mirror of https://github.com/axmolengine/axmol.git
1444 lines
32 KiB
C++
1444 lines
32 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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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) 2011 Zynga 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 "cocoa/CCString.h"
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#include "CCNode.h"
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#include "support/CCPointExtension.h"
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#include "support/TransformUtils.h"
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#include "CCCamera.h"
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#include "effects/CCGrid.h"
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#include "CCDirector.h"
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#include "CCScheduler.h"
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#include "touch_dispatcher/CCTouch.h"
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#include "actions/CCActionManager.h"
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#include "script_support/CCScriptSupport.h"
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#include "shaders/CCGLProgram.h"
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// externals
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#include "kazmath/GL/matrix.h"
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#include "support/component/CCComponent.h"
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#include "support/component/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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// 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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static int 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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, _scaleX(1.0f)
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, _scaleY(1.0f)
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, _vertexZ(0.0f)
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, _position(PointZero)
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, _skewX(0.0f)
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, _skewY(0.0f)
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, _anchorPointInPoints(PointZero)
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, _anchorPoint(PointZero)
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, _contentSize(SizeZero)
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, _additionalTransform(AffineTransformMakeIdentity())
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, _camera(NULL)
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// children (lazy allocs)
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// lazy alloc
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, _grid(NULL)
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, _ZOrder(0)
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, _children(NULL)
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, _parent(NULL)
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// "whole screen" objects. like Scenes and Layers, should set _ignoreAnchorPointForPosition to true
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, _tag(kNodeTagInvalid)
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// userData is always inited as nil
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, _userData(NULL)
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, _userObject(NULL)
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, _shaderProgram(NULL)
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, _GLServerState(ccGLServerState(0))
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, _orderOfArrival(0)
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, _running(false)
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, _transformDirty(true)
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, _inverseDirty(true)
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, _additionalTransformDirty(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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, _scriptHandler(0)
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, _updateScriptHandler(0)
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, _componentContainer(NULL)
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{
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// set default scheduler and actionManager
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Director *director = Director::sharedDirector();
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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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ScriptEngineProtocol* pEngine = ScriptEngineManager::sharedManager()->getScriptEngine();
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_scriptType = pEngine != NULL ? pEngine->getScriptType() : kScriptTypeNone;
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_componentContainer = new ComponentContainer(this);
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}
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Node::~Node(void)
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{
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CCLOGINFO( "cocos2d: deallocing: %p", this );
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unregisterScriptHandler();
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if (_updateScriptHandler)
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{
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ScriptEngineManager::sharedManager()->getScriptEngine()->removeScriptHandler(_updateScriptHandler);
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}
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CC_SAFE_RELEASE(_actionManager);
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CC_SAFE_RELEASE(_scheduler);
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// attributes
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CC_SAFE_RELEASE(_camera);
