mirror of https://github.com/axmolengine/axmol.git
1136 lines
26 KiB
C++
1136 lines
26 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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#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 (int)
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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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CCNode::CCNode(void)
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: m_nZOrder(0)
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, m_fVertexZ(0.0f)
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, m_fRotation(0.0f)
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, m_fScaleX(1.0f)
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, m_fScaleY(1.0f)
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, m_tPosition(CCPointZero)
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, m_fSkewX(0.0f)
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, m_fSkewY(0.0f)
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// children (lazy allocs)
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, m_pChildren(NULL)
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// lazy alloc
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, m_pCamera(NULL)
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, m_pGrid(NULL)
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, m_bIsVisible(true)
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, m_tAnchorPoint(CCPointZero)
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, m_tAnchorPointInPoints(CCPointZero)
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, m_tContentSize(CCSizeZero)
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, m_bIsRunning(false)
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, m_pParent(NULL)
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// "whole screen" objects. like Scenes and Layers, should set m_bIgnoreAnchorPointForPosition to false
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, m_bIgnoreAnchorPointForPosition(false)
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, m_nTag(kCCNodeTagInvalid)
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// userData is always inited as nil
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, m_pUserData(NULL)
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, m_pUserObject(NULL)
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, m_bIsTransformDirty(true)
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, m_bIsInverseDirty(true)
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, m_nScriptHandler(0)
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, m_pShaderProgram(NULL)
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, m_nOrderOfArrival(0)
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, m_glServerState(CC_GL_BLEND)
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, m_bReorderChildDirty(false)
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{
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// set default scheduler and actionManager
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CCDirector *director = CCDirector::sharedDirector();
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m_pActionManager = director->getActionManager();
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m_pActionManager->retain();
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m_pScheduler = director->getScheduler();
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m_pScheduler->retain();
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CCScriptEngineProtocol* pEngine = CCScriptEngineManager::sharedManager()->getScriptEngine();
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m_eScriptType = pEngine != NULL ? pEngine->getScriptType() : kScriptTypeNone;
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}
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CCNode::~CCNode(void)
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{
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CCLOGINFO( "cocos2d: deallocing" );
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unregisterScriptHandler();
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CC_SAFE_RELEASE(m_pActionManager);
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CC_SAFE_RELEASE(m_pScheduler);
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// attributes
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CC_SAFE_RELEASE(m_pCamera);
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CC_SAFE_RELEASE(m_pGrid);
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CC_SAFE_RELEASE(m_pShaderProgram);
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CC_SAFE_RELEASE(m_pUserObject);
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if(m_pChildren && m_pChildren->count() > 0)
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{
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CCObject* child;
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CCARRAY_FOREACH(m_pChildren, child)
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{
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CCNode* pChild = (CCNode*) child;
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if (pChild)
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{
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pChild->m_pParent = 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(m_pChildren);
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}
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float CCNode::getSkewX()
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{
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return m_fSkewX;
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}
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void CCNode::setSkewX(float newSkewX)
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{
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m_fSkewX = newSkewX;
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m_bIsTransformDirty = m_bIsInverseDirty = true;
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}
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float CCNode::getSkewY()
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{
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return m_fSkewY;
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}
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void CCNode::setSkewY(float newSkewY)
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{
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m_fSkewY = newSkewY;
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m_bIsTransformDirty = m_bIsInverseDirty = true;
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}
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/// zOrder getter
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int CCNode::getZOrder()
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{
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return m_nZOrder;
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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 CCNode::_setZOrder(int z)
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{
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m_nZOrder = z;
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}
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void CCNode::setZOrder(int z)
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{
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_setZOrder(z);
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if (m_pParent)
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{
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m_pParent->reorderChild(this, z);
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}
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}
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/// vertexZ getter
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float CCNode::getVertexZ()
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{
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return m_fVertexZ;
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}
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/// vertexZ setter
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void CCNode::setVertexZ(float var)
