mirror of https://github.com/axmolengine/axmol.git
1729 lines
51 KiB
C++
1729 lines
51 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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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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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/Sprite.h"
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#include <algorithm>
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#include <stddef.h> // offsetof
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#include "base/Types.h"
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#include "2d/SpriteBatchNode.h"
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#include "2d/AnimationCache.h"
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#include "2d/SpriteFrame.h"
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#include "2d/SpriteFrameCache.h"
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#include "renderer/TextureCache.h"
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#include "renderer/Texture2D.h"
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#include "renderer/Renderer.h"
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#include "base/Director.h"
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#include "base/UTF8.h"
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#include "2d/Camera.h"
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#include "platform/FileUtils.h"
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#include "renderer/Shaders.h"
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#include "renderer/backend/ProgramState.h"
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#include "renderer/backend/DriverBase.h"
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NS_AX_BEGIN
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// MARK: create, init, dealloc
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Sprite* Sprite::createWithTexture(Texture2D* texture)
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{
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Sprite* sprite = new Sprite();
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if (sprite->initWithTexture(texture))
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{
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sprite->autorelease();
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return sprite;
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}
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AX_SAFE_DELETE(sprite);
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return nullptr;
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}
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Sprite* Sprite::createWithTexture(Texture2D* texture, const Rect& rect, bool rotated)
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{
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Sprite* sprite = new Sprite();
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if (sprite->initWithTexture(texture, rect, rotated))
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{
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sprite->autorelease();
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return sprite;
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}
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AX_SAFE_DELETE(sprite);
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return nullptr;
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}
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Sprite* Sprite::create(std::string_view filename)
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{
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return Sprite::create(filename, Texture2D::getDefaultAlphaPixelFormat());
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}
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Sprite* Sprite::create(std::string_view filename, PixelFormat format)
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{
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Sprite* sprite = new Sprite();
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if (sprite->initWithFile(filename, format))
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{
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sprite->autorelease();
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return sprite;
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}
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AX_SAFE_DELETE(sprite);
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return nullptr;
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}
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Sprite* Sprite::create(const PolygonInfo& info)
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{
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Sprite* sprite = new Sprite();
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if (sprite->initWithPolygon(info))
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{
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sprite->autorelease();
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return sprite;
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}
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AX_SAFE_DELETE(sprite);
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return nullptr;
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}
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Sprite* Sprite::create(std::string_view filename, const Rect& rect)
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{
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Sprite* sprite = new Sprite();
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if (sprite->initWithFile(filename, rect))
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{
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sprite->autorelease();
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return sprite;
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}
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AX_SAFE_DELETE(sprite);
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return nullptr;
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}
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Sprite* Sprite::create(const Data& imageData, std::string_view key)
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{
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Sprite *sprite = new Sprite();
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if (sprite->initWithImageData(imageData, key))
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{
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sprite->autorelease();
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return sprite;
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}
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AX_SAFE_DELETE(sprite);
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return nullptr;
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}
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Sprite* Sprite::createWithSpriteFrame(SpriteFrame* spriteFrame)
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{
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Sprite* sprite = new Sprite();
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if (spriteFrame && sprite->initWithSpriteFrame(spriteFrame))
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{
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sprite->autorelease();
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return sprite;
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}
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AX_SAFE_DELETE(sprite);
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return nullptr;
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}
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Sprite* Sprite::createWithSpriteFrameName(std::string_view spriteFrameName)
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{
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SpriteFrame* frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(spriteFrameName);
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#if _AX_DEBUG > 0
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char msg[256] = {0};
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snprintf(msg, sizeof(msg), "Invalid spriteFrameName: %s", spriteFrameName.data());
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AXASSERT(frame != nullptr, msg);
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#endif
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return createWithSpriteFrame(frame);
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}
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Sprite* Sprite::create()
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{
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Sprite* sprite = new Sprite();
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if (sprite->init())
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{
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sprite->autorelease();
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return sprite;
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}
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AX_SAFE_DELETE(sprite);
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return nullptr;
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}
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bool Sprite::init()
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{
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initWithTexture(nullptr, Rect::ZERO);
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return true;
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}
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bool Sprite::initWithTexture(Texture2D* texture)
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{
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AXASSERT(texture != nullptr, "Invalid texture for sprite");
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Rect rect = Rect::ZERO;
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if (texture)
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rect.size = texture->getContentSize();
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return initWithTexture(texture, rect, false);
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}
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bool Sprite::initWithTexture(Texture2D* texture, const Rect& rect)
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{
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return initWithTexture(texture, rect, false);
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}
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bool Sprite::initWithFile(std::string_view filename)
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{
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return initWithFile(filename, Texture2D::getDefaultAlphaPixelFormat());
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}
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bool Sprite::initWithFile(std::string_view filename, PixelFormat format)
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{
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if (filename.empty())
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{
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AXLOGD("Call Sprite::initWithFile with blank resource filename.");
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return false;
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}
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_fileName = filename;
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Texture2D* texture = _director->getTextureCache()->addImage(filename, format);
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if (texture)
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{
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Rect rect = Rect::ZERO;
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rect.size = texture->getContentSize();
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return initWithTexture(texture, rect);
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}
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// don't release here.
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// when load texture failed, it's better to get a "transparent" sprite then a crashed program
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// this->release();
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return false;
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}
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bool Sprite::initWithFile(std::string_view filename, const Rect& rect)
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{
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AXASSERT(!filename.empty(), "Invalid filename");
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if (filename.empty())
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return false;
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_fileName = filename;
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Texture2D* texture = _director->getTextureCache()->addImage(filename);
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if (texture)
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return initWithTexture(texture, rect);
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// don't release here.
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// when load texture failed, it's better to get a "transparent" sprite then a crashed program
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// this->release();
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return false;
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}
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bool Sprite::initWithSpriteFrameName(std::string_view spriteFrameName)
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{
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AXASSERT(!spriteFrameName.empty(), "Invalid spriteFrameName");
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if (spriteFrameName.empty())
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return false;
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_fileName = spriteFrameName;
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_fileType = 1;
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SpriteFrame* frame = SpriteFrameCache::getInstance()->getSpriteFrameByName(spriteFrameName);
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return initWithSpriteFrame(frame);
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}
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bool Sprite::initWithSpriteFrame(SpriteFrame* spriteFrame)
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{
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AXASSERT(spriteFrame != nullptr, "spriteFrame can't be nullptr!");
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if (spriteFrame == nullptr)
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return false;
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bool ret = initWithTexture(spriteFrame->getTexture(), spriteFrame->getRect(), spriteFrame->isRotated());
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setSpriteFrame(spriteFrame);
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return ret;
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}
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bool Sprite::initWithPolygon(const ax::PolygonInfo& info)
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{
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bool ret = false;
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Texture2D* texture = _director->getTextureCache()->addImage(info.getFilename());
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if (texture && initWithTexture(texture))
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{
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_polyInfo = info;
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_renderMode = RenderMode::POLYGON;
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Node::setContentSize(_polyInfo.getRect().size / _director->getContentScaleFactor());
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ret = true;
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}
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return ret;
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}
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// designated initializer
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bool Sprite::initWithTexture(Texture2D* texture, const Rect& rect, bool rotated)
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{
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bool result = false;
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if (Node::init())
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{
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_batchNode = nullptr;
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_recursiveDirty = false;
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setDirty(false);
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_flippedX = _flippedY = false;
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// default transform anchor: center
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setAnchorPoint(Vec2::ANCHOR_MIDDLE);
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// zwoptex default values
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_offsetPosition.setZero();
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// clean the Quad
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memset(&_quad, 0, sizeof(_quad));
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// Atlas: Color
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_quad.bl.colors = Color4B::WHITE;
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_quad.br.colors = Color4B::WHITE;
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_quad.tl.colors = Color4B::WHITE;
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_quad.tr.colors = Color4B::WHITE;
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// update texture (calls updateBlendFunc)
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setTexture(texture);
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setTextureRect(rect, rotated, rect.size);
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// by default use "Self Render".
