mirror of https://github.com/axmolengine/axmol.git
162 lines
3.3 KiB
C++
162 lines
3.3 KiB
C++
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#include "CCNodeGrid.h"
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#include "CCGrid.h"
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#include "CCGroupCommand.h"
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#include "CCRenderer.h"
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#include "CCCustomCommand.h"
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NS_CC_BEGIN
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NodeGrid* NodeGrid::create()
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{
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NodeGrid * pRet = new NodeGrid();
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if (pRet && pRet->init())
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{
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pRet->autorelease();
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}
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else
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{
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CC_SAFE_DELETE(pRet);
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}
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return pRet;
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}
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NodeGrid::NodeGrid()
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:Node()
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,_nodeGrid(nullptr)
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,_gridTarget(nullptr)
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{
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}
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void NodeGrid::setTarget(Node* target)
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{
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CC_SAFE_RELEASE(_gridTarget);
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CC_SAFE_RETAIN(target);
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_gridTarget = target;
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}
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NodeGrid::~NodeGrid()
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{
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CC_SAFE_RELEASE(_nodeGrid);
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CC_SAFE_RELEASE(_gridTarget);
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}
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bool NodeGrid::init()
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{
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return Node::init();
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}
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void NodeGrid::onGridBeginDraw()
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{
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if (_nodeGrid && _nodeGrid->isActive())
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{
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_nodeGrid->beforeDraw();
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}
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}
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void NodeGrid::onGridEndDraw()
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{
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if(_nodeGrid && _nodeGrid->isActive())
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{
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_nodeGrid->afterDraw(this);
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}
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}
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void NodeGrid::visit()
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{
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// quick return if not visible. children won't be drawn.
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if (!_visible)
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{
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return;
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}
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Renderer* renderer = Director::getInstance()->getRenderer();
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GroupCommand* groupCommand = GroupCommand::getCommandPool().generateCommand();
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groupCommand->init(0,_vertexZ);
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renderer->addCommand(groupCommand);
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renderer->pushGroup(groupCommand->getRenderQueueID());
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kmGLPushMatrix();
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Director::Projection beforeProjectionType;
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if(_nodeGrid && _nodeGrid->isActive())
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{
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beforeProjectionType = Director::getInstance()->getProjection();
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_nodeGrid->set2DProjection();
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}
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kmGLGetMatrix(KM_GL_MODELVIEW, &_cachedMVmat);
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CustomCommand* gridBeginCmd = CustomCommand::getCommandPool().generateCommand();
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gridBeginCmd->init(0,_vertexZ);
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gridBeginCmd->func = CC_CALLBACK_0(NodeGrid::onGridBeginDraw, this);
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renderer->addCommand(gridBeginCmd);
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this->transform();
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if(_gridTarget)
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{
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_gridTarget->visit();
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}
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int i = 0;
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if(!_children.empty())
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{
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sortAllChildren();
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// draw children zOrder < 0
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for( ; i < _children.size(); i++ )
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{
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auto node = _children.at(i);
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if ( node && node->getZOrder() < 0 )
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node->visit();
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else
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break;
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}
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// self draw,currently we have nothing to draw on NodeGrid, so there is no need to add render command
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this->draw();
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// Uses std::for_each to improve performance.
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std::for_each(_children.cbegin()+i, _children.cend(), [](Node* node){
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node->visit();
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});
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}
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else
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{
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this->draw();
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}
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// reset for next frame
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_orderOfArrival = 0;
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if(_nodeGrid && _nodeGrid->isActive())
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{
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// restore projection
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Director *director = Director::getInstance();
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director->setProjection(beforeProjectionType);
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}
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CustomCommand* gridEndCmd = CustomCommand::getCommandPool().generateCommand();
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gridEndCmd->init(0,_vertexZ);
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gridEndCmd->func = CC_CALLBACK_0(NodeGrid::onGridEndDraw, this);
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renderer->addCommand(gridEndCmd);
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renderer->popGroup();
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kmGLPopMatrix();
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}
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void NodeGrid::setGrid(GridBase *grid)
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{
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CC_SAFE_RELEASE(_nodeGrid);
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CC_SAFE_RETAIN(grid);
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_nodeGrid = grid;
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}
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NS_CC_END
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