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{
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m_fVertexZ = var;
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}
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/// rotation getter
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float CCNode::getRotation()
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{
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return m_fRotation;
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}
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/// rotation setter
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void CCNode::setRotation(float newRotation)
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{
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m_fRotation = newRotation;
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m_bIsTransformDirty = m_bIsInverseDirty = true;
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}
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/// scale getter
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float CCNode::getScale(void)
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{
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CCAssert( m_fScaleX == m_fScaleY, "CCNode#scale. ScaleX != ScaleY. Don't know which one to return");
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return m_fScaleX;
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}
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/// scale setter
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void CCNode::setScale(float scale)
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{
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m_fScaleX = m_fScaleY = scale;
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m_bIsTransformDirty = m_bIsInverseDirty = true;
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}
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/// scaleX getter
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float CCNode::getScaleX()
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{
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return m_fScaleX;
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}
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/// scaleX setter
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void CCNode::setScaleX(float newScaleX)
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{
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m_fScaleX = newScaleX;
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m_bIsTransformDirty = m_bIsInverseDirty = true;
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}
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/// scaleY getter
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float CCNode::getScaleY()
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{
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return m_fScaleY;
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}
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/// scaleY setter
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void CCNode::setScaleY(float newScaleY)
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{
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m_fScaleY = newScaleY;
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m_bIsTransformDirty = m_bIsInverseDirty = true;
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}
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/// position getter
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const CCPoint& CCNode::getPosition()
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{
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return m_tPosition;
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}
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/// position setter
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void CCNode::setPosition(const CCPoint& newPosition)
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{
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m_tPosition = newPosition;
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m_bIsTransformDirty = m_bIsInverseDirty = true;
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}
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const CCPoint& CCNode::getPositionLua(void)
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{
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return m_tPosition;
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}
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void CCNode::getPosition(float* x, float* y)
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{
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*x = m_tPosition.x;
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*y = m_tPosition.y;
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}
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float CCNode::getPositionX(void)
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{
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return m_tPosition.x;
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}
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float CCNode::getPositionY(void)
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{
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return m_tPosition.y;
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}
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void CCNode::setPositionX(float x)
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{
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setPosition(ccp(x, m_tPosition.y));
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}
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void CCNode::setPositionY(float y)
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{
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setPosition(ccp(m_tPosition.x, y));
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}
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void CCNode::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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/// children getter
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CCArray* CCNode::getChildren()
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{
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return m_pChildren;
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}
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unsigned int CCNode::getChildrenCount(void)
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{
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return m_pChildren ? m_pChildren->count() : 0;
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}
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/// camera getter: lazy alloc
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CCCamera* CCNode::getCamera()
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{
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if (!m_pCamera)
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{
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m_pCamera = new CCCamera();
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}
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return m_pCamera;
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}
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/// grid getter
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CCGridBase* CCNode::getGrid()
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{
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return m_pGrid;
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}
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/// grid setter
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void CCNode::setGrid(CCGridBase* pGrid)
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{
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CC_SAFE_RETAIN(pGrid);
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CC_SAFE_RELEASE(m_pGrid);
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m_pGrid = pGrid;
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}
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/// isVisible getter
