mirror of https://github.com/axmolengine/axmol.git
450 lines
12 KiB
C++
450 lines
12 KiB
C++
/****************************************************************************
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Copyright (c) 2013-2017 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 "libeditor/CCDisplayManager.h"
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#include "libeditor/CCBone.h"
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#include "libeditor/CCArmature.h"
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#include "libeditor/CCUtilMath.h"
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#include "libeditor/CCSkin.h"
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#include "2d/CCParticleSystemQuad.h"
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using namespace cocos2d;
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namespace cocostudio {
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DisplayManager *DisplayManager::create(Bone *bone)
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{
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DisplayManager *pDisplayManager = new (std::nothrow) DisplayManager();
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if (pDisplayManager && pDisplayManager->init(bone))
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{
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pDisplayManager->autorelease();
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return pDisplayManager;
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}
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CC_SAFE_DELETE(pDisplayManager);
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return nullptr;
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}
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DisplayManager::DisplayManager()
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: _displayRenderNode(nullptr)
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, _displayType(CS_DISPLAY_MAX)
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, _currentDecoDisplay(nullptr)
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, _displayIndex(-1)
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, _forceChangeDisplay(false)
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, _visible(true)
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, _bone(nullptr)
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{
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}
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DisplayManager::~DisplayManager()
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{
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_decoDisplayList.clear();
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if( _displayRenderNode )
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{
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_displayRenderNode->removeFromParentAndCleanup(true);
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if(_displayRenderNode->getReferenceCount() > 0)
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CC_SAFE_RELEASE_NULL(_displayRenderNode);
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}
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}
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bool DisplayManager::init(Bone *bone)
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{
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bool ret = false;
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do
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{
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_bone = bone;
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initDisplayList(bone->getBoneData());
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ret = true;
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}
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while (0);
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return ret;
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}
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void DisplayManager::addDisplay(DisplayData *displayData, int index)
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{
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DecorativeDisplay *decoDisplay = nullptr;
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if( (index >= 0) && (index < _decoDisplayList.size()) )
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{
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decoDisplay = (DecorativeDisplay *)_decoDisplayList.at(index);
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}
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else
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{
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decoDisplay = DecorativeDisplay::create();
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_decoDisplayList.pushBack(decoDisplay);
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}
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DisplayFactory::addDisplay(_bone, decoDisplay, displayData);
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//! if changed display index is current display index, then change current display to the new display
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if(index == _displayIndex)
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{
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_displayIndex = -1;
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changeDisplayWithIndex(index, false);
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}
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}
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void DisplayManager::addDisplay(Node *display, int index)
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{
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DecorativeDisplay *decoDisplay = nullptr;
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if( (index >= 0) && (index < _decoDisplayList.size()) )
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{
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decoDisplay = _decoDisplayList.at(index);
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}
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else
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{
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decoDisplay = DecorativeDisplay::create();
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_decoDisplayList.pushBack(decoDisplay);
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}
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DisplayData *displayData = nullptr;
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if (Skin *skin = dynamic_cast<Skin *>(display))
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{
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skin->setBone(_bone);
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displayData = SpriteDisplayData::create();
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DisplayFactory::initSpriteDisplay(_bone, decoDisplay, skin->getDisplayName().c_str(), skin);
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if (SpriteDisplayData *spriteDisplayData = (SpriteDisplayData *)decoDisplay->getDisplayData())
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{
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skin->setSkinData(spriteDisplayData->skinData);
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((SpriteDisplayData *)displayData)->skinData = spriteDisplayData->skinData;
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}
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else
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{
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bool find = false;
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for (long i = _decoDisplayList.size()-2; i>=0; i--)
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{
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DecorativeDisplay *dd = _decoDisplayList.at(i);
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SpriteDisplayData *sdd = static_cast<SpriteDisplayData*>(dd->getDisplayData());
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if (sdd)
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{
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find = true;
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skin->setSkinData(sdd->skinData);
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static_cast<SpriteDisplayData*>(displayData)->skinData = sdd->skinData;
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break;
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}
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}
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if (!find)
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{
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BaseData baseData;
