mirror of https://github.com/axmolengine/axmol.git
1830 lines
42 KiB
C++
1830 lines
42 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2009 Valentin Milea
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2014 Chukong Technologies Inc.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "2d/CCNode.h"
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#include <algorithm>
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#include "deprecated/CCString.h"
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#include "2d/ccCArray.h"
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#include "TransformUtils.h"
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#include "CCGrid.h"
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#include "base/CCDirector.h"
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#include "base/CCScheduler.h"
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#include "base/CCTouch.h"
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#include "2d/CCActionManager.h"
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#include "2d/CCScriptSupport.h"
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#include "2d/CCGLProgram.h"
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#include "base/CCEventDispatcher.h"
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#include "base/CCEvent.h"
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#include "base/CCEventTouch.h"
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#include "2d/CCLayer.h"
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#if CC_USE_PHYSICS
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#include "physics/CCPhysicsBody.h"
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#endif
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// externals
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#include "CCComponent.h"
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#include "CCComponentContainer.h"
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#if CC_NODE_RENDER_SUBPIXEL
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#define RENDER_IN_SUBPIXEL
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#else
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#define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__))
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#endif
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NS_CC_BEGIN
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bool nodeComparisonLess(Node* n1, Node* n2)
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{
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return( n1->getLocalZOrder() < n2->getLocalZOrder() ||
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( n1->getLocalZOrder() == n2->getLocalZOrder() && n1->getOrderOfArrival() < n2->getOrderOfArrival() )
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);
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}
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// 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.
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int Node::s_globalOrderOfArrival = 1;
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Node::Node(void)
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: _rotationX(0.0f)
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, _rotationY(0.0f)
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, _rotationZ_X(0.0f)
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, _rotationZ_Y(0.0f)
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, _scaleX(1.0f)
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, _scaleY(1.0f)
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, _scaleZ(1.0f)
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, _positionZ(0.0f)
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, _position(Vector2::ZERO)
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, _skewX(0.0f)
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, _skewY(0.0f)
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, _anchorPointInPoints(Vector2::ZERO)
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, _anchorPoint(Vector2::ZERO)
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, _contentSize(Size::ZERO)
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, _useAdditionalTransform(false)
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, _transformDirty(true)
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, _inverseDirty(true)
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, _transformUpdated(true)
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// children (lazy allocs)
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// lazy alloc
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, _localZOrder(0)
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, _globalZOrder(0)
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, _parent(nullptr)
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// "whole screen" objects. like Scenes and Layers, should set _ignoreAnchorPointForPosition to true
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, _tag(Node::INVALID_TAG)
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// userData is always inited as nil
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, _userData(nullptr)
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, _userObject(nullptr)
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, _shaderProgram(nullptr)
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, _orderOfArrival(0)
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, _running(false)
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, _visible(true)
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, _ignoreAnchorPointForPosition(false)
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, _reorderChildDirty(false)
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, _isTransitionFinished(false)
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#if CC_ENABLE_SCRIPT_BINDING
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, _updateScriptHandler(0)
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#endif
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, _componentContainer(nullptr)
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#if CC_USE_PHYSICS
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, _physicsBody(nullptr)
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#endif
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, _displayedOpacity(255)
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, _realOpacity(255)
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, _displayedColor(Color3B::WHITE)
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, _realColor(Color3B::WHITE)
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, _cascadeColorEnabled(false)
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, _cascadeOpacityEnabled(false)
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{
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// set default scheduler and actionManager
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Director *director = Director::getInstance();
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_actionManager = director->getActionManager();
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_actionManager->retain();
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_scheduler = director->getScheduler();
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_scheduler->retain();
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_eventDispatcher = director->getEventDispatcher();
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_eventDispatcher->retain();
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#if CC_ENABLE_SCRIPT_BINDING
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ScriptEngineProtocol* engine = ScriptEngineManager::getInstance()->getScriptEngine();
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_scriptType = engine != nullptr ? engine->getScriptType() : kScriptTypeNone;
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#endif
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_transform = _inverse = _additionalTransform = Matrix::identity();
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}
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Node::~Node()
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{
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CCLOGINFO( "deallocing Node: %p - tag: %i", this, _tag );
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#if CC_ENABLE_SCRIPT_BINDING
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if (_updateScriptHandler)
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{
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ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptHandler(_updateScriptHandler);
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}
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#endif
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// User object has to be released before others, since userObject may have a weak reference of this node
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// It may invoke `node->stopAllAction();` while `_actionManager` is null if the next line is after `CC_SAFE_RELEASE_NULL(_actionManager)`.