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bool CCNode::isVisible()
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{
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return m_bIsVisible;
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}
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/// isVisible setter
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void CCNode::setVisible(bool var)
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{
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m_bIsVisible = var;
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}
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const CCPoint& CCNode::getAnchorPointInPoints()
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{
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return m_tAnchorPointInPoints;
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}
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/// anchorPoint getter
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const CCPoint& CCNode::getAnchorPoint()
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{
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return m_tAnchorPoint;
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}
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void CCNode::setAnchorPoint(const CCPoint& point)
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{
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if( ! point.equals(m_tAnchorPoint))
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{
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m_tAnchorPoint = point;
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m_tAnchorPointInPoints = ccp( m_tContentSize.width * m_tAnchorPoint.x, m_tContentSize.height * m_tAnchorPoint.y );
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m_bIsTransformDirty = m_bIsInverseDirty = true;
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}
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}
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/// contentSize getter
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const CCSize & CCNode::getContentSize()
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{
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return m_tContentSize;
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}
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void CCNode::setContentSize(const CCSize & size)
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{
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if( ! size.equals(m_tContentSize))
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{
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m_tContentSize = size;
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m_tAnchorPointInPoints = ccp( m_tContentSize.width * m_tAnchorPoint.x, m_tContentSize.height * m_tAnchorPoint.y );
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m_bIsTransformDirty = m_bIsInverseDirty = true;
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}
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}
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// isRunning getter
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bool CCNode::isRunning()
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{
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return m_bIsRunning;
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}
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/// parent getter
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CCNode * CCNode::getParent()
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{
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return m_pParent;
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}
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/// parent setter
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void CCNode::setParent(CCNode * var)
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{
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m_pParent = var;
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}
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/// isRelativeAnchorPoint getter
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bool CCNode::isIgnoreAnchorPointForPosition()
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{
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return m_bIgnoreAnchorPointForPosition;
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}
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/// isRelativeAnchorPoint setter
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void CCNode::ignoreAnchorPointForPosition(bool newValue)
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{
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if (newValue != m_bIgnoreAnchorPointForPosition)
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{
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m_bIgnoreAnchorPointForPosition = newValue;
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m_bIsTransformDirty = m_bIsInverseDirty = true;
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}
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}
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/// tag getter
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int CCNode::getTag()
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{
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return m_nTag;
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}
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/// tag setter
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void CCNode::setTag(int var)
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{
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m_nTag = var;
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}
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/// userData getter
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void * CCNode::getUserData()
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{
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return m_pUserData;
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}
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/// userData setter
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void CCNode::setUserData(void *var)
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{
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m_pUserData = var;
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}
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CCRect CCNode::boundingBox()
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{
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CCRect rect = CCRectMake(0, 0, m_tContentSize.width, m_tContentSize.height);
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return CCRectApplyAffineTransform(rect, nodeToParentTransform());
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}
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CCNode * CCNode::node(void)
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{
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return CCNode::create();
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}
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CCNode * CCNode::create(void)
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{
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CCNode * pRet = new CCNode();
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pRet->autorelease();
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return pRet;
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}
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void CCNode::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 ( m_eScriptType != kScriptTypeNone)
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{
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CCScriptEngineManager::sharedManager()->getScriptEngine()->executeNodeEvent(this, kCCNodeOnCleanup);
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}
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// timers
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arrayMakeObjectsPerformSelector(m_pChildren, cleanup, CCNode*);
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}
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const char* CCNode::description()
