axmol/cocos/2d/CCParticleBatchNode.h

152 lines
5.6 KiB
C++

/*
* Copyright (c) 2010-2012 cocos2d-x.org
* Copyright (C) 2009 Matt Oswald
* Copyright (c) 2009-2010 Ricardo Quesada
* Copyright (c) 2011 Zynga Inc.
* Copyright (c) 2011 Marco Tillemans
*
* http://www.cocos2d-x.org
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#ifndef __CCPARTICLEBATCHNODE_H__
#define __CCPARTICLEBATCHNODE_H__
#include "CCNode.h"
#include "CCProtocols.h"
NS_CC_BEGIN
class Texture2D;
class TextureAtlas;
class ParticleSystem;
/**
* @addtogroup particle_nodes
* @{
*/
#define kParticleDefaultCapacity 500
/** ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call
* (often known as "batch draw").
*
* A ParticleBatchNode can reference one and only one texture (one image file, one texture atlas).
* Only the ParticleSystems that are contained in that texture can be added to the SpriteBatchNode.
* All ParticleSystems added to a SpriteBatchNode are drawn in one OpenGL ES draw call.
* If the ParticleSystems are not added to a ParticleBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.
*
*
* Limitations:
* - At the moment only ParticleSystemQuad is supported
* - All systems need to be drawn with the same parameters, blend function, aliasing, texture
*
* Most efficient usage
* - Initialize the ParticleBatchNode with the texture and enough capacity for all the particle systems
* - Initialize all particle systems and add them as child to the batch node
* @since v1.1
*/
class CC_DLL ParticleBatchNode : public Node, public TextureProtocol
{
public:
/** initializes the particle system with Texture2D, a capacity of particles, which particle system to use */
static ParticleBatchNode* createWithTexture(Texture2D *tex, int capacity = kParticleDefaultCapacity);
/** initializes the particle system with the name of a file on disk (for a list of supported formats look at the Texture2D class), a capacity of particles */
static ParticleBatchNode* create(const std::string& fileImage, int capacity = kParticleDefaultCapacity);
/**
* @js ctor
*/
ParticleBatchNode();
/**
* @js NA
* @lua NA
*/
virtual ~ParticleBatchNode();
/** initializes the particle system with Texture2D, a capacity of particles */
bool initWithTexture(Texture2D *tex, int capacity);
/** initializes the particle system with the name of a file on disk (for a list of supported formats look at the Texture2D class), a capacity of particles */
bool initWithFile(const std::string& fileImage, int capacity);
/** Inserts a child into the ParticleBatchNode */
void insertChild(ParticleSystem* system, int index);
void removeChildAtIndex(unsigned int index, bool doCleanup);
void removeAllChildrenWithCleanup(bool doCleanup);
/** disables a particle by inserting a 0'd quad into the texture atlas */
void disableParticle(unsigned int particleIndex);
/** Gets the texture atlas used for drawing the quads */
inline TextureAtlas* getTextureAtlas() const { return _textureAtlas; };
/** Sets the texture atlas used for drawing the quads */
inline void setTextureAtlas(TextureAtlas* atlas) { _textureAtlas = atlas; };
// Overrides
void visit();
virtual void addChild(Node * child) override;
virtual void addChild(Node * child, int zOrder) override;
virtual void addChild(Node * child, int zOrder, int tag) override;
virtual void removeChild(Node* child, bool cleanup) override;
virtual void reorderChild(Node * child, int zOrder) override;
virtual void draw(void) override;
virtual Texture2D* getTexture(void) const override;
virtual void setTexture(Texture2D *texture) override;
/**
* @code
* When this function bound into js or lua,the parameter will be changed
* In js: var setBlendFunc(var src, var dst)
* @endcode
* @lua NA
*/
virtual void setBlendFunc(const BlendFunc &blendFunc) override;
/**
* @js NA
* @lua NA
*/
virtual const BlendFunc& getBlendFunc(void) const override;
private:
void updateAllAtlasIndexes();
void increaseAtlasCapacityTo(long quantity);
long searchNewPositionInChildrenForZ(int z);
void getCurrentIndex(long* oldIndex, long* newIndex, Node* child, int z);
long addChildHelper(ParticleSystem* child, int z, int aTag);
void updateBlendFunc(void);
/** the texture atlas used for drawing the quads */
TextureAtlas* _textureAtlas;
private:
/** the blend function used for drawing the quads */
BlendFunc _blendFunc;
};
// end of particle_nodes group
/// @}
NS_CC_END
#endif /* __CCPARTICLEBATCHNODE_H__ */