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// if the sprite is added to a batchnode, then it will automatically switch to "batchnode Render"
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setBatchNode(nullptr);
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result = true;
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}
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_recursiveDirty = true;
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setDirty(true);
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return result;
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}
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bool Sprite::initWithImageData(const Data& imageData, std::string_view key)
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{
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if (imageData.isNull() || key.empty())
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{
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AXLOGD("Call Sprite::initWithImageData empty data or blank key.");
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return false;
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}
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//_fileName = filename;
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Texture2D *texture = _director->getTextureCache()->addImage(imageData, key);
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if (texture)
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{
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Rect rect = Rect::ZERO;
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rect.size = texture->getContentSize();
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return initWithTexture(texture, rect);
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}
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// don't release here.
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// when load texture failed, it's better to get a "transparent" sprite then a crashed program
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// this->release();
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return false;
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}
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Sprite::Sprite()
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{
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#if AX_SPRITE_DEBUG_DRAW
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_debugDrawNode = DrawNode::create();
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addChild(_debugDrawNode);
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#endif // AX_SPRITE_DEBUG_DRAW
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}
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Sprite::~Sprite()
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{
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AX_SAFE_FREE(_trianglesVertex);
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AX_SAFE_FREE(_trianglesIndex);
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AX_SAFE_RELEASE(_spriteFrame);
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AX_SAFE_RELEASE(_texture);
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}
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/*
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* Texture methods
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*/
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// MARK: texture
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void Sprite::setTexture(std::string_view filename)
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{
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Texture2D* texture = _director->getTextureCache()->addImage(filename);
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setTexture(texture);
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_unflippedOffsetPositionFromCenter = Vec2::ZERO;
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Rect rect = Rect::ZERO;
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if (texture)
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rect.size = texture->getContentSize();
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setTextureRect(rect);
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}
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void Sprite::setVertexLayout()
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{
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AXASSERT(_programState, "programState should not be nullptr");
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_programState->validateSharedVertexLayout(backend::VertexLayoutType::Sprite);
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}
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void Sprite::setProgramState(uint32_t type)
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{
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setProgramStateWithRegistry(type, _texture);
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}
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bool Sprite::setProgramState(backend::ProgramState* programState, bool ownPS/* = false*/)
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{
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AXASSERT(programState, "argument should not be nullptr");
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if (Node::setProgramState(programState, ownPS))
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{
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auto& pipelineDescriptor = _trianglesCommand.getPipelineDescriptor();
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pipelineDescriptor.programState = _programState;
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_mvpMatrixLocation = _programState->getUniformLocation(backend::Uniform::MVP_MATRIX);
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setVertexLayout();
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updateProgramStateTexture(_texture);
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setMVPMatrixUniform();
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return true;
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}
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return false;
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}
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void Sprite::setTexture(Texture2D* texture)
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{
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AXASSERT(!_batchNode || (texture && texture == _batchNode->getTexture()),
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"CCSprite: Batched sprites should use the same texture as the batchnode");
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// accept texture==nil as argument
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AXASSERT(!texture || dynamic_cast<Texture2D*>(texture), "setTexture expects a Texture2D. Invalid argument");
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if (texture == nullptr)
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{
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// Gets the texture by key firstly.
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texture = _director->getTextureCache()->getWhiteTexture();
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}
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bool needsUpdatePS =
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_autoUpdatePS &&
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((!_programState || _programState->getProgram()->getProgramType() < backend::ProgramType::CUSTOM_PROGRAM) &&
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(_texture == nullptr || _texture->getSamplerFlags() != texture->getSamplerFlags()));
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if (_renderMode != RenderMode::QUAD_BATCHNODE)
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{
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if (_texture != texture)
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{
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AX_SAFE_RETAIN(texture);
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AX_SAFE_RELEASE(_texture);
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_texture = texture;
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}
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updateBlendFunc();
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}
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if (needsUpdatePS)
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setProgramState(backend::ProgramType::POSITION_TEXTURE_COLOR);
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else
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updateProgramStateTexture(_texture);
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}
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Texture2D* Sprite::getTexture() const
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{
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return _texture;
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}
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void Sprite::setTextureRect(const Rect& rect)
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{
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setTextureRect(rect, false, rect.size);
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}
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void Sprite::setTextureRect(const Rect& rect, bool rotated, const Vec2& untrimmedSize)
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{
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_rectRotated = rotated;
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if (_autoSizeEnabled || _contentSize == Vec2::ZERO)
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{
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Node::setContentSize(untrimmedSize);
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}
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_originalContentSize = untrimmedSize;
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setVertexRect(rect);
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updateStretchFactor();
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updatePoly();
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}
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void Sprite::updatePoly()
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{
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// There are 3 cases:
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//
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// A) a non 9-sliced, non stretched
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// contentsize doesn't not affect the stretching, since there is no stretching
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// this was the original behavior, and we keep it for backwards compatibility reasons
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// When non-stretching is enabled, we have to change the offset in order to "fill the empty" space at the
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// left-top of the texture
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// B) non 9-sliced, stretched
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// the texture is stretched to the content size
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// C) 9-sliced, stretched
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// the sprite is 9-sliced and stretched.
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if (_renderMode == RenderMode::QUAD || _renderMode == RenderMode::QUAD_BATCHNODE)
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{
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Rect copyRect;
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if (_stretchEnabled)
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// case B)
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copyRect = Rect(0, 0, _rect.size.width * _stretchFactor.x, _rect.size.height * _stretchFactor.y);
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else
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// case A)
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// modify origin to put the sprite in the correct offset
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copyRect =
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Rect((_contentSize.width - _originalContentSize.width) / 2.0f,
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(_contentSize.height - _originalContentSize.height) / 2.0f, _rect.size.width, _rect.size.height);
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setTextureCoords(_rect, &_quad);
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setVertexCoords(copyRect, &_quad);
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_polyInfo.setQuad(&_quad);
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}
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else if (_renderMode == RenderMode::SLICE9)
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{
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// case C)
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// How the texture is split
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//
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// u,v: are the texture coordinates
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// w,h: are the width and heights
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//
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// w0 w1 w2
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// v2 +----+------+--+
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// | | | |
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// | | | |
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// | 6 | 7 | 8| h2
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// | | | |
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// v1 +----+------+--|
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// | | | |
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// | 3 | 4 | 5| h1
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// v0 +----+------+--|
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// | | | |
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// | 0 | 1 | 2| h0
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// | | | |
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// +----+------+--+
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// u0 u1 u2
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//
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//
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// and when the texture is rotated, it will get transformed.
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// not only the rects have a different position, but also u,v
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// points to the bottom-left and not top-right of the texture
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// so some swaping/origin/reordering needs to be done in order
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// to support rotated slice-9 correctly
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//
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// w0 w1 w2
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// v2 +------+----+--------+
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// | | | |
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// | 0 | 3 | 6 | h2
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// v1 +------+----+--------+
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// | | | |
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// | 1 | 4 | 7 | h1
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// | | | |
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// v0 +------+----+--------+
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// | 2 | 5 | 8 | h0
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// +------+----+--------+
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// u0 u1 u2
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// center rect
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float cx1 = _centerRectNormalized.origin.x;
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float cy1 = _centerRectNormalized.origin.y;
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float cx2 = _centerRectNormalized.origin.x + _centerRectNormalized.size.width;
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float cy2 = _centerRectNormalized.origin.y + _centerRectNormalized.size.height;
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|
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// "O"riginal rect
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const float oox = _rect.origin.x;
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const float ooy = _rect.origin.y;
|
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float osw = _rect.size.width;
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float osh = _rect.size.height;
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|
if (_rectRotated)
|
|
{
|
|
std::swap(cx1, cy1);
|
|
std::swap(cx2, cy2);
|
|
|
|
// when the texture is rotated, then the centerRect starts from the "bottom" (left)
|
|
// but when it is not rotated, it starts from the top, so invert it
|
|
cy2 = 1 - cy2;
|
|
cy1 = 1 - cy1;
|
|
std::swap(cy1, cy2);
|
|
std::swap(osw, osh);
|
|
}
|
|
|
|
//
|
|
// textCoords Data: Y must be inverted.