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CC_SAFE_RELEASE_NULL(_userObject);
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// attributes
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CC_SAFE_RELEASE_NULL(_shaderProgram);
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for (auto& child : _children)
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{
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child->_parent = nullptr;
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}
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removeAllComponents();
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CC_SAFE_DELETE(_componentContainer);
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#if CC_USE_PHYSICS
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setPhysicsBody(nullptr);
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#endif
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CC_SAFE_RELEASE_NULL(_actionManager);
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CC_SAFE_RELEASE_NULL(_scheduler);
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_eventDispatcher->removeEventListenersForTarget(this);
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#if CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS && COCOS2D_DEBUG > 0
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_eventDispatcher->debugCheckNodeHasNoEventListenersOnDestruction(this);
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#endif
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CCASSERT(!_running, "Node still marked as running on node destruction! Was base class onExit() called in derived class onExit() implementations?");
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CC_SAFE_RELEASE(_eventDispatcher);
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}
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bool Node::init()
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{
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return true;
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}
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float Node::getSkewX() const
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{
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return _skewX;
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}
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void Node::setSkewX(float skewX)
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{
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if (_skewX == skewX)
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return;
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_skewX = skewX;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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float Node::getSkewY() const
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{
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return _skewY;
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}
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void Node::setSkewY(float skewY)
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{
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if (_skewY == skewY)
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return;
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_skewY = skewY;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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/// zOrder setter : private method
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/// used internally to alter the zOrder variable. DON'T call this method manually
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void Node::_setLocalZOrder(int z)
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{
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_localZOrder = z;
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}
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void Node::setLocalZOrder(int z)
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{
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if (_localZOrder == z)
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return;
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_localZOrder = z;
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if (_parent)
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{
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_parent->reorderChild(this, z);
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}
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_eventDispatcher->setDirtyForNode(this);
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}
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void Node::setGlobalZOrder(float globalZOrder)
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{
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if (_globalZOrder != globalZOrder)
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{
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_globalZOrder = globalZOrder;
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_eventDispatcher->setDirtyForNode(this);
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}
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}
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/// rotation getter
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float Node::getRotation() const
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{
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CCASSERT(_rotationZ_X == _rotationZ_Y, "CCNode#rotation. RotationX != RotationY. Don't know which one to return");
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return _rotationZ_X;
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}
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/// rotation setter
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void Node::setRotation(float rotation)
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{
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if (_rotationZ_X == rotation)
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return;
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_rotationZ_X = _rotationZ_Y = rotation;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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#if CC_USE_PHYSICS
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if (_physicsBody && !_physicsBody->_rotationResetTag)