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CC_SAFE_RELEASE(_grid);
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CC_SAFE_RELEASE(_shaderProgram);
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CC_SAFE_RELEASE(_userObject);
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if(_children && _children->count() > 0)
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{
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Object* child;
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CCARRAY_FOREACH(_children, child)
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{
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Node* pChild = (Node*) child;
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if (pChild)
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{
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pChild->_parent = NULL;
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}
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}
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}
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// children
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CC_SAFE_RELEASE(_children);
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// _comsContainer
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_componentContainer->removeAll();
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CC_SAFE_DELETE(_componentContainer);
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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()
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{
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return _skewX;
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}
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void Node::setSkewX(float newSkewX)
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{
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_skewX = newSkewX;
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_transformDirty = _inverseDirty = true;
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}
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float Node::getSkewY()
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{
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return _skewY;
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}
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void Node::setSkewY(float newSkewY)
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{
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_skewY = newSkewY;
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_transformDirty = _inverseDirty = true;
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}
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/// zOrder getter
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int Node::getZOrder()
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{
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return _ZOrder;
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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::_setZOrder(int z)
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{
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_ZOrder = z;
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}
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void Node::setZOrder(int z)
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{
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_setZOrder(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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}
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/// vertexZ getter
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float Node::getVertexZ()
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{
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return _vertexZ;
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}
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/// vertexZ setter
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void Node::setVertexZ(float var)
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{
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_vertexZ = var;
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}
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/// rotation getter
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float Node::getRotation()
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{
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CCAssert(_rotationX == _rotationY, "CCNode#rotation. RotationX != RotationY. Don't know which one to return");
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return _rotationX;
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}
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/// rotation setter
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void Node::setRotation(float newRotation)
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{
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_rotationX = _rotationY = newRotation;
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_transformDirty = _inverseDirty = true;
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}
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float Node::getRotationX()
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{
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return _rotationX;
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}
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void Node::setRotationX(float fRotationX)
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{
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_rotationX = fRotationX;
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_transformDirty = _inverseDirty = true;
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}
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float Node::getRotationY()
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{
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return _rotationY;
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}