|
|
//
|
|
const float w0 = osw * cx1;
|
|
const float w1 = osw * (cx2 - cx1);
|
|
const float w2 = osw * (1 - cx2);
|
|
const float h0 = osh * cy1;
|
|
const float h1 = osh * (cy2 - cy1);
|
|
const float h2 = osh * (1 - cy2);
|
|
|
|
const float u0 = oox;
|
|
const float u1 = u0 + w0;
|
|
const float u2 = u1 + w1;
|
|
const float v2 = ooy;
|
|
const float v1 = v2 + h2;
|
|
const float v0 = v1 + h1;
|
|
|
|
const Rect texRects_normal[9] = {
|
|
Rect(u0, v0, w0, h0), // bottom-left
|
|
Rect(u1, v0, w1, h0), // bottom
|
|
Rect(u2, v0, w2, h0), // bottom-right
|
|
|
|
Rect(u0, v1, w0, h1), // left
|
|
Rect(u1, v1, w1, h1), // center
|
|
Rect(u2, v1, w2, h1), // right
|
|
|
|
Rect(u0, v2, w0, h2), // top-left
|
|
Rect(u1, v2, w1, h2), // top
|
|
Rect(u2, v2, w2, h2), // top-right
|
|
};
|
|
|
|
// swap width and height because setTextureCoords()
|
|
// will expects the hight and width to be swapped
|
|
const Rect texRects_rotated[9] = {
|
|
Rect(u0, v2, h2, w0), // top-left
|
|
Rect(u0, v1, h1, w0), // left
|
|
Rect(u0, v0, h0, w0), // bottom-left
|
|
|
|
Rect(u1, v2, h2, w1), // top
|
|
Rect(u1, v1, h1, w1), // center
|
|
Rect(u1, v0, h0, w1), // bottom
|
|
|
|
Rect(u2, v2, h2, w2), // top-right
|
|
Rect(u2, v1, h1, w2), // right
|
|
Rect(u2, v0, h0, w2), // bottom-right
|
|
};
|
|
|
|
const Rect* texRects = _rectRotated ? texRects_rotated : texRects_normal;
|
|
|
|
//
|
|
// vertex Data.
|
|
//
|
|
|
|
// reset center rect since it is altered when when the texture
|
|
// is rotated
|
|
cx1 = _centerRectNormalized.origin.x;
|
|
cy1 = _centerRectNormalized.origin.y;
|
|
cx2 = _centerRectNormalized.origin.x + _centerRectNormalized.size.width;
|
|
cy2 = _centerRectNormalized.origin.y + _centerRectNormalized.size.height;
|
|
if (_rectRotated)
|
|
std::swap(osw, osh);
|
|
|
|
// sizes
|
|
float x0_s = osw * cx1;
|
|
float x1_s = osw * (cx2 - cx1) * _stretchFactor.x;
|
|
float x2_s = osw * (1 - cx2);
|
|
float y0_s = osh * cy1;
|
|
float y1_s = osh * (cy2 - cy1) * _stretchFactor.y;
|
|
float y2_s = osh * (1 - cy2);
|
|
|
|
// avoid negative size:
|
|
if (_contentSize.width < x0_s + x2_s)
|
|
x2_s = x0_s = _contentSize.width / 2;
|
|
|
|
if (_contentSize.height < y0_s + y2_s)
|
|
y2_s = y0_s = _contentSize.height / 2;
|
|
|
|
// is it flipped?
|
|
// swap sizes to calculate offset correctly
|
|
if (_flippedX)
|
|
std::swap(x0_s, x2_s);
|
|
if (_flippedY)
|
|
std::swap(y0_s, y2_s);
|
|
|
|
// origins
|
|
float x0 = 0;
|
|
float x1 = x0 + x0_s;
|
|
float x2 = x1 + x1_s;
|
|
float y0 = 0;
|
|
float y1 = y0 + y0_s;
|
|
float y2 = y1 + y1_s;
|
|
|
|
// swap origin, but restore size to its original value
|
|
if (_flippedX)
|
|
{
|
|
std::swap(x0, x2);
|
|
std::swap(x0_s, x2_s);
|
|
}
|
|
if (_flippedY)
|
|
{
|
|
std::swap(y0, y2);
|
|
std::swap(y0_s, y2_s);
|
|
}
|
|
|
|
const Rect verticesRects[9] = {
|
|
Rect(x0, y0, x0_s, y0_s), // bottom-left
|
|
Rect(x1, y0, x1_s, y0_s), // bottom
|
|
Rect(x2, y0, x2_s, y0_s), // bottom-right
|
|
|
|
Rect(x0, y1, x0_s, y1_s), // left
|
|
Rect(x1, y1, x1_s, y1_s), // center
|
|
Rect(x2, y1, x2_s, y1_s), // right
|
|
|
|
Rect(x0, y2, x0_s, y2_s), // top-left
|
|
Rect(x1, y2, x1_s, y2_s), // top
|
|
Rect(x2, y2, x2_s, y2_s), // top-right
|
|
};
|
|
|
|
// needed in order to get color from "_quad"
|
|
V3F_C4B_T2F_Quad tmpQuad = _quad;
|
|
|
|
for (int i = 0; i < 9; ++i)
|
|
{
|
|
setTextureCoords(texRects[i], &tmpQuad);
|
|
setVertexCoords(verticesRects[i], &tmpQuad);
|
|
populateTriangle(i, tmpQuad);
|
|
}
|
|
TrianglesCommand::Triangles triangles;
|
|
triangles.verts = _trianglesVertex;
|
|
triangles.vertCount = 16;
|
|
triangles.indices = _trianglesIndex;
|
|
triangles.indexCount = 6 * 9; // 9 quads, each needs 6 vertices
|
|
|
|
// probably we can update the _trianglesCommand directly
|
|
// to avoid memcpy'ing stuff
|
|
_polyInfo.setTriangles(triangles);
|
|
}
|
|
}
|
|
|
|
void Sprite::setCenterRectNormalized(const ax::Rect& rectTopLeft)
|
|
{
|
|
if (_renderMode != RenderMode::QUAD && _renderMode != RenderMode::SLICE9)
|
|
{
|
|
AXLOGW("Warning: Sprite::setCenterRectNormalized() only works with QUAD and SLICE9 render modes");
|
|
return;
|
|
}
|
|
|
|
// FIMXE: Rect is has origin on top-left (like text coordinate).
|
|
// but all the logic has been done using bottom-left as origin. So it is easier to invert Y
|
|
// here, than in the rest of the places... but it is not as clean.
|
|
Rect rect(rectTopLeft.origin.x, 1 - rectTopLeft.origin.y - rectTopLeft.size.height, rectTopLeft.size.width,
|
|
rectTopLeft.size.height);
|
|
if (!_centerRectNormalized.equals(rect))
|
|
{
|
|
_centerRectNormalized = rect;
|
|
|
|
// convert it to 1-slice when the centerRect is not present.
