mirror of https://github.com/axmolengine/axmol.git
152 lines
5.6 KiB
C++
152 lines
5.6 KiB
C++
/*
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* Copyright (c) 2010-2012 cocos2d-x.org
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* Copyright (C) 2009 Matt Oswald
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* Copyright (c) 2009-2010 Ricardo Quesada
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* Copyright (c) 2011 Zynga Inc.
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* Copyright (c) 2011 Marco Tillemans
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*
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* http://www.cocos2d-x.org
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*
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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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*
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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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*
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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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*/
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#ifndef __CCPARTICLEBATCHNODE_H__
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#define __CCPARTICLEBATCHNODE_H__
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#include "CCNode.h"
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#include "CCProtocols.h"
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NS_CC_BEGIN
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class Texture2D;
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class TextureAtlas;
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class ParticleSystem;
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/**
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* @addtogroup particle_nodes
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* @{
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*/
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#define kParticleDefaultCapacity 500
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/** ParticleBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call
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* (often known as "batch draw").
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*
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* A ParticleBatchNode can reference one and only one texture (one image file, one texture atlas).
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* Only the ParticleSystems that are contained in that texture can be added to the SpriteBatchNode.
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* All ParticleSystems added to a SpriteBatchNode are drawn in one OpenGL ES draw call.
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* 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.
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*
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*
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* Limitations:
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* - At the moment only ParticleSystemQuad is supported
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* - All systems need to be drawn with the same parameters, blend function, aliasing, texture
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*
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* Most efficient usage
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* - Initialize the ParticleBatchNode with the texture and enough capacity for all the particle systems
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* - Initialize all particle systems and add them as child to the batch node
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* @since v1.1
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*/
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class CC_DLL ParticleBatchNode : public Node, public TextureProtocol
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{
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public:
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/** initializes the particle system with Texture2D, a capacity of particles, which particle system to use */
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static ParticleBatchNode* createWithTexture(Texture2D *tex, int capacity = kParticleDefaultCapacity);
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/** 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 */
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static ParticleBatchNode* create(const std::string& fileImage, int capacity = kParticleDefaultCapacity);
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/**
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* @js ctor
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*/
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ParticleBatchNode();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParticleBatchNode();
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/** initializes the particle system with Texture2D, a capacity of particles */
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bool initWithTexture(Texture2D *tex, int capacity);
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/** 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 */
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bool initWithFile(const std::string& fileImage, int capacity);
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/** Inserts a child into the ParticleBatchNode */
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void insertChild(ParticleSystem* system, int index);
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void removeChildAtIndex(unsigned int index, bool doCleanup);
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void removeAllChildrenWithCleanup(bool doCleanup);
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/** disables a particle by inserting a 0'd quad into the texture atlas */
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void disableParticle(unsigned int particleIndex);
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/** Gets the texture atlas used for drawing the quads */
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inline TextureAtlas* getTextureAtlas() const { return _textureAtlas; };
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/** Sets the texture atlas used for drawing the quads */
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inline void setTextureAtlas(TextureAtlas* atlas) { _textureAtlas = atlas; };
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// Overrides
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void visit();
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virtual void addChild(Node * child) override;
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virtual void addChild(Node * child, int zOrder) override;
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virtual void addChild(Node * child, int zOrder, int tag) override;
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virtual void removeChild(Node* child, bool cleanup) override;
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virtual void reorderChild(Node * child, int zOrder) override;
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virtual void draw(void) override;
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virtual Texture2D* getTexture(void) const override;
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virtual void setTexture(Texture2D *texture) override;
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/**
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* @code
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* When this function bound into js or lua,the parameter will be changed
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* In js: var setBlendFunc(var src, var dst)
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* @endcode
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* @lua NA
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*/
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virtual void setBlendFunc(const BlendFunc &blendFunc) override;
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/**
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* @js NA
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* @lua NA
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*/
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virtual const BlendFunc& getBlendFunc(void) const override;
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private:
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void updateAllAtlasIndexes();
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void increaseAtlasCapacityTo(long quantity);
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long searchNewPositionInChildrenForZ(int z);
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void getCurrentIndex(long* oldIndex, long* newIndex, Node* child, int z);
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long addChildHelper(ParticleSystem* child, int z, int aTag);
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void updateBlendFunc(void);
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/** the texture atlas used for drawing the quads */
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TextureAtlas* _textureAtlas;
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private:
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/** the blend function used for drawing the quads */
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BlendFunc _blendFunc;
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};
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// end of particle_nodes group
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/// @}
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NS_CC_END
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#endif /* __CCPARTICLEBATCHNODE_H__ */
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