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void Node::setRotationY(float fRotationY)
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{
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_rotationY = fRotationY;
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_transformDirty = _inverseDirty = true;
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}
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/// scale getter
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float Node::getScale(void)
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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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_scaleX = _scaleY = scale;
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_transformDirty = _inverseDirty = true;
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}
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/// scaleX getter
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float Node::getScaleX()
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{
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return _scaleX;
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}
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/// scaleX setter
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void Node::setScaleX(float newScaleX)
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{
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_scaleX = newScaleX;
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_transformDirty = _inverseDirty = true;
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}
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/// scaleY getter
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float Node::getScaleY()
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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::setScaleY(float newScaleY)
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{
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_scaleY = newScaleY;
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_transformDirty = _inverseDirty = true;
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}
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/// position getter
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const Point& Node::getPosition()
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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 Point& newPosition)
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{
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_position = newPosition;
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_transformDirty = _inverseDirty = true;
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}
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void Node::getPosition(float* x, float* y)
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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(ccp(x, y));
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}
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float Node::getPositionX(void)
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{
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return _position.x;
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}
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float Node::getPositionY(void)
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{
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return _position.y;
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}
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void Node::setPositionX(float x)
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{
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setPosition(ccp(x, _position.y));
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}
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void Node::setPositionY(float y)
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{
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setPosition(ccp(_position.x, y));
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}
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/// children getter
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Array* Node::getChildren()
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{
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return _children;
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}
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unsigned int Node::getChildrenCount(void) const
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{
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return _children ? _children->count() : 0;
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}
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/// camera getter: lazy alloc
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Camera* Node::getCamera()
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{
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if (!_camera)
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{
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_camera = new Camera();
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}
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return _camera;
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}
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/// grid getter
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GridBase* Node::getGrid()
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{
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return _grid;
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}
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/// grid setter
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void Node::setGrid(GridBase* pGrid)
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{
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CC_SAFE_RETAIN(pGrid);
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CC_SAFE_RELEASE(_grid);
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_grid = pGrid;
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}