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{
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Layer* layer = _physicsBody->getWorld() != nullptr ? &_physicsBody->getWorld()->getLayer() : nullptr;
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updatePhysicsBodyRotation(layer);
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}
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#endif
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}
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float Node::getRotationSkewX() const
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{
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return _rotationZ_X;
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}
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void Node::setRotation3D(const Vector3& rotation)
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{
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if (_rotationX == rotation.x &&
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_rotationY == rotation.y &&
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_rotationZ_X == rotation.z)
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return;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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_rotationX = rotation.x;
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_rotationY = rotation.y;
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// rotation Z is decomposed in 2 to simulate Skew for Flash animations
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_rotationZ_Y = _rotationZ_X = rotation.z;
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#if CC_USE_PHYSICS
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if (_physicsBody)
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{
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Layer* layer = _physicsBody->getWorld() != nullptr ? &_physicsBody->getWorld()->getLayer() : nullptr;
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updatePhysicsBodyRotation(layer);
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}
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#endif
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}
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Vector3 Node::getRotation3D() const
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{
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// rotation Z is decomposed in 2 to simulate Skew for Flash animations
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CCASSERT(_rotationZ_X == _rotationZ_Y, "_rotationZ_X != _rotationZ_Y");
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return Vector3(_rotationX,_rotationY,_rotationZ_X);
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}
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void Node::setRotationSkewX(float rotationX)
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{
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if (_rotationZ_X == rotationX)
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return;
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_rotationZ_X = rotationX;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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float Node::getRotationSkewY() const
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{
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return _rotationZ_Y;
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}
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void Node::setRotationSkewY(float rotationY)
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{
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if (_rotationZ_Y == rotationY)
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return;
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_rotationZ_Y = rotationY;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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/// scale getter
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float Node::getScale(void) const
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{
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CCASSERT( _scaleX == _scaleY, "CCNode#scale. ScaleX != ScaleY. Don't know which one to return");
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return _scaleX;
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}
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/// scale setter
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void Node::setScale(float scale)
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{
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if (_scaleX == scale)
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return;
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_scaleX = _scaleY = _scaleZ = scale;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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/// scaleX getter
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float Node::getScaleX() const
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{
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return _scaleX;
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}
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/// scale setter
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void Node::setScale(float scaleX,float scaleY)
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{
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if (_scaleX == scaleX && _scaleY == scaleY)
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return;
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_scaleX = scaleX;
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_scaleY = scaleY;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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/// scaleX setter
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void Node::setScaleX(float scaleX)
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{
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if (_scaleX == scaleX)
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return;
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_scaleX = scaleX;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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/// scaleY getter
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float Node::getScaleY() const
