axmol/cocos/2d/CCNodeGrid.cpp

182 lines
5.1 KiB
C++

/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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/CCNodeGrid.h"
#include "2d/CCGrid.h"
#include "renderer/CCRenderer.h"
NS_CC_BEGIN
NodeGrid* NodeGrid::create()
{
NodeGrid* ret = new NodeGrid();
if (ret->init())
{
ret->autorelease();
}
else
{
CC_SAFE_DELETE(ret);
}
return ret;
}
NodeGrid* NodeGrid::create(const cocos2d::Rect& rect)
{
NodeGrid* ret = NodeGrid::create();
if (ret)
{
ret->setGridRect(rect);
}
return ret;
}
NodeGrid::NodeGrid() {}
void NodeGrid::setTarget(Node* target)
{
#if CC_ENABLE_GC_FOR_NATIVE_OBJECTS
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
if (sEngine)
{
if (_gridTarget)
sEngine->releaseScriptObject(this, _gridTarget);
if (target)
sEngine->retainScriptObject(this, target);
}
#endif // CC_ENABLE_GC_FOR_NATIVE_OBJECTS
CC_SAFE_RELEASE(_gridTarget);
CC_SAFE_RETAIN(target);
_gridTarget = target;
}
NodeGrid::~NodeGrid()
{
CC_SAFE_RELEASE(_nodeGrid);
CC_SAFE_RELEASE(_gridTarget);
}
void NodeGrid::onGridBeginDraw()
{
if (_nodeGrid && _nodeGrid->isActive())
{
_nodeGrid->beforeDraw();
}
}
void NodeGrid::onGridEndDraw()
{
if (_nodeGrid && _nodeGrid->isActive())
{
_nodeGrid->afterDraw(this);
}
}
void NodeGrid::visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags)
{
// quick return if not visible. children won't be drawn.
if (!_visible)
{
return;
}
bool dirty = (parentFlags & FLAGS_TRANSFORM_DIRTY) || _transformUpdated;
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->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
Director::Projection beforeProjectionType = Director::Projection::DEFAULT;
if (_nodeGrid && _nodeGrid->isActive())
{
beforeProjectionType = _director->getProjection();
_nodeGrid->set2DProjection();
}
onGridBeginDraw();
if (_gridTarget)
{
_gridTarget->visit(renderer, _modelViewTransform, dirty);
}
int i = 0;
bool visibleByCamera = isVisitableByVisitingCamera();
if (!_children.empty())
{
sortAllChildren();
// draw children zOrder < 0
for (auto size = _children.size(); i < size; ++i)
{
auto node = _children.at(i);
if (node && node->getLocalZOrder() < 0)
node->visit(renderer, _modelViewTransform, dirty);
else
break;
}
// self draw,currently we have nothing to draw on NodeGrid, so there is no need to add render command
if (visibleByCamera)
this->draw(renderer, _modelViewTransform, dirty);
for (auto it = _children.cbegin() + i, itCend = _children.cend(); it != itCend; ++it)
{
(*it)->visit(renderer, _modelViewTransform, dirty);
}
}
else if (visibleByCamera)
{
this->draw(renderer, _modelViewTransform, dirty);
}
// FIX ME: Why need to set _orderOfArrival to 0??
// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
// setOrderOfArrival(0);
if (_nodeGrid && _nodeGrid->isActive())
{
// restore projection
_director->setProjection(beforeProjectionType);
}
onGridEndDraw();
_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void NodeGrid::setGrid(GridBase* grid)
{
CC_SAFE_RELEASE(_nodeGrid);
CC_SAFE_RETAIN(grid);
_nodeGrid = grid;
}
NS_CC_END