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/// isVisible getter
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bool Node::isVisible()
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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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_visible = var;
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}
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const Point& Node::getAnchorPointInPoints()
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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 Point& Node::getAnchorPoint()
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{
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return _anchorPoint;
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}
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void Node::setAnchorPoint(const Point& point)
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{
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if( ! point.equals(_anchorPoint))
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{
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_anchorPoint = point;
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_anchorPointInPoints = ccp(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y );
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_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 = ccp(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y );
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_transformDirty = _inverseDirty = true;
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}
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}
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// isRunning getter
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bool Node::isRunning()
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{
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return _running;
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}
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/// parent getter
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Node * Node::getParent()
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{
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return _parent;
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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
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bool Node::isIgnoreAnchorPointForPosition()
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{
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return _ignoreAnchorPointForPosition;
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}
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/// isRelativeAnchorPoint setter
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void Node::ignoreAnchorPointForPosition(bool newValue)
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{
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if (newValue != _ignoreAnchorPointForPosition)
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{
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_ignoreAnchorPointForPosition = newValue;
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_transformDirty = _inverseDirty = true;
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}
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}
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/// tag getter
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int Node::getTag() const
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{
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return _tag;
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}
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/// tag setter
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void Node::setTag(int var)
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{
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_tag = var;
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}
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/// userData getter
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void * Node::getUserData()
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{
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return _userData;
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}
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/// userData setter
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void Node::setUserData(void *var)
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{
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_userData = var;
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}
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unsigned int Node::getOrderOfArrival()
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{
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return _orderOfArrival;
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}
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void Node::setOrderOfArrival(unsigned int uOrderOfArrival)
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{
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_orderOfArrival = uOrderOfArrival;
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}
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GLProgram* Node::getShaderProgram()
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{
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return _shaderProgram;
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}
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Object* Node::getUserObject()
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{
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return _userObject;
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}
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ccGLServerState Node::getGLServerState()
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{
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return _GLServerState;
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}
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void Node::setGLServerState(ccGLServerState glServerState)