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{
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return CCString::createWithFormat("<CCNode | Tag = %d>", m_nTag)->getCString();
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}
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// lazy allocs
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void CCNode::childrenAlloc(void)
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{
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m_pChildren = CCArray::createWithCapacity(4);
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m_pChildren->retain();
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}
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CCNode* CCNode::getChildByTag(int aTag)
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{
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CCAssert( aTag != kCCNodeTagInvalid, "Invalid tag");
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if(m_pChildren && m_pChildren->count() > 0)
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{
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CCObject* child;
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CCARRAY_FOREACH(m_pChildren, child)
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{
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CCNode* pNode = (CCNode*) child;
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if(pNode && pNode->m_nTag == 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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/* "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 CCNode::addChild(CCNode *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->m_pParent == NULL, "child already added. It can't be added again");
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if( ! m_pChildren )
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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->m_nTag = tag;
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child->setParent(this);
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child->setOrderOfArrival(s_globalOrderOfArrival++);
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if( m_bIsRunning )
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{
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child->onEnter();
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child->onEnterTransitionDidFinish();
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}
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}
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void CCNode::addChild(CCNode *child, int zOrder)
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{
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CCAssert( child != NULL, "Argument must be non-nil");
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this->addChild(child, zOrder, child->m_nTag);
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}
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void CCNode::addChild(CCNode *child)
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{
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CCAssert( child != NULL, "Argument must be non-nil");
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this->addChild(child, child->m_nZOrder, child->m_nTag);
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}
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void CCNode::removeFromParentAndCleanup(bool cleanup)
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{
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if (m_pParent != NULL)
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{
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m_pParent->removeChild(this,cleanup);
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}
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}
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/* "remove" logic MUST only be on this method
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* If a class want's to extend the 'removeChild' behavior it only needs
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* to override this method
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*/
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void CCNode::removeChild(CCNode* child, bool cleanup)
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{
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// explicit nil handling
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if (m_pChildren == NULL)
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{
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return;
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}
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if ( m_pChildren->containsObject(child) )
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{
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this->detachChild(child,cleanup);
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}
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}
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void CCNode::removeChildByTag(int tag, bool cleanup)
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{
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CCAssert( tag != kCCNodeTagInvalid, "Invalid tag");
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CCNode *child = this->getChildByTag(tag);
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if (child == NULL)
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{
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CCLOG("cocos2d: removeChildByTag: child not found!");
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}
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else
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{
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this->removeChild(child, cleanup);
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}
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}
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void CCNode::removeAllChildrenWithCleanup(bool cleanup)
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{
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// not using detachChild improves speed here
|
|
if ( m_pChildren && m_pChildren->count() > 0 )
|
|
{
|
|
CCObject* child;
|
|
CCARRAY_FOREACH(m_pChildren, child)
|
|
{
|
|
CCNode* pNode = (CCNode*) child;
|
|
if (pNode)
|
|
{
|
|
// IMPORTANT:
|
|
// -1st do onExit
|
|
// -2nd cleanup
|
|
if(m_bIsRunning)
|
|
{
|
|
pNode->onExitTransitionDidStart();
|
|
pNode->onExit();
|
|
}
|
|
|
|
if (cleanup)
|
|
{
|
|
pNode->cleanup();
|
|
}
|
|
// set parent nil at the end
|
|
pNode->setParent(NULL);
|
|
}
|
|
}
|
|
|
|
m_pChildren->removeAllObjects();
|
|
}
|
|
|
|
}
|
|
|
|
void CCNode::detachChild(CCNode *child, bool doCleanup)
|
|
{
|
|
// IMPORTANT:
|
|
// -1st do onExit
|
|
// -2nd cleanup
|
|
if (m_bIsRunning)
|
|
{
|
|
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);
|
|
|
|
m_pChildren->removeObject(child);
|
|
}
|
|
|
|
|
|
// helper used by reorderChild & add
|
|
void CCNode::insertChild(CCNode* child, int z)
|
|
{
|
|
m_bReorderChildDirty = true;
|
|
ccArrayAppendObjectWithResize(m_pChildren->data, child);
|
|
child->_setZOrder(z);
|
|
}
|
|
|
|
void CCNode::reorderChild(CCNode *child, int zOrder)
|
|
{
|
|
CCAssert( child != NULL, "Child must be non-nil");
|
|
m_bReorderChildDirty = true;
|
|
child->setOrderOfArrival(s_globalOrderOfArrival++);
|
|
child->_setZOrder(zOrder);
|
|
}
|
|
|
|
void CCNode::sortAllChildren()
|
|
{
|
|
if (m_bReorderChildDirty)
|
|
{
|
|
int i,j,length = m_pChildren->data->num;
|
|
CCNode ** x = (CCNode**)m_pChildren->data->arr;
|
|
CCNode *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->m_nZOrder < x[j]->m_nZOrder || ( tempItem->m_nZOrder== x[j]->m_nZOrder && tempItem->m_nOrderOfArrival < x[j]->m_nOrderOfArrival ) ) )
|
|
{
|
|
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
|
|
|
|
m_bReorderChildDirty = false;
|
|
}
|
|
}
|
|
|
|
|
|
void CCNode::draw()
|
|
{
|
|
//CCAssert(0);
|
|
// override me
|
|
// Only use- this function to draw your stuff.
|
|
// DON'T draw your stuff outside this method
|
|
}
|
|
|
|
void CCNode::visit()
|
|
{
|
|
// quick return if not visible. children won't be drawn.
