mirror of https://github.com/axmolengine/axmol.git
165 lines
4.9 KiB
C++
165 lines
4.9 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) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "2d/ParallaxNode.h"
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NS_AX_BEGIN
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class PointObject : public Object
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{
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public:
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static PointObject* create(Vec2 ratio, Vec2 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(Vec2 ratio, Vec2 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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const Vec2& getRatio() const { return _ratio; }
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void setRatio(const Vec2& ratio) { _ratio = ratio; }
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const Vec2& getOffset() const { return _offset; }
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void setOffset(const Vec2& offset) { _offset = offset; }
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Node* getChild() const { return _child; }
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void setChild(Node* child) { _child = child; }
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private:
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Vec2 _ratio;
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Vec2 _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.reserve(5);
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_lastPosition.set(-100.0f, -100.0f);
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}
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ParallaxNode::~ParallaxNode()
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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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AXASSERT(0, "ParallaxNode: use addChild:z:parallaxRatio:positionOffset instead");
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}
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void ParallaxNode::addChild(Node* /*child*/, int /*zOrder*/, std::string_view /*name*/)
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{
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AXASSERT(0, "ParallaxNode: use addChild:z:parallaxRatio:positionOffset instead");
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}
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void ParallaxNode::addChild(Node* child, int z, const Vec2& ratio, const Vec2& offset)
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{
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AXASSERT(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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_parallaxArray.pushBack(obj);
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Vec2 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->getName());
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}
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void ParallaxNode::removeChild(Node* child, bool cleanup)
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{
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for (auto iter = _parallaxArray.begin(); iter != _parallaxArray.end(); ++iter)
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{
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PointObject* point = (PointObject*)*iter;
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if (point->getChild() == child)
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{
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_parallaxArray.erase(iter);
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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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_parallaxArray.clear();
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Node::removeAllChildrenWithCleanup(cleanup);
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}
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Vec2 ParallaxNode::absolutePosition()
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{
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Vec2 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 Mat4& parentTransform, uint32_t parentFlags)
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{
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// Vec2 pos = position_;
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// Vec2 pos = [self convertToWorldSpace:Vec2::ZERO];
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Vec2 pos = this->absolutePosition();
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if (!pos.equals(_lastPosition))
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{
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for (auto item : _parallaxArray)
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{
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auto point = static_cast<PointObject*>(item);
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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(x, y);
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}
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_lastPosition = pos;
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}
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Node::visit(renderer, parentTransform, parentFlags);
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}
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NS_AX_END
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