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{
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_GLServerState = glServerState;
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}
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void Node::setUserObject(Object *pUserObject)
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{
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CC_SAFE_RETAIN(pUserObject);
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CC_SAFE_RELEASE(_userObject);
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_userObject = pUserObject;
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}
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void Node::setShaderProgram(GLProgram *pShaderProgram)
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{
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CC_SAFE_RETAIN(pShaderProgram);
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CC_SAFE_RELEASE(_shaderProgram);
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_shaderProgram = pShaderProgram;
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}
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Rect Node::boundingBox()
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{
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Rect rect = CCRectMake(0, 0, _contentSize.width, _contentSize.height);
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return RectApplyAffineTransform(rect, nodeToParentTransform());
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}
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Node * Node::create(void)
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{
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Node * pRet = new Node();
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if (pRet && pRet->init())
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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void Node::cleanup()
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{
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// actions
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this->stopAllActions();
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this->unscheduleAllSelectors();
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if ( _scriptType != kScriptTypeNone)
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{
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ScriptEngineManager::sharedManager()->getScriptEngine()->executeNodeEvent(this, kNodeOnCleanup);
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}
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// timers
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arrayMakeObjectsPerformSelector(_children, cleanup, Node*);
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}
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const char* Node::description()
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{
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return String::createWithFormat("<Node | Tag = %d>", _tag)->getCString();
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}
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// lazy allocs
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void Node::childrenAlloc(void)
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{
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_children = Array::createWithCapacity(4);
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_children->retain();
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}
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Node* Node::getChildByTag(int aTag)
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{
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CCAssert( aTag != kNodeTagInvalid, "Invalid tag");
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if(_children && _children->count() > 0)
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{
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Object* child;
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CCARRAY_FOREACH(_children, child)
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{
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Node* pNode = (Node*) child;
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if(pNode && pNode->_tag == aTag)
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return pNode;
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}
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}
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return NULL;
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}
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|
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/* "add" logic MUST only be on this method
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* If a class want's to extend the 'addChild' behavior it only needs
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* to override this method
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*/
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void Node::addChild(Node *child, int zOrder, int tag)
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{
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CCAssert( child != NULL, "Argument must be non-nil");
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CCAssert( child->_parent == NULL, "child already added. It can't be added again");
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|
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if( ! _children )
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{
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this->childrenAlloc();
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}
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this->insertChild(child, zOrder);
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child->_tag = tag;
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child->setParent(this);
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child->setOrderOfArrival(s_globalOrderOfArrival++);