|
|
if (!m_bIsVisible)
|
|
{
|
|
return;
|
|
}
|
|
kmGLPushMatrix();
|
|
|
|
if (m_pGrid && m_pGrid->isActive())
|
|
{
|
|
m_pGrid->beforeDraw();
|
|
}
|
|
|
|
this->transform();
|
|
|
|
CCNode* pNode = NULL;
|
|
unsigned int i = 0;
|
|
|
|
if(m_pChildren && m_pChildren->count() > 0)
|
|
{
|
|
sortAllChildren();
|
|
// draw children zOrder < 0
|
|
ccArray *arrayData = m_pChildren->data;
|
|
for( ; i < arrayData->num; i++ )
|
|
{
|
|
pNode = (CCNode*) arrayData->arr[i];
|
|
|
|
if ( pNode && pNode->m_nZOrder < 0 )
|
|
{
|
|
pNode->visit();
|
|
}
|
|
else
|
|
{
|
|
break;
|
|
}
|
|
}
|
|
// self draw
|
|
this->draw();
|
|
|
|
for( ; i < arrayData->num; i++ )
|
|
{
|
|
pNode = (CCNode*) arrayData->arr[i];
|
|
if (pNode)
|
|
{
|
|
pNode->visit();
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this->draw();
|
|
}
|
|
|
|
// reset for next frame
|
|
m_nOrderOfArrival = 0;
|
|
|
|
if (m_pGrid && m_pGrid->isActive())
|
|
{
|
|
m_pGrid->afterDraw(this);
|
|
}
|
|
|
|
kmGLPopMatrix();
|
|
}
|
|
|
|
void CCNode::transformAncestors()
|
|
{
|
|
if( m_pParent != NULL )
|
|
{
|
|
m_pParent->transformAncestors();
|
|
m_pParent->transform();
|
|
}
|
|
}
|
|
|
|
void CCNode::transform()
|
|
{
|
|
kmMat4 transfrom4x4;
|
|
|
|
// Convert 3x3 into 4x4 matrix
|
|
CCAffineTransform tmpAffine = this->nodeToParentTransform();
|
|
CGAffineToGL(&tmpAffine, transfrom4x4.mat);
|
|
|
|
// Update Z vertex manually
|
|
transfrom4x4.mat[14] = m_fVertexZ;
|
|
|
|
kmGLMultMatrix( &transfrom4x4 );
|
|
|
|
|
|
// XXX: Expensive calls. Camera should be integrated into the cached affine matrix
|
|
if ( m_pCamera != NULL && !(m_pGrid != NULL && m_pGrid->isActive()) )
|
|
{
|
|
bool translate = (m_tAnchorPointInPoints.x != 0.0f || m_tAnchorPointInPoints.y != 0.0f);
|
|
|
|
if( translate )
|
|
kmGLTranslatef(RENDER_IN_SUBPIXEL(m_tAnchorPointInPoints.x), RENDER_IN_SUBPIXEL(m_tAnchorPointInPoints.y), 0 );
|
|
|
|
m_pCamera->locate();
|
|
|
|
if( translate )
|
|
kmGLTranslatef(RENDER_IN_SUBPIXEL(-m_tAnchorPointInPoints.x), RENDER_IN_SUBPIXEL(-m_tAnchorPointInPoints.y), 0 );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void CCNode::onEnter()
|
|
{
|
|
arrayMakeObjectsPerformSelector(m_pChildren, onEnter, CCNode*);
|
|
|
|
this->resumeSchedulerAndActions();
|
|
|
|
m_bIsRunning = true;
|
|
|
|
if (m_eScriptType != kScriptTypeNone)
|
|
{
|
|
CCScriptEngineManager::sharedManager()->getScriptEngine()->executeNodeEvent(this, kCCNodeOnEnter);
|
|
}
|
|
}
|
|
|
|
void CCNode::onEnterTransitionDidFinish()
|
|
{
|
|
arrayMakeObjectsPerformSelector(m_pChildren, onEnterTransitionDidFinish, CCNode*);
|
|
|
|
if (m_eScriptType == kScriptTypeJavascript)
|
|
{
|
|
CCScriptEngineManager::sharedManager()->getScriptEngine()->executeNodeEvent(this, kCCNodeOnEnterTransitionDidFinish);