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skin->setSkinData(baseData);
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}
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}
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}
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else if (dynamic_cast<ParticleSystemQuad *>(display))
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{
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displayData = ParticleDisplayData::create();
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display->removeFromParent();
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display->cleanup();
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Armature *armature = _bone->getArmature();
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if (armature)
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{
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display->setParent(armature);
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}
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}
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else if(Armature *armature = dynamic_cast<Armature *>(display))
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{
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displayData = ArmatureDisplayData::create();
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displayData->displayName = armature->getName();
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armature->setParentBone(_bone);
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}
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else
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{
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displayData = DisplayData::create();
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}
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decoDisplay->setDisplay(display);
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decoDisplay->setDisplayData(displayData);
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//! if changed display index is current display index, then change current display to the new display
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if(index == _displayIndex)
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{
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_displayIndex = -1;
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changeDisplayWithIndex(index, false);
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}
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}
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void DisplayManager::removeDisplay(int index)
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{
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if(index == _displayIndex)
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{
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setCurrentDecorativeDisplay(nullptr);
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_displayIndex = -1;
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}
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_decoDisplayList.erase(index);
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}
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const cocos2d::Vector<DecorativeDisplay*>& DisplayManager::getDecorativeDisplayList() const
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{
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return _decoDisplayList;
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}
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void DisplayManager::changeDisplayWithIndex(int index, bool force)
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{
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CCASSERT( index < (int)_decoDisplayList.size(), "the _index value is out of range");
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_forceChangeDisplay = force;
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//! If index is equal to current display index,then do nothing
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if ( _displayIndex == index)
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return;
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_displayIndex = index;
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//! If displayIndex < 0, it means you want to hide you display
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if (_displayIndex < 0)
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{
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if(_displayRenderNode)
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{
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_displayRenderNode->removeFromParentAndCleanup(true);
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setCurrentDecorativeDisplay(nullptr);
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}
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return;
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}
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DecorativeDisplay *decoDisplay = (DecorativeDisplay *)_decoDisplayList.at(_displayIndex);
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setCurrentDecorativeDisplay(decoDisplay);
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}
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void DisplayManager::changeDisplayWithName(const std::string& name, bool force)
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{
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for (int i = 0; i<_decoDisplayList.size(); i++)
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{
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if (_decoDisplayList.at(i)->getDisplayData()->displayName == name)
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{
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changeDisplayWithIndex(i, force);
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break;
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}
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}
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}
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void DisplayManager::setCurrentDecorativeDisplay(DecorativeDisplay *decoDisplay)
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{
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT || ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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if (_currentDecoDisplay && _currentDecoDisplay->getColliderDetector())
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{
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_currentDecoDisplay->getColliderDetector()->setActive(false);
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}
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#endif
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_currentDecoDisplay = decoDisplay;
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#if ENABLE_PHYSICS_BOX2D_DETECT || ENABLE_PHYSICS_CHIPMUNK_DETECT || ENABLE_PHYSICS_SAVE_CALCULATED_VERTEX
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if (_currentDecoDisplay && _currentDecoDisplay->getColliderDetector())
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{
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_currentDecoDisplay->getColliderDetector()->setActive(true);
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}
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#endif
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Node *displayRenderNode = _currentDecoDisplay == nullptr ? nullptr : _currentDecoDisplay->getDisplay();
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if (_displayRenderNode)
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{
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if (dynamic_cast<Armature *>(_displayRenderNode) != nullptr)
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{
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_bone->setChildArmature(nullptr);
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}
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_displayRenderNode->removeFromParentAndCleanup(true);
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_displayRenderNode->release();
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}
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_displayRenderNode = displayRenderNode;
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if(_displayRenderNode)
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{
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if (Armature *armature = dynamic_cast<Armature *>(_displayRenderNode))
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{
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_bone->setChildArmature(armature);
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armature->setParentBone(_bone);
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}