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{
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return _scaleY;
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}
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/// scaleY setter
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void Node::setScaleZ(float scaleZ)
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{
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if (_scaleZ == scaleZ)
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return;
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_scaleZ = scaleZ;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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/// scaleY getter
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float Node::getScaleZ() const
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{
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return _scaleZ;
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}
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/// scaleY setter
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void Node::setScaleY(float scaleY)
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{
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if (_scaleY == scaleY)
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return;
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_scaleY = scaleY;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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/// position getter
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const Vector2& Node::getPosition() const
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{
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return _position;
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}
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/// position setter
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void Node::setPosition(const Vector2& position)
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{
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if (_position.equals(position))
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return;
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_position = position;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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#if CC_USE_PHYSICS
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if (_physicsBody != nullptr && !_physicsBody->_positionResetTag)
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{
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Layer* layer = _physicsBody->getWorld() != nullptr ? &_physicsBody->getWorld()->getLayer() : nullptr;
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updatePhysicsBodyPosition(layer);
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}
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#endif
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}
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void Node::getPosition(float* x, float* y) const
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{
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*x = _position.x;
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*y = _position.y;
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}
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void Node::setPosition(float x, float y)
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{
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setPosition(Vector2(x, y));
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}
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void Node::setPosition3D(const Vector3& position)
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{
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_positionZ = position.z;
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setPosition(Vector2(position.x, position.y));
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}
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Vector3 Node::getPosition3D() const
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{
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Vector3 ret;
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ret.x = _position.x;
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ret.y = _position.y;
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ret.z = _positionZ;
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return ret;
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}
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float Node::getPositionX() const
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{
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return _position.x;
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}
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void Node::setPositionX(float x)
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{
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setPosition(Vector2(x, _position.y));
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}
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float Node::getPositionY() const
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{
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return _position.y;
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}
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void Node::setPositionY(float y)
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{
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setPosition(Vector2(_position.x, y));
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}
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float Node::getPositionZ() const
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{
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return _positionZ;
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}
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void Node::setPositionZ(float positionZ)
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{
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if (_positionZ == positionZ)
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return;
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_transformUpdated = _transformDirty = _inverseDirty = true;
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_positionZ = positionZ;