|
|
}
|
|
}
|
|
|
|
void CCNode::onExitTransitionDidStart()
|
|
{
|
|
arrayMakeObjectsPerformSelector(m_pChildren, onExitTransitionDidStart, CCNode*);
|
|
|
|
if (m_eScriptType == kScriptTypeJavascript)
|
|
{
|
|
CCScriptEngineManager::sharedManager()->getScriptEngine()->executeNodeEvent(this, kCCNodeOnExitTransitionDidStart);
|
|
}
|
|
}
|
|
|
|
void CCNode::onExit()
|
|
{
|
|
this->pauseSchedulerAndActions();
|
|
|
|
m_bIsRunning = false;
|
|
|
|
if ( m_eScriptType != kScriptTypeNone)
|
|
{
|
|
CCScriptEngineManager::sharedManager()->getScriptEngine()->executeNodeEvent(this, kCCNodeOnExit);
|
|
}
|
|
|
|
arrayMakeObjectsPerformSelector(m_pChildren, onExit, CCNode*);
|
|
|
|
|
|
}
|
|
|
|
void CCNode::registerScriptHandler(int nHandler)
|
|
{
|
|
unregisterScriptHandler();
|
|
m_nScriptHandler = nHandler;
|
|
LUALOG("[LUA] Add CCNode event handler: %d", m_nScriptHandler);
|
|
}
|
|
|
|
void CCNode::unregisterScriptHandler(void)
|
|
{
|
|
if (m_nScriptHandler)
|
|
{
|
|
CCScriptEngineManager::sharedManager()->getScriptEngine()->removeScriptHandler(m_nScriptHandler);
|
|
LUALOG("[LUA] Remove CCNode event handler: %d", m_nScriptHandler);
|
|
m_nScriptHandler = 0;
|
|
}
|
|
}
|
|
|
|
void CCNode::setActionManager(CCActionManager* actionManager)
|
|
{
|
|
if( actionManager != m_pActionManager ) {
|
|
this->stopAllActions();
|
|
CC_SAFE_RETAIN(actionManager);
|
|
CC_SAFE_RELEASE(m_pActionManager);
|
|
m_pActionManager = actionManager;
|
|
}
|
|
}
|
|
|
|
CCActionManager* CCNode::getActionManager()
|
|
{
|
|
return m_pActionManager;
|
|
}
|
|
|
|
CCAction * CCNode::runAction(CCAction* action)
|
|
{
|
|
CCAssert( action != NULL, "Argument must be non-nil");
|
|
m_pActionManager->addAction(action, this, !m_bIsRunning);
|
|
return action;
|
|
}
|
|
|
|
void CCNode::stopAllActions()
|
|
{
|
|
m_pActionManager->removeAllActionsFromTarget(this);
|
|
}
|
|
|
|
void CCNode::stopAction(CCAction* action)
|
|
{
|
|
m_pActionManager->removeAction(action);
|
|
}
|
|
|
|
void CCNode::stopActionByTag(int tag)
|
|
{
|
|
CCAssert( tag != kCCActionTagInvalid, "Invalid tag");
|
|
m_pActionManager->removeActionByTag(tag, this);
|
|
}
|
|
|
|
CCAction * CCNode::getActionByTag(int tag)
|
|
{
|
|
CCAssert( tag != kCCActionTagInvalid, "Invalid tag");
|
|
return m_pActionManager->getActionByTag(tag, this);
|
|
}
|
|
|
|
unsigned int CCNode::numberOfRunningActions()
|
|
{
|
|
return m_pActionManager->numberOfRunningActionsInTarget(this);
|
|
}
|
|
|
|
// CCNode - Callbacks
|
|
|
|
void CCNode::setScheduler(CCScheduler* scheduler)
|
|
{
|
|
if( scheduler != m_pScheduler ) {
|
|
this->unscheduleAllSelectors();
|
|
CC_SAFE_RETAIN(scheduler);
|
|
CC_SAFE_RELEASE(m_pScheduler);
|
|
m_pScheduler = scheduler;
|
|
}
|
|
}
|
|
|
|