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else if (ParticleSystemQuad *particle = dynamic_cast<ParticleSystemQuad *>(_displayRenderNode))
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{
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particle->resetSystem();
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}
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_displayRenderNode->setColor(_bone->getDisplayedColor());
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_displayRenderNode->setOpacity(_bone->getDisplayedOpacity());
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_displayRenderNode->retain();
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_displayRenderNode->setVisible(_visible);
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_displayType = _currentDecoDisplay->getDisplayData()->displayType;
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}
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else
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{
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_displayType = CS_DISPLAY_MAX;
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}
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}
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Node *DisplayManager::getDisplayRenderNode() const
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{
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return _displayRenderNode;
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}
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DisplayType DisplayManager::getDisplayRenderNodeType() const
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{
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return _displayType;
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}
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int DisplayManager::getCurrentDisplayIndex() const
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{
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return _displayIndex;
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}
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DecorativeDisplay *DisplayManager::getCurrentDecorativeDisplay() const
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{
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return _currentDecoDisplay;
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}
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DecorativeDisplay *DisplayManager::getDecorativeDisplayByIndex( int index) const
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{
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return _decoDisplayList.at(index);
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}
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void DisplayManager::initDisplayList(BoneData *boneData)
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{
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_decoDisplayList.clear();
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CS_RETURN_IF(!boneData);
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for(auto& object : boneData->displayDataList)
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{
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DisplayData *displayData = static_cast<DisplayData *>(object);
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DecorativeDisplay *decoDisplay = DecorativeDisplay::create();
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decoDisplay->setDisplayData(displayData);
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DisplayFactory::createDisplay(_bone, decoDisplay);
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_decoDisplayList.pushBack(decoDisplay);
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}
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}
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bool DisplayManager::containPoint(Vec2 &point)
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{
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if(!_visible || _displayIndex < 0)
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{
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return false;
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}
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bool ret = false;
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switch (_currentDecoDisplay->getDisplayData()->displayType)
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{
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case CS_DISPLAY_SPRITE:
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{
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/*
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* First we first check if the point is in the sprite content rect. If false, then we continue to check
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* the contour point. If this step is also false, then we can say the bone not contain this point.
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*
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*/
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Vec2 outPoint;
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Sprite *sprite = (Sprite *)_currentDecoDisplay->getDisplay();
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Sprite *child = (Sprite *)sprite->getChildByTag(0);
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if(nullptr != child)
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sprite = child;
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if (nullptr != sprite)
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ret = CC_SPRITE_CONTAIN_POINT_WITH_RETURN(sprite, point, outPoint);
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}
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break;
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default:
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break;
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}
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return ret;
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}
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bool DisplayManager::containPoint(float x, float y)
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{
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Vec2 p(x, y);
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return containPoint(p);
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}
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void DisplayManager::setVisible(bool visible)
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{
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if(!_displayRenderNode)
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return;
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_visible = visible;
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_displayRenderNode->setVisible(visible);
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}
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bool DisplayManager::isVisible() const
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{
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return _visible;
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}
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Size DisplayManager::getContentSize() const
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{
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CS_RETURN_IF(!_displayRenderNode) Size(0, 0);
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return _displayRenderNode->getContentSize();
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}
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Rect DisplayManager::getBoundingBox() const
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{
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CS_RETURN_IF(!_displayRenderNode) Rect(0, 0, 0, 0);
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return _displayRenderNode->getBoundingBox();
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}
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Vec2 DisplayManager::getAnchorPoint() const
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{
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CS_RETURN_IF(!_displayRenderNode) Vec2(0, 0);
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return _displayRenderNode->getAnchorPoint();
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}
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Vec2 DisplayManager::getAnchorPointInPoints() const
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{
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CS_RETURN_IF(!_displayRenderNode) Vec2(0, 0);
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return _displayRenderNode->getAnchorPointInPoints();
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}
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}
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