|
|
if (rect.equals(Rect(0, 0, 1, 1)))
|
|
{
|
|
_renderMode = RenderMode::QUAD;
|
|
free(_trianglesVertex);
|
|
free(_trianglesIndex);
|
|
_trianglesVertex = nullptr;
|
|
_trianglesIndex = nullptr;
|
|
}
|
|
else
|
|
{
|
|
// convert it to 9-slice if it isn't already
|
|
if (_renderMode != RenderMode::SLICE9)
|
|
{
|
|
_renderMode = RenderMode::SLICE9;
|
|
// 9 quads + 7 exterior points = 16
|
|
_trianglesVertex = (V3F_C4B_T2F*)malloc(sizeof(*_trianglesVertex) * (9 + 3 + 4));
|
|
// 9 quads, each needs 6 vertices = 54
|
|
_trianglesIndex = (unsigned short*)malloc(sizeof(*_trianglesIndex) * 6 * 9);
|
|
|
|
// populate indices in CCW direction
|
|
for (int i = 0; i < 9; ++i)
|
|
{
|
|
_trianglesIndex[i * 6 + 0] = (i * 4 / 3) + 4;
|
|
_trianglesIndex[i * 6 + 1] = (i * 4 / 3) + 0;
|
|
_trianglesIndex[i * 6 + 2] = (i * 4 / 3) + 5;
|
|
_trianglesIndex[i * 6 + 3] = (i * 4 / 3) + 1;
|
|
_trianglesIndex[i * 6 + 4] = (i * 4 / 3) + 5;
|
|
_trianglesIndex[i * 6 + 5] = (i * 4 / 3) + 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
updateStretchFactor();
|
|
updatePoly();
|
|
updateColor();
|
|
}
|
|
}
|
|
|
|
void Sprite::setCenterRect(const ax::Rect& rectInPoints)
|
|
{
|
|
if (_renderMode != RenderMode::QUAD && _renderMode != RenderMode::SLICE9)
|
|
{
|
|
AXLOGW("Warning: Sprite::setCenterRect() only works with QUAD and SLICE9 render modes");
|
|
return;
|
|
}
|
|
|
|
if (!_originalContentSize.equals(Vec2::ZERO))
|
|
{
|
|
Rect rect = rectInPoints;
|
|
|
|
const float x = rect.origin.x / _rect.size.width;
|
|
const float y = rect.origin.y / _rect.size.height;
|
|
const float w = rect.size.width / _rect.size.width;
|
|
const float h = rect.size.height / _rect.size.height;
|
|
setCenterRectNormalized(Rect(x, y, w, h));
|
|
}
|
|
}
|
|
|
|
Rect Sprite::getCenterRectNormalized() const
|
|
{
|
|
// FIXME: _centerRectNormalized is in bottom-left coords, but should converted to top-left
|
|
Rect ret(_centerRectNormalized.origin.x, 1 - _centerRectNormalized.origin.y - _centerRectNormalized.size.height,
|
|
_centerRectNormalized.size.width, _centerRectNormalized.size.height);
|
|
return ret;
|
|
}
|
|
|
|
Rect Sprite::getCenterRect() const
|
|
{
|
|
Rect rect = getCenterRectNormalized();
|
|
rect.origin.x *= _rect.size.width;
|
|
rect.origin.y *= _rect.size.height;
|
|
rect.size.width *= _rect.size.width;
|
|
rect.size.height *= _rect.size.height;
|
|
return rect;
|
|
}
|
|
|
|
// override this method to generate "double scale" sprites
|
|
void Sprite::setVertexRect(const Rect& rect)
|
|
{
|
|
_rect = rect;
|
|
}
|
|
|
|
void Sprite::setTextureCoords(const Rect& rectInPoints)
|
|
{
|
|
setTextureCoords(rectInPoints, &_quad);
|
|
}
|
|
|
|
void Sprite::setTextureCoords(const Rect& rectInPoints, V3F_C4B_T2F_Quad* outQuad)
|
|
{
|
|
Texture2D* tex = (_renderMode == RenderMode::QUAD_BATCHNODE) ? _textureAtlas->getTexture() : _texture;
|
|
|
|
if (tex == nullptr)
|
|
return;
|
|
|
|
const auto rectInPixels = AX_RECT_POINTS_TO_PIXELS(rectInPoints);
|
|
|
|
const float atlasWidth = (float)tex->getPixelsWide();
|
|
const float atlasHeight = (float)tex->getPixelsHigh();
|
|
|
|
float rw = rectInPixels.size.width;
|
|
float rh = rectInPixels.size.height;
|
|
|
|
// if the rect is rotated, it means that the frame is rotated 90 degrees (clockwise) and:
|
|
// - rectInpoints: origin will be the bottom-left of the frame (and not the top-right)
|
|
// - size: represents the unrotated texture size
|
|
//
|
|
// so what we have to do is:
|
|
// - swap texture width and height
|
|
// - take into account the origin
|
|
// - flip X instead of Y when flipY is enabled
|
|
// - flip Y instead of X when flipX is enabled
|
|
|
|
if (_rectRotated)
|
|
std::swap(rw, rh);
|
|
|
|
#if AX_FIX_ARTIFACTS_BY_STRECHING_TEXEL
|
|
float left = (2 * rectInPixels.origin.x + 1) / (2 * atlasWidth);
|
|
float right = left + (rw * 2 - 2) / (2 * atlasWidth);
|
|
float top = (2 * rectInPixels.origin.y + 1) / (2 * atlasHeight);
|
|
float bottom = top + (rh * 2 - 2) / (2 * atlasHeight);
|
|
#else
|
|
float left = rectInPixels.origin.x / atlasWidth;
|
|
float right = (rectInPixels.origin.x + rw) / atlasWidth;
|
|
float top = rectInPixels.origin.y / atlasHeight;
|
|
float bottom = (rectInPixels.origin.y + rh) / atlasHeight;
|
|
#endif // AX_FIX_ARTIFACTS_BY_STRECHING_TEXEL
|
|
|
|
if ((!_rectRotated && _flippedX) || (_rectRotated && _flippedY))
|
|
std::swap(left, right);
|
|
|
|
if ((!_rectRotated && _flippedY) || (_rectRotated && _flippedX))
|
|
std::swap(top, bottom);
|
|
|
|
if (_rectRotated)
|
|
{
|
|
outQuad->bl.texCoords.u = left;
|
|
outQuad->bl.texCoords.v = top;
|
|
outQuad->br.texCoords.u = left;
|
|
outQuad->br.texCoords.v = bottom;
|
|
outQuad->tl.texCoords.u = right;
|
|
outQuad->tl.texCoords.v = top;
|
|
outQuad->tr.texCoords.u = right;
|
|
outQuad->tr.texCoords.v = bottom;
|
|
}
|
|
else
|
|
{
|
|
outQuad->bl.texCoords.u = left;
|
|
outQuad->bl.texCoords.v = bottom;
|
|
outQuad->br.texCoords.u = right;
|
|
outQuad->br.texCoords.v = bottom;
|
|
outQuad->tl.texCoords.u = left;
|
|
outQuad->tl.texCoords.v = top;
|
|
outQuad->tr.texCoords.u = right;
|
|
outQuad->tr.texCoords.v = top;
|
|
}
|
|
}
|
|
|
|
void Sprite::setVertexCoords(const Rect& rect, V3F_C4B_T2F_Quad* outQuad)
|
|
{
|
|
float relativeOffsetX = _unflippedOffsetPositionFromCenter.x;
|
|
float relativeOffsetY = _unflippedOffsetPositionFromCenter.y;
|
|
|
|
// issue #732
|
|
if (_flippedX)
|
|
relativeOffsetX = -relativeOffsetX;
|
|
if (_flippedY)
|
|
relativeOffsetY = -relativeOffsetY;
|
|
|
|
_offsetPosition.x = relativeOffsetX + (_originalContentSize.width - _rect.size.width) / 2;
|
|
_offsetPosition.y = relativeOffsetY + (_originalContentSize.height - _rect.size.height) / 2;
|
|
|
|
// FIXME: Stretching should be applied to the "offset" as well
|
|
// but probably it should be calculated in the caller function. It will be tidier
|
|
if (_renderMode == RenderMode::QUAD)
|
|
{
|
|
_offsetPosition.x *= _stretchFactor.x;
|
|
_offsetPosition.y *= _stretchFactor.y;
|
|
}
|
|
|
|
// rendering using batch node
|
|
if (_renderMode == RenderMode::QUAD_BATCHNODE)
|
|
{
|
|
// update dirty_, don't update recursiveDirty_
|
|
setDirty(true);
|
|
}
|
|
else
|
|
{
|
|
// self rendering
|
|
|
|
// Atlas: Vertex
|
|
const float x1 = 0.0f + _offsetPosition.x + rect.origin.x;
|
|
const float y1 = 0.0f + _offsetPosition.y + rect.origin.y;
|
|
const float x2 = x1 + rect.size.width;
|
|
const float y2 = y1 + rect.size.height;
|
|
|
|
// Don't update Z.