CCScheduler* CCNode::getScheduler()
|
|
{
|
|
return m_pScheduler;
|
|
}
|
|
|
|
void CCNode::scheduleUpdate()
|
|
{
|
|
scheduleUpdateWithPriority(0);
|
|
}
|
|
|
|
void CCNode::scheduleUpdateWithPriority(int priority)
|
|
{
|
|
m_pScheduler->scheduleUpdateForTarget(this, priority, !m_bIsRunning);
|
|
}
|
|
|
|
void CCNode::unscheduleUpdate()
|
|
{
|
|
m_pScheduler->unscheduleUpdateForTarget(this);
|
|
}
|
|
|
|
void CCNode::schedule(SEL_SCHEDULE selector)
|
|
{
|
|
this->schedule(selector, 0.0f, kCCRepeatForever, 0.0f);
|
|
}
|
|
|
|
void CCNode::schedule(SEL_SCHEDULE selector, float interval)
|
|
{
|
|
this->schedule(selector, interval, kCCRepeatForever, 0.0f);
|
|
}
|
|
|
|
void CCNode::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");
|
|
|
|
m_pScheduler->scheduleSelector(selector, this, interval, !m_bIsRunning, repeat, delay);
|
|
}
|
|
|
|
void CCNode::scheduleOnce(SEL_SCHEDULE selector, float delay)
|
|
{
|
|
this->schedule(selector, 0.0f, 0, delay);
|
|
}
|
|
|
|
void CCNode::unschedule(SEL_SCHEDULE selector)
|
|
{
|
|
// explicit nil handling
|
|
if (selector == 0)
|
|
return;
|
|
|
|
m_pScheduler->unscheduleSelector(selector, this);
|
|
}
|
|
|
|
void CCNode::unscheduleAllSelectors()
|
|
{
|
|
m_pScheduler->unscheduleAllSelectorsForTarget(this);
|
|
}
|
|
|
|
void CCNode::resumeSchedulerAndActions()
|
|
{
|
|
m_pScheduler->resumeTarget(this);
|
|
m_pActionManager->resumeTarget(this);
|
|
}
|
|
|
|
void CCNode::pauseSchedulerAndActions()
|
|
{
|
|
m_pScheduler->pauseTarget(this);
|
|
m_pActionManager->pauseTarget(this);
|
|
}
|
|
|
|
CCAffineTransform CCNode::nodeToParentTransform(void)
|
|
{
|
|
if (m_bIsTransformDirty)
|
|
{
|
|
|
|
// Translate values
|
|
float x = m_tPosition.x;
|
|
float y = m_tPosition.y;
|
|
|
|
if (m_bIgnoreAnchorPointForPosition)
|
|
{
|
|
x += m_tAnchorPointInPoints.x;
|
|
y += m_tAnchorPointInPoints.y;
|
|
}
|
|
|
|
// Rotation values
|
|
float c = 1, s = 0;
|
|
if (m_fRotation)
|
|
{
|
|
float radians = -CC_DEGREES_TO_RADIANS(m_fRotation);
|
|
c = cosf(radians);
|
|
s = sinf(radians);
|
|
}
|
|
|
|
bool needsSkewMatrix = ( m_fSkewX || m_fSkewY );
|
|
|
|
|
|
// optimization:
|
|
// inline anchor point calculation if skew is not needed
|
|
if (! needsSkewMatrix && !m_tAnchorPointInPoints.equals(CCPointZero))
|
|
{
|
|
x += c * -m_tAnchorPointInPoints.x * m_fScaleX + -s * -m_tAnchorPointInPoints.y * m_fScaleY;
|
|
y += s * -m_tAnchorPointInPoints.x * m_fScaleX + c * -m_tAnchorPointInPoints.y * m_fScaleY;
|
|
}
|
|
|
|
|
|
// Build Transform Matrix
|
|
m_tTransform = CCAffineTransformMake( c * m_fScaleX, s * m_fScaleX,
|
|
-s * m_fScaleY, c * m_fScaleY,
|
|
x, y );
|
|
|
|
// XXX: Try to inline skew
|
|
// If skew is needed, apply skew and then anchor point
|
|