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|
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if( _running )
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{
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child->onEnter();
|
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// prevent onEnterTransitionDidFinish to be called twice when a node is added in onEnter
|
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if (_isTransitionFinished) {
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child->onEnterTransitionDidFinish();
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}
|
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}
|
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}
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|
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void Node::addChild(Node *child, int zOrder)
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{
|
|
CCAssert( child != NULL, "Argument must be non-nil");
|
|
this->addChild(child, zOrder, child->_tag);
|
|
}
|
|
|
|
void Node::addChild(Node *child)
|
|
{
|
|
CCAssert( child != NULL, "Argument must be non-nil");
|
|
this->addChild(child, child->_ZOrder, child->_tag);
|
|
}
|
|
|
|
void Node::removeFromParent()
|
|
{
|
|
this->removeFromParentAndCleanup(true);
|
|
}
|
|
|
|
void Node::removeFromParentAndCleanup(bool cleanup)
|
|
{
|
|
if (_parent != NULL)
|
|
{
|
|
_parent->removeChild(this,cleanup);
|
|
}
|
|
}
|
|
|
|
void Node::removeChild(Node* child)
|
|
{
|
|
this->removeChild(child, true);
|
|
}
|
|
|
|
/* "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)
|
|
{
|
|
// explicit nil handling
|
|
if (_children == NULL)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if ( _children->containsObject(child) )
|
|
{
|
|
this->detachChild(child,cleanup);
|
|
}
|
|
}
|
|
|
|
void Node::removeChildByTag(int tag)
|
|
{
|
|
this->removeChildByTag(tag, true);
|
|
}
|
|
|
|
void Node::removeChildByTag(int tag, bool cleanup)
|
|
{
|
|
CCAssert( tag != kNodeTagInvalid, "Invalid tag");
|
|
|
|
Node *child = this->getChildByTag(tag);
|
|
|
|
if (child == NULL)
|
|
{
|
|
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
|
|
if ( _children && _children->count() > 0 )
|
|
{
|
|
Object* child;
|
|
CCARRAY_FOREACH(_children, child)
|
|
{
|
|
Node* pNode = (Node*) child;
|
|
if (pNode)
|
|
{
|
|
// IMPORTANT:
|
|
// -1st do onExit
|
|
// -2nd cleanup
|
|
if(_running)
|
|
{
|
|
pNode->onExitTransitionDidStart();
|
|
pNode->onExit();
|
|
}
|
|
|
|
if (cleanup)
|
|
{
|
|
pNode->cleanup();
|
|
}
|
|
// set parent nil at the end
|
|
pNode->setParent(NULL);
|
|
}
|
|
}
|
|
|
|
_children->removeAllObjects();
|
|
}
|
|
|
|
}
|
|
|
|
void Node::detachChild(Node *child, bool doCleanup)
|
|
{
|
|
// IMPORTANT:
|
|
// -1st do onExit
|
|
// -2nd cleanup
|
|
if (_running)
|
|
{
|
|
child->onExitTransitionDidStart();
|
|
child->onExit();
|
|
}
|
|
|
|
// 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(NULL);
|
|
|
|
_children->removeObject(child);
|
|
}
|
|
|
|
|
|
// helper used by reorderChild & add
|
|
void Node::insertChild(Node* child, int z)
|
|
{
|
|
_reorderChildDirty = true;
|
|
ccArrayAppendObjectWithResize(_children->data, child);
|
|
child->_setZOrder(z);
|
|
}
|
|
|
|
void Node::reorderChild(Node *child, int zOrder)
|
|
{
|
|
CCAssert( child != NULL, "Child must be non-nil");
|
|
_reorderChildDirty = true;
|
|
child->setOrderOfArrival(s_globalOrderOfArrival++);
|
|
child->_setZOrder(zOrder);
|
|
}
|
|
|
|
void Node::sortAllChildren()
|
|
{
|
|
if (_reorderChildDirty)
|
|
{
|
|
int i,j,length = _children->data->num;
|
|
Node ** x = (Node**)_children->data->arr;
|
|
Node *tempItem;
|
|
|
|
// insertion sort
|
|
for(i=1; i<length; i++)
|
|
{
|
|
tempItem = x[i];
|
|
j = i-1;
|
|
|
|
//continue moving element downwards while zOrder is smaller or when zOrder is the same but mutatedIndex is smaller
|
|
while(j>=0 && ( tempItem->_ZOrder < x[j]->_ZOrder || ( tempItem->_ZOrder== x[j]->_ZOrder && tempItem->_orderOfArrival < x[j]->_orderOfArrival ) ) )
|
|
{
|
|
x[j+1] = x[j];
|
|
j = j-1;
|
|
}
|
|
x[j+1] = tempItem;
|
|
}
|
|
|
|
//don't need to check children recursively, that's done in visit of each child
|
|
|
|
_reorderChildDirty = false;
|
|
}
|
|
}
|
|
|
|
|
|
void Node::draw()
|
|
{
|
|
//CCAssert(0);
|
|
// override me
|
|
// Only use- this function to draw your stuff.
|
|
// DON'T draw your stuff outside this method
|
|
}
|
|
|
|
void Node::visit()
|
|
{
|
|
// quick return if not visible. children won't be drawn.
|
|
if (!_visible)
|
|
{
|
|
return;
|
|
}
|
|
kmGLPushMatrix();
|
|
|
|
if (_grid && _grid->isActive())
|
|
{
|
|
_grid->beforeDraw();
|
|
}
|
|
|
|
this->transform();
|
|
|
|
Node* pNode = NULL;
|
|
unsigned int i = 0;
|
|
|
|
if(_children && _children->count() > 0)
|
|
{
|
|
sortAllChildren();
|
|
// draw children zOrder < 0
|
|
ccArray *arrayData = _children->data;
|
|
for( ; i < arrayData->num; i++ )
|
|
{
|
|
pNode = (Node*) arrayData->arr[i];
|
|
|
|
if ( pNode && pNode->_ZOrder < 0 )
|
|
{
|
|
pNode->visit();
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
// self draw
|
|
this->draw();
|
|
|
|
for( ; i < arrayData->num; i++ )
|
|
{
|
|
pNode = (Node*) arrayData->arr[i];
|
|
if (pNode)
|
|
{
|
|
pNode->visit();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this->draw();
|
|
}
|
|
|
|
// reset for next frame
|
|
_orderOfArrival = 0;
|
|
|
|
if (_grid && _grid->isActive())
|
|
{
|
|
_grid->afterDraw(this);
|
|
}
|
|
|
|
kmGLPopMatrix();
|
|
}
|
|
|
|
void Node::transformAncestors()
|
|
{
|
|
if( _parent != NULL )
|
|
{
|
|
_parent->transformAncestors();
|
|
_parent->transform();
|
|
}
|
|
}
|
|
|
|
void Node::transform()
|
|
{
|
|
kmMat4 transfrom4x4;
|
|
|
|
// Convert 3x3 into 4x4 matrix
|
|
AffineTransform tmpAffine = this->nodeToParentTransform();
|
|
CGAffineToGL(&tmpAffine, transfrom4x4.mat);
|
|
|
|
// Update Z vertex manually
|
|
transfrom4x4.mat[14] = _vertexZ;
|
|
|
|
kmGLMultMatrix( &transfrom4x4 );
|
|
|
|
|
|
// XXX: Expensive calls. Camera should be integrated into the cached affine matrix
|
|
if ( _camera != NULL && !(_grid != NULL && _grid->isActive()) )