|
|
outQuad->bl.vertices.set(x1, y1, 0.0f);
|
|
outQuad->br.vertices.set(x2, y1, 0.0f);
|
|
outQuad->tl.vertices.set(x1, y2, 0.0f);
|
|
outQuad->tr.vertices.set(x2, y2, 0.0f);
|
|
}
|
|
}
|
|
|
|
void Sprite::populateTriangle(int quadIndex, const V3F_C4B_T2F_Quad& quad)
|
|
{
|
|
AXASSERT(quadIndex < 9, "Invalid quadIndex");
|
|
// convert Quad intro Triangle since it takes less memory
|
|
|
|
// Triangles are ordered like the following:
|
|
// Numbers: Quad Index
|
|
// Letters: triangles' vertices
|
|
//
|
|
// M-----N-----O-----P
|
|
// | | | |
|
|
// | 6 | 7 | 8 |
|
|
// | | | |
|
|
// I-----J-----K-----L
|
|
// | | | |
|
|
// | 3 | 4 | 5 |
|
|
// | | | |
|
|
// E-----F-----G-----H
|
|
// | | | |
|
|
// | 0 | 1 | 2 |
|
|
// | | | |
|
|
// A-----B-----C-----D
|
|
//
|
|
// So, if QuadIndex == 4, then it should update vertices J,K,F,G
|
|
|
|
// Optimization: I don't need to copy all the vertices all the time. just the 4 "quads" from the corners.
|
|
if (quadIndex == 0 || quadIndex == 2 || quadIndex == 6 || quadIndex == 8)
|
|
{
|
|
if (_flippedX)
|
|
{
|
|
if (quadIndex % 3 == 0)
|
|
quadIndex += 2;
|
|
else
|
|
quadIndex -= 2;
|
|
}
|
|
|
|
if (_flippedY)
|
|
{
|
|
if (quadIndex <= 2)
|
|
quadIndex += 6;
|
|
else
|
|
quadIndex -= 6;
|
|
}
|
|
|
|
const int index_bl = quadIndex * 4 / 3;
|
|
const int index_br = index_bl + 1;
|
|
const int index_tl = index_bl + 4;
|
|
const int index_tr = index_bl + 5;
|
|
|
|
_trianglesVertex[index_tr] = quad.tr;
|
|
_trianglesVertex[index_br] = quad.br;
|
|
_trianglesVertex[index_tl] = quad.tl;
|
|
_trianglesVertex[index_bl] = quad.bl;
|
|
}
|
|
}
|
|
|
|
// MARK: visit, draw, transform
|
|
|
|
void Sprite::updateTransform()
|
|
{
|
|
AXASSERT(_renderMode == RenderMode::QUAD_BATCHNODE,
|
|
"updateTransform is only valid when Sprite is being rendered using an SpriteBatchNode");
|
|
|
|
// recalculate matrix only if it is dirty
|
|
if (isDirty())
|
|
{
|
|
// If it is not visible, or one of its ancestors is not visible, then do nothing:
|
|
if (!_visible || (_parent && _parent != _batchNode && static_cast<Sprite*>(_parent)->_shouldBeHidden))
|
|
{
|
|
_quad.br.vertices.setZero();
|
|
_quad.tl.vertices.setZero();
|
|
_quad.tr.vertices.setZero();
|
|
_quad.bl.vertices.setZero();
|
|
_shouldBeHidden = true;
|
|
}
|
|
else
|
|
{
|
|
_shouldBeHidden = false;
|
|
|
|
if (!_parent || _parent == _batchNode)
|
|
_transformToBatch = getNodeToParentTransform();
|
|
else
|
|
{
|
|
AXASSERT(dynamic_cast<Sprite*>(_parent), "Logic error in Sprite. Parent must be a Sprite");
|
|
const Mat4& nodeToParent = getNodeToParentTransform();
|
|
Mat4& parentTransform = static_cast<Sprite*>(_parent)->_transformToBatch;
|
|
_transformToBatch = parentTransform * nodeToParent;
|
|
}
|
|
|
|
//
|
|
// calculate the Quad based on the Affine Matrix
|
|
//
|
|
|
|
Vec2& size = _rect.size;
|
|
|
|
float x1 = _offsetPosition.x;
|
|
float y1 = _offsetPosition.y;
|
|
|
|
float x2 = x1 + size.width;
|
|
float y2 = y1 + size.height;
|
|
|
|
float x = _transformToBatch.m[12];
|
|
float y = _transformToBatch.m[13];
|
|
|
|
float cr = _transformToBatch.m[0];
|
|
float sr = _transformToBatch.m[1];
|
|
float cr2 = _transformToBatch.m[5];
|
|
float sr2 = -_transformToBatch.m[4];
|
|
float ax = x1 * cr - y1 * sr2 + x;
|
|
float ay = x1 * sr + y1 * cr2 + y;
|
|
|
|
float bx = x2 * cr - y1 * sr2 + x;
|
|
float by = x2 * sr + y1 * cr2 + y;
|
|
|
|
float cx = x2 * cr - y2 * sr2 + x;
|
|
float cy = x2 * sr + y2 * cr2 + y;
|
|
|
|
float dx = x1 * cr - y2 * sr2 + x;
|
|
float dy = x1 * sr + y2 * cr2 + y;
|
|
|
|
_quad.bl.vertices.set(SPRITE_RENDER_IN_SUBPIXEL(ax), SPRITE_RENDER_IN_SUBPIXEL(ay), _positionZ);
|
|
_quad.br.vertices.set(SPRITE_RENDER_IN_SUBPIXEL(bx), SPRITE_RENDER_IN_SUBPIXEL(by), _positionZ);
|
|
_quad.tl.vertices.set(SPRITE_RENDER_IN_SUBPIXEL(dx), SPRITE_RENDER_IN_SUBPIXEL(dy), _positionZ);
|
|
_quad.tr.vertices.set(SPRITE_RENDER_IN_SUBPIXEL(cx), SPRITE_RENDER_IN_SUBPIXEL(cy), _positionZ);
|
|
setTextureCoords(_rect);
|
|
}
|
|
|
|
// MARMALADE CHANGE: ADDED CHECK FOR nullptr, TO PERMIT SPRITES WITH NO BATCH NODE / TEXTURE ATLAS
|
|
if (_textureAtlas)
|
|
_textureAtlas->updateQuad(_quad, _atlasIndex);
|
|
|
|
_recursiveDirty = false;
|
|
setDirty(false);
|
|
}
|
|
|
|
Node::updateTransform();
|
|
}
|
|
|
|
// draw
|
|
void Sprite::draw(Renderer* renderer, const Mat4& transform, uint32_t flags)
|
|
{
|
|
if (_texture == nullptr || _texture->getBackendTexture() == nullptr)
|
|
return;
|
|
|
|
// TODO: arnold: current camera can be a non-default one.