if (needsSkewMatrix)
|
|
{
|
|
CCAffineTransform skewMatrix = CCAffineTransformMake(1.0f, tanf(CC_DEGREES_TO_RADIANS(m_fSkewY)),
|
|
tanf(CC_DEGREES_TO_RADIANS(m_fSkewX)), 1.0f,
|
|
0.0f, 0.0f );
|
|
m_tTransform = CCAffineTransformConcat(skewMatrix, m_tTransform);
|
|
|
|
// adjust anchor point
|
|
if (!m_tAnchorPointInPoints.equals(CCPointZero))
|
|
{
|
|
m_tTransform = CCAffineTransformTranslate(m_tTransform, -m_tAnchorPointInPoints.x, -m_tAnchorPointInPoints.y);
|
|
}
|
|
}
|
|
|
|
m_bIsTransformDirty = false;
|
|
}
|
|
|
|
return m_tTransform;
|
|
}
|
|
|
|
CCAffineTransform CCNode::parentToNodeTransform(void)
|
|
{
|
|
if ( m_bIsInverseDirty ) {
|
|
m_tInverse = CCAffineTransformInvert(this->nodeToParentTransform());
|
|
m_bIsInverseDirty = false;
|
|
}
|
|
|
|
return m_tInverse;
|
|
}
|
|
|
|
CCAffineTransform CCNode::nodeToWorldTransform()
|
|
{
|
|
CCAffineTransform t = this->nodeToParentTransform();
|
|
|
|
for (CCNode *p = m_pParent; p != NULL; p = p->getParent())
|
|
t = CCAffineTransformConcat(t, p->nodeToParentTransform());
|
|
|
|
return t;
|
|
}
|
|
|
|
CCAffineTransform CCNode::worldToNodeTransform(void)
|
|
{
|
|
return CCAffineTransformInvert(this->nodeToWorldTransform());
|
|
}
|
|
|
|
CCPoint CCNode::convertToNodeSpace(const CCPoint& worldPoint)
|
|
{
|
|
CCPoint ret = CCPointApplyAffineTransform(worldPoint, worldToNodeTransform());
|
|
return ret;
|
|
}
|
|
|
|
CCPoint CCNode::convertToWorldSpace(const CCPoint& nodePoint)
|
|
{
|
|
CCPoint ret = CCPointApplyAffineTransform(nodePoint, nodeToWorldTransform());
|
|
return ret;
|
|
}
|
|
|
|
CCPoint CCNode::convertToNodeSpaceAR(const CCPoint& worldPoint)
|
|
{
|
|
CCPoint nodePoint = convertToNodeSpace(worldPoint);
|
|
return ccpSub(nodePoint, m_tAnchorPointInPoints);
|
|
}
|
|
|
|
CCPoint CCNode::convertToWorldSpaceAR(const CCPoint& nodePoint)
|
|
{
|
|
CCPoint pt = ccpAdd(nodePoint, m_tAnchorPointInPoints);
|
|
return convertToWorldSpace(pt);
|
|
}
|
|
|
|
CCPoint CCNode::convertToWindowSpace(const CCPoint& nodePoint)
|
|
{
|
|
CCPoint worldPoint = this->convertToWorldSpace(nodePoint);
|
|
return CCDirector::sharedDirector()->convertToUI(worldPoint);
|
|
}
|
|
|
|
// convenience methods which take a CCTouch instead of CCPoint
|
|
CCPoint CCNode::convertTouchToNodeSpace(CCTouch *touch)
|
|
{
|
|
CCPoint point = touch->getLocation();
|
|
return this->convertToNodeSpace(point);
|
|
}
|
|
CCPoint CCNode::convertTouchToNodeSpaceAR(CCTouch *touch)
|
|
{
|
|
CCPoint point = touch->getLocation();
|
|
return this->convertToNodeSpaceAR(point);
|
|
}
|
|
|
|
// MARMALADE ADDED
|
|
void CCNode::updateTransform()
|
|
{
|
|
// Recursively iterate over children
|
|
arrayMakeObjectsPerformSelector(m_pChildren, updateTransform, CCNode*);
|
|
}
|
|
|
|
NS_CC_END
|
|
|