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// XXX BUG
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// Global Z Order should based on the modelViewTransform
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setGlobalZOrder(positionZ);
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}
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ssize_t Node::getChildrenCount() const
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{
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return _children.size();
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}
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/// isVisible getter
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bool Node::isVisible() const
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{
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return _visible;
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}
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/// isVisible setter
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void Node::setVisible(bool var)
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{
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if(var != _visible)
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{
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_visible = var;
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if(_visible) _transformUpdated = _transformDirty = _inverseDirty = true;
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}
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}
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const Vector2& Node::getAnchorPointInPoints() const
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{
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return _anchorPointInPoints;
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}
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/// anchorPoint getter
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const Vector2& Node::getAnchorPoint() const
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{
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return _anchorPoint;
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}
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void Node::setAnchorPoint(const Vector2& point)
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{
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#if CC_USE_PHYSICS
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if (_physicsBody != nullptr && !point.equals(Vector2::ANCHOR_MIDDLE))
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{
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CCLOG("Node warning: This node has a physics body, the anchor must be in the middle, you cann't change this to other value.");
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return;
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}
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#endif
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if( ! point.equals(_anchorPoint))
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{
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_anchorPoint = point;
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_anchorPointInPoints = Vector2(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y );
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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}
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/// contentSize getter
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const Size& Node::getContentSize() const
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{
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return _contentSize;
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}
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void Node::setContentSize(const Size & size)
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{
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if ( ! size.equals(_contentSize))
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{
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_contentSize = size;
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_anchorPointInPoints = Vector2(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y );
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_transformUpdated = _transformDirty = _inverseDirty = true;
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}
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}
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// isRunning getter
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bool Node::isRunning() const
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{
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return _running;
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}
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/// parent setter
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void Node::setParent(Node * var)
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{
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_parent = var;
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}
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/// 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 var)
|
|
{
|
|
_tag = var;
|
|
}
|
|
|
|
/// userData setter
|
|
void Node::setUserData(void *var)
|
|
{
|
|
_userData = var;
|
|
}
|
|
|
|
int Node::getOrderOfArrival() const
|
|
{
|
|
return _orderOfArrival;
|
|
}
|
|
|
|
void Node::setOrderOfArrival(int orderOfArrival)
|
|
{
|
|
CCASSERT(orderOfArrival >=0, "Invalid orderOfArrival");
|
|
_orderOfArrival = orderOfArrival;
|
|
}
|
|
|
|
void Node::setUserObject(Ref *pUserObject)
|
|
{
|
|
CC_SAFE_RETAIN(pUserObject);
|
|
CC_SAFE_RELEASE(_userObject);
|
|
_userObject = pUserObject;
|
|
}
|
|
|
|
void Node::setShaderProgram(GLProgram *pShaderProgram)
|
|
{
|
|
CC_SAFE_RETAIN(pShaderProgram);
|
|
CC_SAFE_RELEASE(_shaderProgram);
|
|
_shaderProgram = pShaderProgram;
|
|
}
|
|
|
|
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(void)
|
|
{
|
|
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("<Node | Tag = %d", _tag);
|
|
}
|
|
|
|
// lazy allocs
|
|
void Node::childrenAlloc(void)
|
|
{
|
|
_children.reserve(4);
|
|
}
|
|
|
|
Node* Node::getChildByTag(int tag)
|
|
{
|
|
CCASSERT( tag != Node::INVALID_TAG, "Invalid tag");
|
|
|
|
for (auto& child : _children)
