_DRAW } // draw //void Sprite::draw(void) //{ // CC_PROFILER_START_CATEGORY(kProfilerCategorySprite, "CCSprite - draw"); // // CCASSERT(!_batchNode, "If Sprite is being rendered by SpriteBatchNode, Sprite#draw SHOULD NOT be called"); // // CC_NODE_DRAW_SETUP(); // // GL::blendFunc( _blendFunc.src, _blendFunc.dst ); // // GL::bindTexture2D( _texture->getName() ); // GL::enableVertexAttribs( GL::VERTEX_ATTRIB_FLAG_POS_COLOR_TEX ); // //#define kQuadSize sizeof(_quad.bl) //#ifdef EMSCRIPTEN // long offset = 0; // setGLBufferData(&_quad, 4 * kQuadSize, 0); //#else // long offset = (long)&_quad; //#endif // EMSCRIPTEN // // // vertex // int diff = offsetof( V3F_C4B_T2F, vertices); // glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_POSITION, 3, GL_FLOAT, GL_FALSE, kQuadSize, (void*) (offset + diff)); // // // texCoods // diff = offsetof( V3F_C4B_T2F, texCoords); // glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_TEX_COORDS, 2, GL_FLOAT, GL_FALSE, kQuadSize, (void*)(offset + diff)); // // // color // diff = offsetof( V3F_C4B_T2F, colors); // glVertexAttribPointer(GLProgram::VERTEX_ATTRIB_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 // Point vertices[4]={ // Point(_quad.tl.vertices.x,_quad.tl.vertices.y), // Point(_quad.bl.vertices.x,_quad.bl.vertices.y), // Point(_quad.br.vertices.x,_quad.br.vertices.y), // Point(_quad.tr.vertices.x,_quad.tr.vertices.y), // }; // ccDrawPoly(vertices, 4, true); //#elif CC_SPRITE_DEBUG_DRAW == 2 // // draw texture box // Size s = this->getTextureRect().size; // Point offsetPix = this->getOffsetPosition(); // Point vertices[4] = { // Point(offsetPix.x,offsetPix.y), Point(offsetPix.x+s.width,offsetPix.y), // Point(offsetPix.x+s.width,offsetPix.y+s.height), Point(offsetPix.x,offsetPix.y+s.height) // }; // ccDrawPoly(vertices, 4, true); //#endif // CC_SPRITE_DEBUG_DRAW // // CC_INCREMENT_GL_DRAWS(1); // // CC_PROFILER_STOP_CATEGORY(kProfilerCategorySprite, "CCSprite - draw"); //} void Sprite::draw(void) { updateQuadVertices(); //TODO implement z order QuadCommand* renderCommand = QuadCommand::getCommandPool().generateCommand(); renderCommand->init(0, _vertexZ, _texture->getName(), _shaderProgram, _blendFunc, &_quad, 1); Renderer::getInstance()->addCommand(renderCommand); } void Sprite::updateQuadVertices() { #ifdef CC_USE_PHYSICS updatePhysicsTransform(); setDirty(true); #endif //TODO optimize the performance cache affineTransformation // recalculate matrix only if it is dirty if(isDirty()) { // if( ! _parent || _parent == (Node*)_batchNode ) // { // _transformToBatch = getNodeToParentTransform(); // } // else // { // CCASSERT( dynamic_cast(_parent), "Logic error in Sprite. Parent must be a Sprite"); // _transformToBatch = AffineTransformConcat( getNodeToParentTransform() , static_cast(_parent)->_transformToBatch ); // } //TODO optimize this transformation, should use parent's transformation instead _transformToBatch = getNodeToWorldTransform(); // // calculate the Quad based on the Affine Matrix // Size size = _rect.size; float x1 = _offsetPosition.x; float y1 = _offsetPosition.y; float x2 = x1 + size.width; float y2 = y1 + size.height; float x = _transformToBatch.tx; float y = _transformToBatch.ty; float cr = _transformToBatch.a; float sr = _transformToBatch.b; float cr2 = _transformToBatch.d; float sr2 = -_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; _quad.bl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _vertexZ ); _quad.br.vertices = Vertex3F( RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _vertexZ ); _quad.tl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _vertexZ ); _quad.tr.vertices = Vertex3F( RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _vertexZ ); _recursiveDirty = false; setDirty(false); } } // Node overrides void Sprite::addChild(Node *child) { Node::addChild(child); } void Sprite::addChild(Node *child, int zOrder) { Node::addChild(child, zOrder); } void Sprite::addChild(Node *child, int zOrder, int tag) { CCASSERT(child != NULL, "Argument must be non-NULL"); if (_batchNode) { Sprite* childSprite = dynamic_cast(child); CCASSERT( childSprite, "CCSprite only supports Sprites as children when using SpriteBatchNode"); CCASSERT(childSprite->getTexture()->getName() == _textureAtlas->getTexture()->getName(), ""); //put it in descendants array of batch node _batchNode->appendChild(childSprite); if (!_reorderChildDirty) { setReorderChildDirtyRecursively(); } } //CCNode already sets isReorderChildDirty_ so this needs to be after batchNode check Node::addChild(child, zOrder, tag); _hasChildren = true; } void Sprite::reorderChild(Node *child, int zOrder) { CCASSERT(child != NULL, ""); CCASSERT(_children->containsObject(child), ""); if (zOrder == child->getZOrder()) { return; } if( _batchNode && ! _reorderChildDirty) { setReorderChildDirtyRecursively(); _batchNode->reorderBatch(true); } Node::reorderChild(child, zOrder); } void Sprite::removeChild(Node *child, bool cleanup) { if (_batchNode) { _batchNode->removeSpriteFromAtlas((Sprite*)(child)); } Node::removeChild(child, cleanup); } void Sprite::removeAllChildrenWithCleanup(bool cleanup) { if (_batchNode) { Object* object = NULL; CCARRAY_FOREACH(_children, object) { Sprite* child = dynamic_cast(object); if (child) { _batchNode->removeSpriteFromAtlas(child); } } } Node::removeAllChildrenWithCleanup(cleanup); _hasChildren = false; } void Sprite::sortAllChildren() { if (_reorderChildDirty) { #if 0 int i = 0, j = 0, length = _children->count(); // insertion sort for(i=1; i( _children->getObjectAtIndex(i) ); auto tempJ = static_cast( _children->getObjectAtIndex(j) ); //continue moving element downwards while zOrder is smaller or when zOrder is the same but mutatedIndex is smaller while(j>=0 && ( tempI->getZOrder() < tempJ->getZOrder() || ( tempI->getZOrder() == tempJ->getZOrder() && tempI->getOrderOfArrival() < tempJ->getOrderOfArrival() ) ) ) { _children->fastSetObject( tempJ, j+1 ); j = j-1; if(j>=0) tempJ = static_cast( _children->getObjectAtIndex(j) ); } _children->fastSetObject(tempI, j+1); } #else std::sort(std::begin(*_children), std::end(*_children), nodeComparisonLess); #endif if ( _batchNode) { arrayMakeObjectsPerformSelector(_children, sortAllChildren, Sprite*); } _reorderChildDirty = false; } } // // Node property overloads // used only when parent is SpriteBatchNode // void Sprite::setReorderChildDirtyRecursively(void) { //only set parents flag the first time if ( ! _reorderChildDirty ) { _reorderChildDirty = true; Node* node = static_cast(_parent); while (node && node != _batchNode) { static_cast(node)->setReorderChildDirtyRecursively(); node=node->getParent(); } } } void Sprite::setDirtyRecursively(bool