|
|
setMVPMatrixUniform();
|
|
|
|
#if AX_USE_CULLING
|
|
// Don't calculate the culling if the transform was not updated
|
|
auto visitingCamera = Camera::getVisitingCamera();
|
|
auto defaultCamera = Camera::getDefaultCamera();
|
|
if (visitingCamera == nullptr)
|
|
_insideBounds = true;
|
|
else if (visitingCamera == defaultCamera)
|
|
_insideBounds = ((flags & FLAGS_TRANSFORM_DIRTY) || visitingCamera->isViewProjectionUpdated())
|
|
? renderer->checkVisibility(transform, _contentSize)
|
|
: _insideBounds;
|
|
else
|
|
// XXX: this always return true since
|
|
_insideBounds = renderer->checkVisibility(transform, _contentSize);
|
|
|
|
if (_insideBounds)
|
|
#endif
|
|
{
|
|
_trianglesCommand.init(_globalZOrder, _texture, _blendFunc, _polyInfo.triangles, transform, flags);
|
|
renderer->addCommand(&_trianglesCommand);
|
|
|
|
#if AX_SPRITE_DEBUG_DRAW
|
|
_debugDrawNode->clear();
|
|
auto count = _polyInfo.triangles.indexCount / 3;
|
|
auto indices = _polyInfo.triangles.indices;
|
|
auto verts = _polyInfo.triangles.verts;
|
|
for (unsigned int i = 0; i < count; i++)
|
|
{
|
|
// draw 3 lines
|
|
Vec3 from = verts[indices[i * 3]].vertices;
|
|
Vec3 to = verts[indices[i * 3 + 1]].vertices;
|
|
_debugDrawNode->drawLine(Vec2(from.x, from.y), Vec2(to.x, to.y), Color4F::WHITE);
|
|
|
|
from = verts[indices[i * 3 + 1]].vertices;
|
|
to = verts[indices[i * 3 + 2]].vertices;
|
|
_debugDrawNode->drawLine(Vec2(from.x, from.y), Vec2(to.x, to.y), Color4F::WHITE);
|
|
|
|
from = verts[indices[i * 3 + 2]].vertices;
|
|
to = verts[indices[i * 3]].vertices;
|
|
_debugDrawNode->drawLine(Vec2(from.x, from.y), Vec2(to.x, to.y), Color4F::WHITE);
|
|
}
|
|
#endif // AX_SPRITE_DEBUG_DRAW
|
|
}
|
|
}
|
|
|
|
// MARK: visit, draw, transform
|
|
|
|
void Sprite::addChild(Node* child, int zOrder, int tag)
|
|
{
|
|
AXASSERT(child != nullptr, "Argument must be non-nullptr");
|
|
if (child == nullptr)
|
|
return;
|
|
|
|
if (_renderMode == RenderMode::QUAD_BATCHNODE)
|
|
{
|
|
Sprite* childSprite = dynamic_cast<Sprite*>(child);
|
|
AXASSERT(childSprite, "CCSprite only supports Sprites as children when using SpriteBatchNode");
|
|
AXASSERT(childSprite->getTexture() == _textureAtlas->getTexture(),
|
|
"childSprite's texture name should be equal to _textureAtlas's texture name!");
|
|
// put it in descendants array of batch node
|
|
_batchNode->appendChild(childSprite);
|
|
|
|
if (!_reorderChildDirty)
|
|
{
|
|
setReorderChildDirtyRecursively();
|
|
}
|
|
}
|
|
// CCNode already sets isReorderChildDirty_ so this needs to be after batchNode check
|
|
Node::addChild(child, zOrder, tag);
|
|
}
|
|
|
|
void Sprite::addChild(Node* child, int zOrder, std::string_view name)
|
|
{
|
|
AXASSERT(child != nullptr, "Argument must be non-nullptr");
|
|
if (child == nullptr)
|
|
return;
|
|
|
|
if (_renderMode == RenderMode::QUAD_BATCHNODE)
|
|
{
|
|
Sprite* childSprite = dynamic_cast<Sprite*>(child);
|
|
AXASSERT(childSprite, "CCSprite only supports Sprites as children when using SpriteBatchNode");
|
|
AXASSERT(childSprite->getTexture() == _textureAtlas->getTexture(),
|
|
"childSprite's texture name should be equal to _textureAtlas's texture name.");
|
|
// put it in descendants array of batch node
|
|
_batchNode->appendChild(childSprite);
|
|
|
|
if (!_reorderChildDirty)
|
|
{
|
|
setReorderChildDirtyRecursively();
|
|
}
|
|
}
|
|
// CCNode already sets isReorderChildDirty_ so this needs to be after batchNode check
|
|
Node::addChild(child, zOrder, name);
|
|
}
|
|
|
|
void Sprite::reorderChild(Node* child, int zOrder)
|
|
{
|
|
AXASSERT(child != nullptr, "child must be non null");
|
|
AXASSERT(_children.contains(child), "child does not belong to this");
|
|
|
|
if ((_renderMode == RenderMode::QUAD_BATCHNODE) && !_reorderChildDirty)
|
|
{
|
|
setReorderChildDirtyRecursively();
|
|
_batchNode->reorderBatch(true);
|
|
}
|
|
|
|
Node::reorderChild(child, zOrder);
|
|
}
|
|
|
|
void Sprite::removeChild(Node* child, bool cleanup)
|
|
{
|
|
if (_renderMode == RenderMode::QUAD_BATCHNODE)
|
|
_batchNode->removeSpriteFromAtlas((Sprite*)(child));
|
|
|
|
Node::removeChild(child, cleanup);
|
|
}
|
|
|
|
void Sprite::removeAllChildrenWithCleanup(bool cleanup)
|
|
{
|
|
if (_renderMode == RenderMode::QUAD_BATCHNODE)
|
|
{
|
|
for (const auto& child : _children)
|
|
{
|
|
Sprite* sprite = dynamic_cast<Sprite*>(child);
|
|
if (sprite)
|
|
_batchNode->removeSpriteFromAtlas(sprite);
|
|
}
|
|
}
|
|
|
|
Node::removeAllChildrenWithCleanup(cleanup);
|
|
}
|
|
|
|
void Sprite::sortAllChildren()
|
|
{
|
|
if (_reorderChildDirty)
|
|
{
|
|
sortNodes(_children);
|
|
|
|
if (_renderMode == RenderMode::QUAD_BATCHNODE)
|
|
{
|
|
for (const auto& child : _children)
|
|
child->sortAllChildren();
|
|
}
|
|
|
|
_reorderChildDirty = false;
|
|
}
|
|
}
|
|
|
|
//
|
|
// Node property overloads
|
|
// used only when parent is SpriteBatchNode
|
|
//
|
|
|
|
void Sprite::setReorderChildDirtyRecursively()
|
|
{
|
|
// only set parents flag the first time
|
|
if (!_reorderChildDirty)
|
|
{
|
|
_reorderChildDirty = true;
|
|
Node* node = static_cast<Node*>(_parent);
|
|
while (node && node != _batchNode)
|
|
{
|
|
static_cast<Sprite*>(node)->setReorderChildDirtyRecursively();
|
|
node = node->getParent();
|
|
}
|
|
}
|
|
}
|
|
|
|
void Sprite::setDirtyRecursively(bool bValue)
|
|
{
|
|
_recursiveDirty = bValue;
|
|
setDirty(bValue);
|
|
|
|
for (const auto& child : _children)
|
|
{
|
|
Sprite* sp = dynamic_cast<Sprite*>(child);
|
|
if (sp)
|
|
sp->setDirtyRecursively(true);
|
|
}
|
|
}
|
|
|
|
// FIXME: HACK: optimization
|
|
#define SET_DIRTY_RECURSIVELY() \
|
|
{ \
|
|
if (!_recursiveDirty) \
|
|
{ \
|
|
_recursiveDirty = true; \
|
|
setDirty(true); \
|
|
if (!_children.empty()) \
|
|
setDirtyRecursively(true); \
|
|
} \
|
|
}
|
|
|
|
void Sprite::setPosition(const Vec2& pos)
|
|
{
|
|
Node::setPosition(pos);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setPosition(float x, float y)
|
|
{
|
|
Node::setPosition(x, y);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setRotation(float rotation)
|
|
{
|
|
Node::setRotation(rotation);