|
|
{
|
|
bool translate = (_anchorPointInPoints.x != 0.0f || _anchorPointInPoints.y != 0.0f);
|
|
|
|
if( translate )
|
|
kmGLTranslatef(RENDER_IN_SUBPIXEL(_anchorPointInPoints.x), RENDER_IN_SUBPIXEL(_anchorPointInPoints.y), 0 );
|
|
|
|
_camera->locate();
|
|
|
|
if( translate )
|
|
kmGLTranslatef(RENDER_IN_SUBPIXEL(-_anchorPointInPoints.x), RENDER_IN_SUBPIXEL(-_anchorPointInPoints.y), 0 );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void Node::onEnter()
|
|
{
|
|
_isTransitionFinished = false;
|
|
|
|
arrayMakeObjectsPerformSelector(_children, onEnter, Node*);
|
|
|
|
this->resumeSchedulerAndActions();
|
|
|
|
_running = true;
|
|
|
|
if (_scriptType != kScriptTypeNone)
|
|
{
|
|
ScriptEngineManager::sharedManager()->getScriptEngine()->executeNodeEvent(this, kNodeOnEnter);
|
|
}
|
|
}
|
|
|
|
void Node::onEnterTransitionDidFinish()
|
|
{
|
|
_isTransitionFinished = true;
|
|
|
|
arrayMakeObjectsPerformSelector(_children, onEnterTransitionDidFinish, Node*);
|
|
|
|
if (_scriptType == kScriptTypeJavascript)
|
|
{
|
|
ScriptEngineManager::sharedManager()->getScriptEngine()->executeNodeEvent(this, kNodeOnEnterTransitionDidFinish);
|
|
}
|
|
}
|
|
|
|
void Node::onExitTransitionDidStart()
|
|
{
|
|
arrayMakeObjectsPerformSelector(_children, onExitTransitionDidStart, Node*);
|
|
|
|
if (_scriptType == kScriptTypeJavascript)
|
|
{
|
|
ScriptEngineManager::sharedManager()->getScriptEngine()->executeNodeEvent(this, kNodeOnExitTransitionDidStart);
|
|
}
|
|
}
|
|
|
|
void Node::onExit()
|
|
{
|
|
this->pauseSchedulerAndActions();
|
|
|
|
_running = false;
|
|
|
|
if ( _scriptType != kScriptTypeNone)
|
|
{
|
|
ScriptEngineManager::sharedManager()->getScriptEngine()->executeNodeEvent(this, kNodeOnExit);
|
|
}
|
|
|
|
arrayMakeObjectsPerformSelector(_children, onExit, Node*);
|
|
}
|
|
|
|
void Node::registerScriptHandler(int nHandler)
|
|
{
|
|
unregisterScriptHandler();
|
|
_scriptHandler = nHandler;
|
|
LUALOG("[LUA] Add Node event handler: %d", _scriptHandler);
|
|
}
|
|
|
|
void Node::unregisterScriptHandler(void)
|
|
{
|
|
if (_scriptHandler)
|
|
{
|
|
ScriptEngineManager::sharedManager()->getScriptEngine()->removeScriptHandler(_scriptHandler);
|
|
LUALOG("[LUA] Remove Node event handler: %d", _scriptHandler);
|
|
_scriptHandler = 0;
|
|
}
|
|
}
|
|
|
|
void Node::setActionManager(ActionManager* actionManager)
|
|
{
|
|
if( actionManager != _actionManager ) {
|
|
this->stopAllActions();
|
|
CC_SAFE_RETAIN(actionManager);
|
|
CC_SAFE_RELEASE(_actionManager);
|
|
_actionManager = actionManager;
|
|
}
|
|
}
|
|
|
|
ActionManager* Node::getActionManager()
|
|
{
|
|
return _actionManager;
|
|
}
|
|
|
|
Action * Node::runAction(Action* action)
|
|
{
|
|
CCAssert( action != NULL, "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 != kActionTagInvalid, "Invalid tag");
|
|
_actionManager->removeActionByTag(tag, this);
|
|
}
|
|
|
|
Action * Node::getActionByTag(int tag)
|
|
{
|
|
CCAssert( tag != kActionTagInvalid, "Invalid tag");
|
|
return _actionManager->getActionByTag(tag, this);
|
|
}
|
|
|
|
unsigned int Node::numberOfRunningActions()
|
|
{
|
|
return _actionManager->numberOfRunningActionsInTarget(this);
|
|
}
|
|
|
|
// Node - Callbacks
|
|
|
|
void Node::setScheduler(Scheduler* scheduler)
|
|
{
|
|
if( scheduler != _scheduler ) {
|
|
this->unscheduleAllSelectors();
|
|
CC_SAFE_RETAIN(scheduler);
|
|
CC_SAFE_RELEASE(_scheduler);
|
|
_scheduler = scheduler;
|
|
}
|
|
}
|
|
|
|
Scheduler* Node::getScheduler()
|
|
{
|
|
return _scheduler;
|
|
}
|
|
|
|
void Node::scheduleUpdate()
|
|
{
|
|
scheduleUpdateWithPriority(0);
|
|
}
|
|
|
|
void Node::scheduleUpdateWithPriority(int priority)
|
|
{
|
|
_scheduler->scheduleUpdateForTarget(this, priority, !_running);
|
|
}
|
|
|
|
void Node::scheduleUpdateWithPriorityLua(int nHandler, int priority)
|
|
{
|
|
unscheduleUpdate();
|
|
_updateScriptHandler = nHandler;
|
|
_scheduler->scheduleUpdateForTarget(this, priority, !_running);
|
|
}
|
|
|
|
void Node::unscheduleUpdate()
|
|
{
|
|
_scheduler->unscheduleUpdateForTarget(this);
|
|
if (_updateScriptHandler)
|
|
{
|
|
ScriptEngineManager::sharedManager()->getScriptEngine()->removeScriptHandler(_updateScriptHandler);
|
|
_updateScriptHandler = 0;
|
|
}
|
|
}
|
|
|
|
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->scheduleSelector(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 nil handling
|
|
if (selector == 0)
|
|
return;
|
|
|
|
_scheduler->unscheduleSelector(selector, this);
|
|
}
|
|
|
|
void Node::unscheduleAllSelectors()
|
|
{
|
|
_scheduler->unscheduleAllForTarget(this);
|
|
}
|
|
|
|
void Node::resumeSchedulerAndActions()
|
|
{
|
|
_scheduler->resumeTarget(this);
|
|
_actionManager->resumeTarget(this);
|
|
}
|
|
|
|
void Node::pauseSchedulerAndActions()
|
|
{
|
|
_scheduler->pauseTarget(this);
|
|
_actionManager->pauseTarget(this);
|
|
}
|
|
|
|
// override me
|
|
void Node::update(float fDelta)
|
|
{
|
|
if (_updateScriptHandler)
|
|
{
|
|
ScriptEngineManager::sharedManager()->getScriptEngine()->executeSchedule(_updateScriptHandler, fDelta, this);
|
|
}
|
|
|
|
if (_componentContainer && !_componentContainer->isEmpty())
|
|
{
|
|
_componentContainer->visit(fDelta);
|
|
}
|
|
}
|
|
|
|
AffineTransform Node::nodeToParentTransform(void)
|
|
{
|
|
if (_transformDirty)
|
|
{
|
|
|
|
// Translate values
|
|
float x = _position.x;
|
|
float y = _position.y;
|
|
|
|
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 (_rotationX || _rotationY)
|
|
{
|
|
float radiansX = -CC_DEGREES_TO_RADIANS(_rotationX);
|
|
float radiansY = -CC_DEGREES_TO_RADIANS(_rotationY);
|
|
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(PointZero))
|
|
{
|
|
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
|
|
_transform = AffineTransformMake( cy * _scaleX, sy * _scaleX,
|
|
-sx * _scaleY, cx * _scaleY,
|
|
x, y );
|
|
|
|
// XXX: Try to inline skew
|
|
// If skew is needed, apply skew and then anchor point
|
|
if (needsSkewMatrix)
|
|
{
|
|
AffineTransform skewMatrix = AffineTransformMake(1.0f, tanf(CC_DEGREES_TO_RADIANS(_skewY)),
|
|
tanf(CC_DEGREES_TO_RADIANS(_skewX)), 1.0f,
|
|
0.0f, 0.0f );
|
|
_transform = AffineTransformConcat(skewMatrix, _transform);