|
|
{
|
|
if(child && child->_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())
|
|
{
|
|
Layer* layer = dynamic_cast<Layer*>(node);
|
|
if (layer != nullptr && layer->getPhysicsWorld() != nullptr)
|
|
{
|
|
layer->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)
|
|
{
|
|
_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 Matrix &transform, bool transformUpdated)
|
|
{
|
|
}
|
|
|
|
void Node::visit()
|
|
{
|
|
auto renderer = Director::getInstance()->getRenderer();
|
|
Matrix parentTransform = Director::getInstance()->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
|
visit(renderer, parentTransform, true);
|
|
}
|
|
|
|
void Node::visit(Renderer* renderer, const Matrix &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 Matrix 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);
|
|
}
|
|
|
|
Matrix Node::transform(const Matrix& parentTransform)
|
|
{
|
|
Matrix 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 Matrix& 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(Vector2::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) {
|
|
Matrix rotY;
|
|
Matrix::createRotationY(CC_DEGREES_TO_RADIANS(_rotationY), &rotY);
|
|
_transform = _transform * rotY;
|
|
}
|
|
if(_rotationX) {
|
|
Matrix rotX;
|
|
Matrix::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)
|
|
{
|
|
Matrix 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(Vector2::ZERO))
|
|
{
|
|
// XXX: Argh, Matrix 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 Matrix& transform)
|
|
{
|
|
_transform = transform;
|
|
_transformDirty = false;
|
|
_transformUpdated = true;
|
|
}
|
|
|
|
void Node::setAdditionalTransform(const AffineTransform& additionalTransform)
|
|
{
|
|
Matrix tmp;
|
|
CGAffineToGL(additionalTransform, tmp.m);
|
|
setAdditionalTransform(&tmp);
|
|
}
|
|
|
|
void Node::setAdditionalTransform(Matrix* additionalTransform)
|
|
{
|
|
if(additionalTransform == nullptr) {
|
|
_useAdditionalTransform = false;
|
|
} else {
|
|
_additionalTransform = *additionalTransform;
|
|
_useAdditionalTransform = true;
|
|
}
|
|
_transformUpdated = _transformDirty = _inverseDirty = true;
|
|
}
|
|
|
|
|
|
AffineTransform Node::getParentToNodeAffineTransform() const
|
|
{
|
|
AffineTransform ret;
|
|
Matrix ret4 = getParentToNodeTransform();
|
|
|
|
GLToCGAffine(ret4.m,&ret);
|
|
return ret;
|
|
}
|
|
|
|
const Matrix& 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;
|
|
}
|
|
|
|
Matrix Node::getNodeToWorldTransform() const
|
|
{
|
|
Matrix 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());
|
|
}
|
|
|
|
Matrix Node::getWorldToNodeTransform() const
|
|
{
|
|
return getNodeToWorldTransform().getInversed();
|
|
}
|
|
|
|
|
|
Vector2 Node::convertToNodeSpace(const Vector2& worldPoint) const
|
|
{
|
|
Matrix tmp = getWorldToNodeTransform();
|
|
Vector3 vec3(worldPoint.x, worldPoint.y, 0);
|
|
Vector3 ret;
|
|
tmp.transformPoint(vec3,&ret);
|
|
return Vector2(ret.x, ret.y);
|
|
}
|
|
|
|
Vector2 Node::convertToWorldSpace(const Vector2& nodePoint) const
|
|
{
|
|
Matrix tmp = getNodeToWorldTransform();
|
|
Vector3 vec3(nodePoint.x, nodePoint.y, 0);
|
|
Vector3 ret;
|
|
tmp.transformPoint(vec3,&ret);
|
|
return Vector2(ret.x, ret.y);
|
|
|
|
}
|
|
|
|
Vector2 Node::convertToNodeSpaceAR(const Vector2& worldPoint) const
|
|
{
|
|
Vector2 nodePoint = convertToNodeSpace(worldPoint);
|
|
return nodePoint - _anchorPointInPoints;
|
|
}
|
|
|
|
Vector2 Node::convertToWorldSpaceAR(const Vector2& nodePoint) const
|
|
{
|
|
Vector2 pt = nodePoint + _anchorPointInPoints;
|
|
return convertToWorldSpace(pt);
|
|
}
|
|
|
|
Vector2 Node::convertToWindowSpace(const Vector2& nodePoint) const
|
|
{
|
|
Vector2 worldPoint = this->convertToWorldSpace(nodePoint);
|
|
return Director::getInstance()->convertToUI(worldPoint);
|
|
}
|
|
|
|
// convenience methods which take a Touch instead of Vector2
|
|
Vector2 Node::convertTouchToNodeSpace(Touch *touch) const
|
|
{
|
|
Vector2 point = touch->getLocation();
|
|
return this->convertToNodeSpace(point);
|
|
}
|
|
|
|
Vector2 Node::convertTouchToNodeSpaceAR(Touch *touch) const
|
|
{
|
|
Vector2 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& pName)
|
|
{
|
|
if( _componentContainer )
|
|
return _componentContainer->get(pName);
|
|
return nullptr;
|
|
}
|
|
|
|
bool Node::addComponent(Component *pComponent)
|
|
{
|
|
// lazy alloc
|
|
if( !_componentContainer )
|
|
_componentContainer = new ComponentContainer(this);
|
|
return _componentContainer->add(pComponent);
|
|
}
|
|
|
|
bool Node::removeComponent(const std::string& pName)
|
|
{
|
|
if( _componentContainer )
|
|
return _componentContainer->remove(pName);
|
|
return false;
|
|
}
|
|
|
|
void Node::removeAllComponents()
|
|
{
|
|
if( _componentContainer )
|
|
_componentContainer->removeAll();
|
|
}
|
|
|
|
#if CC_USE_PHYSICS
|
|
|
|
void Node::updatePhysicsBodyPosition(Layer* layer)
|
|
{
|
|
if (_physicsBody != nullptr)
|
|
{
|
|
if (layer != nullptr && layer->getPhysicsWorld() != nullptr)
|
|
{
|
|
Vector2 pos = getParent() == layer ? getPosition() : layer->convertToNodeSpace(_parent->convertToWorldSpace(getPosition()));
|
|
_physicsBody->setPosition(pos);
|
|
}
|
|
else
|
|
{
|
|
_physicsBody->setPosition(getPosition());
|
|
}
|
|
}
|
|
}
|
|
|
|
void Node::updatePhysicsBodyRotation(Layer* layer)
|
|
{
|
|
if (_physicsBody != nullptr)
|
|
{
|
|
if (layer != nullptr && layer->getPhysicsWorld() != nullptr)
|
|
{
|
|
float rotation = _rotationZ_X;
|
|
for (Node* parent = _parent; parent != layer; 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(Vector2::ANCHOR_MIDDLE))
|
|
{
|
|
CCLOG("Node warning: setPhysicsBody sets anchor point to Vector2::ANCHOR_MIDDLE.");
|
|
setAnchorPoint(Vector2::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;
|
|
Layer* layer = nullptr;
|
|
for (node = this->getParent(); node != nullptr; node = node->getParent())
|
|
{
|
|
Layer* tmpLayer = dynamic_cast<Layer*>(node);
|
|
if (tmpLayer != nullptr && tmpLayer->getPhysicsWorld() != nullptr)
|
|
{
|
|
layer = tmpLayer;
|
|
break;
|
|
}
|
|
}
|
|
|
|
updatePhysicsBodyPosition(layer);
|
|
updatePhysicsBodyRotation(layer);
|
|
}
|
|
}
|
|
|
|
PhysicsBody* Node::getPhysicsBody() const
|
|
{
|
|
return _physicsBody;
|
|
}
|
|
#endif //CC_USE_PHYSICS
|
|
|
|
GLubyte Node::getOpacity(void) const
|
|
{
|
|
return _realOpacity;
|
|
}
|
|
|
|
GLubyte Node::getDisplayedOpacity(void) 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
|