|
|
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setRotationSkewX(float fRotationX)
|
|
{
|
|
Node::setRotationSkewX(fRotationX);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setRotationSkewY(float fRotationY)
|
|
{
|
|
Node::setRotationSkewY(fRotationY);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setSkewX(float sx)
|
|
{
|
|
Node::setSkewX(sx);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setSkewY(float sy)
|
|
{
|
|
Node::setSkewY(sy);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setScaleX(float scaleX)
|
|
{
|
|
Node::setScaleX(scaleX);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setScaleY(float scaleY)
|
|
{
|
|
#ifdef AX_USE_METAL
|
|
if (_texture->isRenderTarget())
|
|
scaleY = std::abs(scaleY);
|
|
#endif
|
|
Node::setScaleY(scaleY);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setScale(float fScale)
|
|
{
|
|
Node::setScale(fScale);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setScale(float scaleX, float scaleY)
|
|
{
|
|
Node::setScale(scaleX, scaleY);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setPositionZ(float fVertexZ)
|
|
{
|
|
Node::setPositionZ(fVertexZ);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setAnchorPoint(const Vec2& anchor)
|
|
{
|
|
Node::setAnchorPoint(anchor);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setIgnoreAnchorPointForPosition(bool value)
|
|
{
|
|
AXASSERT(_renderMode != RenderMode::QUAD_BATCHNODE, "setIgnoreAnchorPointForPosition is invalid in Sprite");
|
|
Node::setIgnoreAnchorPointForPosition(value);
|
|
}
|
|
|
|
void Sprite::setVisible(bool bVisible)
|
|
{
|
|
Node::setVisible(bVisible);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void Sprite::setContentSize(const Vec2& size)
|
|
{
|
|
if (_renderMode == RenderMode::QUAD_BATCHNODE || _renderMode == RenderMode::POLYGON)
|
|
AXLOGW(
|
|
"Sprite::setContentSize() doesn't stretch the sprite when using QUAD_BATCHNODE or POLYGON render modes");
|
|
|
|
Node::setContentSize(size);
|
|
|
|
updateStretchFactor();
|
|
updatePoly();
|
|
}
|
|
|
|
void Sprite::setStretchEnabled(bool enabled)
|
|
{
|
|
if (_stretchEnabled != enabled)
|
|
{
|
|
_stretchEnabled = enabled;
|
|
|
|
// disabled centerrect / number of slices if disabled
|
|
if (!enabled)
|
|
setCenterRectNormalized(Rect(0, 0, 1, 1));
|
|
|
|
updateStretchFactor();
|
|
updatePoly();
|
|
}
|
|
}
|
|
|
|
bool Sprite::isStretchEnabled() const
|
|
{
|
|
return _stretchEnabled;
|
|
}
|
|
|
|
void Sprite::updateStretchFactor()
|
|
{
|
|
const Vec2 size = getContentSize();
|
|
|
|
if (_renderMode == RenderMode::QUAD)
|
|
{
|
|
// If stretch is disabled, calculate the stretch anyway
|
|
// since it is needed to calculate the offset
|
|
const float x_factor = size.width / _originalContentSize.width;
|
|
const float y_factor = size.height / _originalContentSize.height;
|
|
|
|
_stretchFactor = Vec2(std::max(0.0f, x_factor), std::max(0.0f, y_factor));
|
|
}
|
|
else if (_renderMode == RenderMode::SLICE9)
|
|
{
|
|
const float x1 = _rect.size.width * _centerRectNormalized.origin.x;
|
|
const float x2 = _rect.size.width * _centerRectNormalized.size.width;
|
|
const float x3 = _rect.size.width * (1 - _centerRectNormalized.origin.x - _centerRectNormalized.size.width);
|
|
|
|
const float y1 = _rect.size.height * _centerRectNormalized.origin.y;
|
|
const float y2 = _rect.size.height * _centerRectNormalized.size.height;
|
|
const float y3 = _rect.size.height * (1 - _centerRectNormalized.origin.y - _centerRectNormalized.size.height);
|
|
|
|
// adjustedSize = the new _rect size
|
|
const float adjustedWidth = size.width - (_originalContentSize.width - _rect.size.width);
|
|
const float adjustedHeight = size.height - (_originalContentSize.height - _rect.size.height);
|
|
|
|
const float x_factor = (adjustedWidth - x1 - x3) / x2;
|
|
const float y_factor = (adjustedHeight - y1 - y3) / y2;
|
|
|
|
_stretchFactor = Vec2(std::max(0.0f, x_factor), std::max(0.0f, y_factor));
|
|
}
|
|
|
|
// else:
|
|
// Do nothing if renderMode is Polygon
|
|
}
|
|
|
|
void Sprite::setFlippedX(bool flippedX)
|
|
{
|
|
if (_flippedX != flippedX)
|
|
{
|
|
_flippedX = flippedX;
|
|
flipX();
|
|
}
|
|
}
|
|
|
|
bool Sprite::isFlippedX() const
|
|
{
|
|
return _flippedX;
|
|
}
|
|
|
|
void Sprite::setFlippedY(bool flippedY)
|
|
{
|
|
#ifdef AX_USE_METAL
|
|
if (_texture->isRenderTarget())
|
|
flippedY = !flippedY;
|
|
#endif
|
|
if (_flippedY != flippedY)
|
|
{
|
|
_flippedY = flippedY;
|
|
flipY();
|
|
}
|
|
}
|
|
|
|
bool Sprite::isFlippedY() const
|
|
{
|
|
return _flippedY;
|
|
}
|
|
|
|
void Sprite::flipX()
|
|
{
|
|
if (_renderMode == RenderMode::QUAD_BATCHNODE)
|
|
setDirty(true);
|
|
else if (_renderMode == RenderMode::POLYGON)
|
|
{
|
|
for (unsigned int i = 0; i < _polyInfo.triangles.vertCount; i++)
|
|
{
|
|
auto& v = _polyInfo.triangles.verts[i].vertices;
|
|
v.x = _contentSize.width - v.x;
|
|
}
|
|
}
|
|
else
|
|
// RenderMode:: Quad or Slice9
|
|
updatePoly();
|
|
}
|
|
|
|
void Sprite::flipY()
|
|
{
|
|
if (_renderMode == RenderMode::QUAD_BATCHNODE)
|
|
setDirty(true);
|
|
else if (_renderMode == RenderMode::POLYGON)
|
|
{
|
|
for (unsigned int i = 0; i < _polyInfo.triangles.vertCount; i++)
|
|
{
|
|
auto& v = _polyInfo.triangles.verts[i].vertices;
|
|
v.y = _contentSize.height - v.y;
|
|
}
|
|
}
|
|
else
|
|
// RenderMode:: Quad or Slice9
|
|
updatePoly();
|
|
}
|
|
|
|
//
|
|
// MARK: RGBA protocol
|
|
//
|
|
|
|
void Sprite::updateColor()
|
|
{
|
|
Color4B color4(_displayedColor.r, _displayedColor.g, _displayedColor.b, _displayedOpacity);
|
|
|
|
// special opacity for premultiplied textures
|
|
if (_opacityModifyRGB)
|
|
{
|
|
color4.r *= _displayedOpacity / 255.0f;
|
|
color4.g *= _displayedOpacity / 255.0f;
|
|
color4.b *= _displayedOpacity / 255.0f;
|
|
}
|
|
|
|
for (unsigned int i = 0; i < _polyInfo.triangles.vertCount; i++)
|
|
_polyInfo.triangles.verts[i].colors = color4;
|
|
|
|
// related to issue #17116
|
|
// when switching from Quad to Slice9, the color will be obtained from _quad
|
|
// so it is important to update _quad colors as well.