|
|
|
|
// adjust anchor point
|
|
if (!_anchorPointInPoints.equals(PointZero))
|
|
{
|
|
_transform = AffineTransformTranslate(_transform, -_anchorPointInPoints.x, -_anchorPointInPoints.y);
|
|
}
|
|
}
|
|
|
|
if (_additionalTransformDirty)
|
|
{
|
|
_transform = AffineTransformConcat(_transform, _additionalTransform);
|
|
_additionalTransformDirty = false;
|
|
}
|
|
|
|
_transformDirty = false;
|
|
}
|
|
|
|
return _transform;
|
|
}
|
|
|
|
void Node::setAdditionalTransform(const AffineTransform& additionalTransform)
|
|
{
|
|
_additionalTransform = additionalTransform;
|
|
_transformDirty = true;
|
|
_additionalTransformDirty = true;
|
|
}
|
|
|
|
AffineTransform Node::parentToNodeTransform(void)
|
|
{
|
|
if ( _inverseDirty ) {
|
|
_inverse = AffineTransformInvert(this->nodeToParentTransform());
|
|
_inverseDirty = false;
|
|
}
|
|
|
|
return _inverse;
|
|
}
|
|
|
|
AffineTransform Node::nodeToWorldTransform()
|
|
{
|
|
AffineTransform t = this->nodeToParentTransform();
|
|
|
|
for (Node *p = _parent; p != NULL; p = p->getParent())
|
|
t = AffineTransformConcat(t, p->nodeToParentTransform());
|
|
|
|
return t;
|
|
}
|
|
|
|
AffineTransform Node::worldToNodeTransform(void)
|
|
{
|
|
return AffineTransformInvert(this->nodeToWorldTransform());
|
|
}
|
|
|
|
Point Node::convertToNodeSpace(const Point& worldPoint)
|
|
{
|
|
Point ret = PointApplyAffineTransform(worldPoint, worldToNodeTransform());
|
|
return ret;
|
|
}
|
|
|
|
Point Node::convertToWorldSpace(const Point& nodePoint)
|
|
{
|
|
Point ret = PointApplyAffineTransform(nodePoint, nodeToWorldTransform());
|
|
return ret;
|
|
}
|
|
|
|
Point Node::convertToNodeSpaceAR(const Point& worldPoint)
|
|
{
|
|
Point nodePoint = convertToNodeSpace(worldPoint);
|
|
return ccpSub(nodePoint, _anchorPointInPoints);
|
|
}
|
|
|
|
Point Node::convertToWorldSpaceAR(const Point& nodePoint)
|
|
{
|
|
Point pt = ccpAdd(nodePoint, _anchorPointInPoints);
|
|
return convertToWorldSpace(pt);
|
|
}
|
|
|
|
Point Node::convertToWindowSpace(const Point& nodePoint)
|
|
{
|
|
Point worldPoint = this->convertToWorldSpace(nodePoint);
|
|
return Director::sharedDirector()->convertToUI(worldPoint);
|
|
}
|
|
|
|
// convenience methods which take a Touch instead of Point
|
|
Point Node::convertTouchToNodeSpace(Touch *touch)
|
|
{
|
|
Point point = touch->getLocation();
|
|
return this->convertToNodeSpace(point);
|
|
}
|
|
Point Node::convertTouchToNodeSpaceAR(Touch *touch)
|
|
{
|
|
Point point = touch->getLocation();
|
|
return this->convertToNodeSpaceAR(point);
|
|
}
|
|
|
|
void Node::updateTransform()
|
|
{
|
|
// Recursively iterate over children
|
|
arrayMakeObjectsPerformSelector(_children, updateTransform, Node*);
|
|
}
|
|
|
|
Component* Node::getComponent(const char *pName) const
|
|
{
|
|
return _componentContainer->get(pName);
|
|
}
|
|
|
|
bool Node::addComponent(Component *pComponent)
|
|
{
|
|
return _componentContainer->add(pComponent);
|
|
}
|
|
|
|
bool Node::removeComponent(const char *pName)
|
|
{
|
|
return _componentContainer->remove(pName);
|
|
}
|
|
|
|
void Node::removeAllComponents()
|
|
{
|
|
_componentContainer->removeAll();
|
|
}
|
|
|
|
// NodeRGBA
|
|
NodeRGBA::NodeRGBA()
|
|
: _displayedOpacity(255)
|
|
, _realOpacity(255)
|
|
, _displayedColor(ccWHITE)
|
|
, _realColor(ccWHITE)
|
|
, _cascadeColorEnabled(false)
|
|
, _cascadeOpacityEnabled(false)
|
|
{}
|
|
|
|
NodeRGBA::~NodeRGBA() {}
|
|
|
|
bool NodeRGBA::init()
|
|
{
|
|
if (Node::init())
|
|
{
|
|
_displayedOpacity = _realOpacity = 255;
|
|
_displayedColor = _realColor = ccWHITE;
|
|
_cascadeOpacityEnabled = _cascadeColorEnabled = false;
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
GLubyte NodeRGBA::getOpacity(void)
|
|
{
|
|
return _realOpacity;
|
|
}
|
|
|
|
GLubyte NodeRGBA::getDisplayedOpacity(void)
|
|
{
|
|
return _displayedOpacity;
|
|
}
|
|
|
|
void NodeRGBA::setOpacity(GLubyte opacity)
|
|
{
|
|
_displayedOpacity = _realOpacity = opacity;
|
|
|
|
if (_cascadeOpacityEnabled)
|
|
{
|
|
GLubyte parentOpacity = 255;
|
|
RGBAProtocol* pParent = dynamic_cast<RGBAProtocol*>(_parent);
|
|
if (pParent && pParent->isCascadeOpacityEnabled())
|
|
{
|
|
parentOpacity = pParent->getDisplayedOpacity();
|
|
}
|
|
this->updateDisplayedOpacity(parentOpacity);
|
|
}
|
|
}
|
|
|
|
void NodeRGBA::updateDisplayedOpacity(GLubyte parentOpacity)
|
|
{
|
|
_displayedOpacity = _realOpacity * parentOpacity/255.0;
|
|
|
|
if (_cascadeOpacityEnabled)
|
|
{
|
|
Object* pObj;
|
|
CCARRAY_FOREACH(_children, pObj)
|
|
{
|
|
RGBAProtocol* item = dynamic_cast<RGBAProtocol*>(pObj);
|
|
if (item)
|
|
{
|
|
item->updateDisplayedOpacity(_displayedOpacity);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool NodeRGBA::isCascadeOpacityEnabled(void)
|
|
{
|
|
return _cascadeOpacityEnabled;
|
|
}
|
|
|
|
void NodeRGBA::setCascadeOpacityEnabled(bool cascadeOpacityEnabled)
|
|
{
|
|
_cascadeOpacityEnabled = cascadeOpacityEnabled;
|
|
}
|
|
|
|
const ccColor3B& NodeRGBA::getColor(void)
|
|
{
|
|
return _realColor;
|
|
}
|
|
|
|
const ccColor3B& NodeRGBA::getDisplayedColor()
|
|
{
|
|
return _displayedColor;
|
|
}
|
|
|
|
void NodeRGBA::setColor(const ccColor3B& color)
|
|
{
|
|
_displayedColor = _realColor = color;
|
|
|
|
if (_cascadeColorEnabled)
|
|
{
|
|
ccColor3B parentColor = ccWHITE;
|
|
RGBAProtocol *parent = dynamic_cast<RGBAProtocol*>(_parent);
|
|
if (parent && parent->isCascadeColorEnabled())
|
|
{
|
|
parentColor = parent->getDisplayedColor();
|
|
}
|
|
|
|
updateDisplayedColor(parentColor);
|
|
}
|
|
}
|
|
|
|
void NodeRGBA::updateDisplayedColor(const ccColor3B& 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;
|
|
|
|
if (_cascadeColorEnabled)
|
|
{
|
|
Object *obj = NULL;
|
|
CCARRAY_FOREACH(_children, obj)
|
|
{
|
|
RGBAProtocol *item = dynamic_cast<RGBAProtocol*>(obj);
|
|
if (item)
|
|
{
|
|
item->updateDisplayedColor(_displayedColor);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bool NodeRGBA::isCascadeColorEnabled(void)
|
|
{
|
|
return _cascadeColorEnabled;
|
|
}
|
|
|
|
void NodeRGBA::setCascadeColorEnabled(bool cascadeColorEnabled)
|
|
{
|
|
_cascadeColorEnabled = cascadeColorEnabled;
|
|
}
|
|
|
|
NS_CC_END
|