bValue) { _recursiveDirty = bValue; setDirty(bValue); // recursively set dirty if (_hasChildren) { Object* object = NULL; CCARRAY_FOREACH(_children, object) { Sprite* child = dynamic_cast(object); if (child) { child->setDirtyRecursively(true); } } } } // XXX HACK: optimization #define SET_DIRTY_RECURSIVELY() { \ if (! _recursiveDirty) { \ _recursiveDirty = true; \ setDirty(true); \ if ( _hasChildren) \ setDirtyRecursively(true); \ } \ } void Sprite::setPosition(const Point& pos) { Node::setPosition(pos); SET_DIRTY_RECURSIVELY(); } void Sprite::setPosition(float x, float y) { Node::setPosition(x, y); SET_DIRTY_RECURSIVELY(); } void Sprite::setRotation(float rotation) { Node::setRotation(rotation); SET_DIRTY_RECURSIVELY(); } void Sprite::setRotationX(float fRotationX) { Node::setRotationX(fRotationX); SET_DIRTY_RECURSIVELY(); } void Sprite::setRotationY(float fRotationY) { Node::setRotationY(fRotationY); SET_DIRTY_RECURSIVELY(); } void Sprite::setSkewX(float sx) { Node::setSkewX(sx); SET_DIRTY_RECURSIVELY(); } void Sprite::setSkewY(float sy) { Node::setSkewY(sy); SET_DIRTY_RECURSIVELY(); } void Sprite::setScaleX(float scaleX) { Node::setScaleX(scaleX); SET_DIRTY_RECURSIVELY(); } void Sprite::setScaleY(float scaleY) { Node::setScaleY(scaleY); SET_DIRTY_RECURSIVELY(); } void Sprite::setScale(float fScale) { Node::setScale(fScale); SET_DIRTY_RECURSIVELY(); } void Sprite::setScale(float scaleX, float scaleY) { Node::setScale(scaleX, scaleY); SET_DIRTY_RECURSIVELY(); } void Sprite::setVertexZ(float fVertexZ) { Node::setVertexZ(fVertexZ); SET_DIRTY_RECURSIVELY(); } void Sprite::setAnchorPoint(const Point& anchor) { Node::setAnchorPoint(anchor); SET_DIRTY_RECURSIVELY(); } void Sprite::ignoreAnchorPointForPosition(bool value) { CCASSERT(! _batchNode, "ignoreAnchorPointForPosition is invalid in Sprite"); Node::ignoreAnchorPointForPosition(value); } void Sprite::setVisible(bool bVisible) { Node::setVisible(bVisible); SET_DIRTY_RECURSIVELY(); } void Sprite::setFlippedX(bool flippedX) { if (_flippedX != flippedX) { _flippedX = flippedX; setTextureRect(_rect, _rectRotated, _contentSize); } } bool Sprite::isFlippedX(void) const { return _flippedX; } void Sprite::setFlippedY(bool flippedY) { if (_flippedY != flippedY) { _flippedY = flippedY; setTextureRect(_rect, _rectRotated, _contentSize); } } bool Sprite::isFlippedY(void) const { return _flippedY; } // // RGBA protocol // void Sprite::updateColor(void) { Color4B color4( _displayedColor.r, _displayedColor.g, _displayedColor.b, _displayedOpacity ); // special opacity for premultiplied textures if (_opacityModifyRGB) { color4.r *= _displayedOpacity/255.0f; color4.g *= _displayedOpacity/255.0f; color4.b *= _displayedOpacity/255.0f; } _quad.bl.colors = color4; _quad.br.colors = color4; _quad.tl.colors = color4; _quad.tr.colors = color4; // renders using batch node if (_batchNode) { if (_atlasIndex != INDEX_NOT_INITIALIZED) { _textureAtlas->updateQuad(&_quad, _atlasIndex); } else { // no need to set it recursively // update dirty_, don't update recursiveDirty_ setDirty(true); } } // self render // do nothing } void Sprite::setOpacity(GLubyte opacity) { NodeRGBA::setOpacity(opacity); updateColor(); } void Sprite::setColor(const Color3B& color3) { NodeRGBA::setColor(color3); updateColor(); } void Sprite::setOpacityModifyRGB(bool modify) { if (_opacityModifyRGB != modify) { _opacityModifyRGB = modify; updateColor(); } } bool Sprite::isOpacityModifyRGB(void) const { return _opacityModifyRGB; } void Sprite::updateDisplayedColor(const Color3B& parentColor) { NodeRGBA::updateDisplayedColor(parentColor); updateColor(); } void Sprite::updateDisplayedOpacity(GLubyte opacity) { NodeRGBA::updateDisplayedOpacity(opacity); updateColor(); } // Frames void Sprite::setSpriteFrame(const std::string &spriteFrameName) { SpriteFrameCache *cache = SpriteFrameCache::getInstance(); SpriteFrame *spriteFrame = cache->getSpriteFrameByName(spriteFrameName); CCASSERT(spriteFrame, "Invalid spriteFrameName"); setSpriteFrame(spriteFrame); } void Sprite::setSpriteFrame(SpriteFrame *spriteFrame) { _unflippedOffsetPositionFromCenter = spriteFrame->getOffset(); Texture2D *texture = spriteFrame->getTexture(); // update texture before updating texture rect if (texture != _texture) { setTexture(texture); } // update rect _rectRotated = spriteFrame->isRotated(); setTextureRect(spriteFrame->getRect(), _rectRotated, spriteFrame->getOriginalSize()); } void Sprite::setDisplayFrameWithAnimationName(const std::string& animationName, int frameIndex) { CCASSERT(animationName.size()>0, "CCSprite#setDisplayFrameWithAnimationName. animationName must not be NULL"); Animation *a = AnimationCache::getInstance()->getAnimation(animationName); CCASSERT(a, "CCSprite#setDisplayFrameWithAnimationName: Frame not found"); AnimationFrame* frame = static_cast( a->getFrames()->getObjectAtIndex(frameIndex) ); CCASSERT(frame, "CCSprite#setDisplayFrame. Invalid frame"); setSpriteFrame(frame->getSpriteFrame()); } bool Sprite::isFrameDisplayed(SpriteFrame *frame) const { Rect r = frame->getRect(); return (r.equals(_rect) && frame->getTexture()->getName() == _texture->getName() && frame->getOffset().equals(_unflippedOffsetPositionFromCenter)); } SpriteFrame* Sprite::getSpriteFrame() const { return SpriteFrame::createWithTexture(_texture, CC_RECT_POINTS_TO_PIXELS(_rect), _rectRotated, CC_POINT_POINTS_TO_PIXELS(_unflippedOffsetPositionFromCenter), CC_SIZE_POINTS_TO_PIXELS(_contentSize)); } SpriteBatchNode* Sprite::getBatchNode() { return _batchNode; } void Sprite::setBatchNode(SpriteBatchNode *spriteBatchNode) { _batchNode = spriteBatchNode; // weak reference // self render if( ! _batchNode ) { _atlasIndex = INDEX_NOT_INITIALIZED; setTextureAtlas(NULL); _recursiveDirty = false; setDirty(false); float x1 = _offsetPosition.x; float y1 = _offsetPosition.y; float x2 = x1 + _rect.size.width; float y2 = y1 + _rect.size.height; _quad.bl.vertices = Vertex3F( x1, y1, 0 ); _quad.br.vertices = Vertex3F( x2, y1, 0 ); _quad.tl.vertices = Vertex3F( x1, y2, 0 ); _quad.tr.vertices = Vertex3F( x2, y2, 0 ); } else { // using batch _transformToBatch = AffineTransformIdentity; setTextureAtlas(_batchNode->getTextureAtlas()); // weak ref } } // Texture protocol void Sprite::updateBlendFunc(void) { CCASSERT(! _batchNode, "CCSprite: updateBlendFunc doesn't work when the sprite is rendered using a SpriteBatchNode"); // it is possible to have an untextured sprite if (! _texture || ! _texture->hasPremultipliedAlpha()) { _blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED; setOpacityModifyRGB(false); } else { _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED; setOpacityModifyRGB(true); } } NS_CC_END