|
|
_quad.bl.colors = _quad.tl.colors = _quad.br.colors = _quad.tr.colors = color4;
|
|
|
|
// renders using batch node
|
|
if (_renderMode == RenderMode::QUAD_BATCHNODE)
|
|
{
|
|
if (_atlasIndex != INDEX_NOT_INITIALIZED)
|
|
_textureAtlas->updateQuad(_quad, _atlasIndex);
|
|
else
|
|
// no need to set it recursively
|
|
// update dirty_, don't update recursiveDirty_
|
|
setDirty(true);
|
|
}
|
|
|
|
// self render
|
|
// do nothing
|
|
}
|
|
|
|
void Sprite::setOpacityModifyRGB(bool modify)
|
|
{
|
|
if (_opacityModifyRGB != modify)
|
|
{
|
|
_opacityModifyRGB = modify;
|
|
updateColor();
|
|
}
|
|
}
|
|
|
|
bool Sprite::isOpacityModifyRGB() const
|
|
{
|
|
return _opacityModifyRGB;
|
|
}
|
|
|
|
// MARK: Frames
|
|
|
|
void Sprite::setSpriteFrame(std::string_view spriteFrameName)
|
|
{
|
|
AXASSERT(!spriteFrameName.empty(), "spriteFrameName must not be empty");
|
|
if (spriteFrameName.empty())
|
|
return;
|
|
|
|
SpriteFrameCache* cache = SpriteFrameCache::getInstance();
|
|
SpriteFrame* spriteFrame = cache->getSpriteFrameByName(spriteFrameName);
|
|
|
|
AXASSERT(spriteFrame, std::string("Invalid spriteFrameName :").append(spriteFrameName).c_str());
|
|
|
|
setSpriteFrame(spriteFrame);
|
|
}
|
|
|
|
void Sprite::setSpriteFrame(SpriteFrame* spriteFrame)
|
|
{
|
|
// retain the sprite frame
|
|
// do not removed by SpriteFrameCache::removeUnusedSpriteFrames
|
|
if (_spriteFrame != spriteFrame)
|
|
{
|
|
AX_SAFE_RELEASE(_spriteFrame);
|
|
_spriteFrame = spriteFrame;
|
|
spriteFrame->retain();
|
|
}
|
|
_unflippedOffsetPositionFromCenter = spriteFrame->getOffset();
|
|
|
|
Texture2D* texture = spriteFrame->getTexture();
|
|
// update texture before updating texture rect
|
|
if (texture != _texture)
|
|
setTexture(texture);
|
|
|
|
// update rect
|
|
_rectRotated = spriteFrame->isRotated();
|
|
setTextureRect(spriteFrame->getRect(), _rectRotated, spriteFrame->getOriginalSize());
|
|
|
|
if (spriteFrame->hasPolygonInfo())
|
|
{
|
|
_polyInfo = spriteFrame->getPolygonInfo();
|
|
_renderMode = RenderMode::POLYGON;
|
|
if (_flippedX)
|
|
flipX();
|
|
if (_flippedY)
|
|
flipY();
|
|
updateColor();
|
|
}
|
|
if (spriteFrame->hasAnchorPoint())
|
|
setAnchorPoint(spriteFrame->getAnchorPoint());
|
|
if (spriteFrame->hasCenterRect())
|
|
setCenterRect(spriteFrame->getCenterRect());
|
|
}
|
|
|
|
void Sprite::setDisplayFrameWithAnimationName(std::string_view animationName, unsigned int frameIndex)
|
|
{
|
|
AXASSERT(!animationName.empty(), "CCSprite#setDisplayFrameWithAnimationName. animationName must not be nullptr");
|
|
if (animationName.empty())
|
|
return;
|
|
|
|
Animation* a = AnimationCache::getInstance()->getAnimation(animationName);
|
|
|
|
AXASSERT(a, "CCSprite#setDisplayFrameWithAnimationName: Frame not found");
|
|
|
|
AnimationFrame* frame = a->getFrames().at(frameIndex);
|
|
|
|
AXASSERT(frame, "CCSprite#setDisplayFrame. Invalid frame");
|
|
|
|
setSpriteFrame(frame->getSpriteFrame());
|
|
}
|
|
|
|
bool Sprite::isFrameDisplayed(SpriteFrame* frame) const
|
|
{
|
|
Rect r = frame->getRect();
|
|
|
|
return (r.equals(_rect) && frame->getTexture() == _texture &&
|
|
frame->getOffset().equals(_unflippedOffsetPositionFromCenter));
|
|
}
|
|
|
|
SpriteFrame* Sprite::getSpriteFrame() const
|
|
{
|
|
if (nullptr != this->_spriteFrame)
|
|
return this->_spriteFrame;
|
|
|
|
return SpriteFrame::createWithTexture(_texture, AX_RECT_POINTS_TO_PIXELS(_rect), _rectRotated,
|
|
AX_POINT_POINTS_TO_PIXELS(_unflippedOffsetPositionFromCenter),
|
|
AX_SIZE_POINTS_TO_PIXELS(_originalContentSize));
|
|
}
|
|
|
|
SpriteBatchNode* Sprite::getBatchNode() const
|
|
{
|
|
return _batchNode;
|
|
}
|
|
|
|
void Sprite::setBatchNode(SpriteBatchNode* spriteBatchNode)
|
|
{
|
|
_batchNode = spriteBatchNode; // weak reference
|
|
|
|
// self render
|
|
if (!_batchNode)
|
|
{
|
|
if (_renderMode != RenderMode::SLICE9)
|
|
_renderMode = RenderMode::QUAD;
|
|
|
|
_atlasIndex = INDEX_NOT_INITIALIZED;
|
|
setTextureAtlas(nullptr);
|
|
_recursiveDirty = false;
|
|
setDirty(false);
|
|
|
|
float x1 = _offsetPosition.x;
|
|
float y1 = _offsetPosition.y;
|
|
float x2 = x1 + _rect.size.width;
|
|
float y2 = y1 + _rect.size.height;
|
|
_quad.bl.vertices.set(x1, y1, 0);
|
|
_quad.br.vertices.set(x2, y1, 0);
|
|
_quad.tl.vertices.set(x1, y2, 0);
|
|
_quad.tr.vertices.set(x2, y2, 0);
|
|
}
|
|
else
|
|
{
|
|
// using batch
|
|
_renderMode = RenderMode::QUAD_BATCHNODE;
|
|
_transformToBatch = Mat4::IDENTITY;
|
|
setTextureAtlas(_batchNode->getTextureAtlas()); // weak ref
|
|
}
|
|
}
|
|
|
|
// MARK: Texture protocol
|
|
void Sprite::updateBlendFunc()
|
|
{
|
|
AXASSERT(_renderMode != RenderMode::QUAD_BATCHNODE,
|
|
"CCSprite: updateBlendFunc doesn't work when the sprite is rendered using a SpriteBatchNode");
|
|
|
|
// it is possible to have an untextured sprite
|
|
backend::BlendDescriptor& blendDescriptor = _trianglesCommand.getPipelineDescriptor().blendDescriptor;
|
|
blendDescriptor.blendEnabled = true;
|
|
|
|
if (!_texture || !_texture->hasPremultipliedAlpha())
|
|
{
|
|
_blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
|
|
setOpacityModifyRGB(false);
|
|
}
|
|
else
|
|
{
|
|
_blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
|
|
setOpacityModifyRGB(true);
|
|
}
|
|
}
|
|
|
|
std::string Sprite::getDescription() const
|
|
{
|
|
char textureDescriptor[100];
|
|
if (_renderMode == RenderMode::QUAD_BATCHNODE)
|
|
snprintf(textureDescriptor, sizeof(textureDescriptor), "<Sprite | Tag = %d, TextureID = %p>", _tag,
|
|
_batchNode->getTextureAtlas()->getTexture()->getBackendTexture());
|
|
else
|
|
snprintf(textureDescriptor, sizeof(textureDescriptor), "<Sprite | Tag = %d, TextureID = %p>", _tag,
|
|
_texture->getBackendTexture());
|
|
|
|
return textureDescriptor;
|
|
}
|
|
|
|
const PolygonInfo& Sprite::getPolygonInfo() const
|
|
{
|
|
return _polyInfo;
|
|
}
|
|
|
|
void Sprite::setPolygonInfo(const PolygonInfo& info)
|
|
{
|
|
_polyInfo = info;
|
|
_renderMode = RenderMode::POLYGON;
|
|
}
|
|
|
|
void Sprite::setMVPMatrixUniform()
|
|
{
|
|
const auto& projectionMat = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
|
auto programState = _trianglesCommand.getPipelineDescriptor().programState;
|
|
if (programState && _mvpMatrixLocation)
|
|
programState->setUniform(_mvpMatrixLocation, projectionMat.m, sizeof(projectionMat.m));
|
|
}
|
|
|
|
NS_AX_END
|