mirror of https://github.com/axmolengine/axmol.git
168 lines
5.1 KiB
C++
168 lines
5.1 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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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 "CCParallaxNode.h"
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#include "ccCArray.h"
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NS_CC_BEGIN
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class PointObject : public Ref
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{
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public:
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static PointObject * create(Vector2 ratio, Vector2 offset)
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{
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PointObject *ret = new PointObject();
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ret->initWithPoint(ratio, offset);
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ret->autorelease();
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return ret;
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}
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bool initWithPoint(Vector2 ratio, Vector2 offset)
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{
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_ratio = ratio;
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_offset = offset;
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_child = nullptr;
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return true;
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}
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inline const Vector2& getRatio() const { return _ratio; };
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inline void setRatio(const Vector2& ratio) { _ratio = ratio; };
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inline const Vector2& getOffset() const { return _offset; };
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inline void setOffset(const Vector2& offset) { _offset = offset; };
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inline Node* getChild() const { return _child; };
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inline void setChild(Node* child) { _child = child; };
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private:
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Vector2 _ratio;
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Vector2 _offset;
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Node *_child; // weak ref
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};
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ParallaxNode::ParallaxNode()
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{
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_parallaxArray = ccArrayNew(5);
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_lastPosition = Vector2(-100,-100);
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}
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ParallaxNode::~ParallaxNode()
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{
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if( _parallaxArray )
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{
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ccArrayFree(_parallaxArray);
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_parallaxArray = nullptr;
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}
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}
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ParallaxNode * ParallaxNode::create()
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{
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ParallaxNode *ret = new ParallaxNode();
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ret->autorelease();
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return ret;
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}
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void ParallaxNode::addChild(Node * child, int zOrder, int tag)
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{
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CC_UNUSED_PARAM(zOrder);
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CC_UNUSED_PARAM(child);
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CC_UNUSED_PARAM(tag);
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CCASSERT(0,"ParallaxNode: use addChild:z:parallaxRatio:positionOffset instead");
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}
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void ParallaxNode::addChild(Node *child, int z, const Vector2& ratio, const Vector2& offset)
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{
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CCASSERT( child != nullptr, "Argument must be non-nil");
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PointObject *obj = PointObject::create(ratio, offset);
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obj->setChild(child);
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ccArrayAppendObjectWithResize(_parallaxArray, (Ref*)obj);
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Vector2 pos = this->absolutePosition();
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pos.x = -pos.x + pos.x * ratio.x + offset.x;
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pos.y = -pos.y + pos.y * ratio.y + offset.y;
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child->setPosition(pos);
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Node::addChild(child, z, child->getTag());
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}
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void ParallaxNode::removeChild(Node* child, bool cleanup)
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{
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for( int i=0;i < _parallaxArray->num;i++)
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{
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PointObject *point = (PointObject*)_parallaxArray->arr[i];
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if (point->getChild() == child)
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{
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ccArrayRemoveObjectAtIndex(_parallaxArray, i, true);
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break;
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}
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}
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Node::removeChild(child, cleanup);
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}
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void ParallaxNode::removeAllChildrenWithCleanup(bool cleanup)
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{
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ccArrayRemoveAllObjects(_parallaxArray);
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Node::removeAllChildrenWithCleanup(cleanup);
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}
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Vector2 ParallaxNode::absolutePosition()
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{
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Vector2 ret = _position;
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Node *cn = this;
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while (cn->getParent() != nullptr)
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{
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cn = cn->getParent();
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ret = ret + cn->getPosition();
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}
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return ret;
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}
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/*
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The positions are updated at visit because:
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- using a timer is not guaranteed that it will called after all the positions were updated
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- overriding "draw" will only precise if the children have a z > 0
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*/
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void ParallaxNode::visit(Renderer *renderer, const Matrix &parentTransform, bool parentTransformUpdated)
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{
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// Vector2 pos = position_;
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// Vector2 pos = [self convertToWorldSpace:Vector2::ZERO];
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Vector2 pos = this->absolutePosition();
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if( ! pos.equals(_lastPosition) )
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{
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for( int i=0; i < _parallaxArray->num; i++ )
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{
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PointObject *point = (PointObject*)_parallaxArray->arr[i];
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float x = -pos.x + pos.x * point->getRatio().x + point->getOffset().x;
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float y = -pos.y + pos.y * point->getRatio().y + point->getOffset().y;
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point->getChild()->setPosition(Vector2(x,y));
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}
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_lastPosition = pos;
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}
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Node::visit(renderer, parentTransform, parentTransformUpdated);
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}
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NS_CC_END
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