mirror of https://github.com/axmolengine/axmol.git
122 lines
3.0 KiB
C++
122 lines
3.0 KiB
C++
//
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// CCNewSprite.cpp
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// cocos2d_libs
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//
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// Created by NiTe Luo on 10/31/13.
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//
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//
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#include "CCNewSprite.h"
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#include "RenderCommand.h"
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#include "Renderer.h"
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#include "QuadCommand.h"
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NS_CC_BEGIN
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#if CC_SPRITEBATCHNODE_RENDER_SUBPIXEL
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#define RENDER_IN_SUBPIXEL
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#else
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#define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__))
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#endif
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NewSprite* NewSprite::create()
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{
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NewSprite* sprite = new NewSprite();
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if(sprite && 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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CC_SAFE_DELETE(sprite);
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return NULL;
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}
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NewSprite* NewSprite::create(const char *filename)
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{
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NewSprite* sprite = new NewSprite();
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if(sprite && sprite->initWithFile(filename))
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{
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sprite->autorelease();
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return sprite;
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}
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CC_SAFE_DELETE(sprite);
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return NULL;
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}
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NewSprite::NewSprite()
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:Sprite()
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{
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}
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NewSprite::~NewSprite(void)
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{
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}
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void NewSprite::updateTransform()
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{
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if(_dirty)
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{
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if(!_visible)
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{
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_quad.br.vertices = _quad.tl.vertices = _quad.tr.vertices = _quad.bl.vertices = Vertex3F(0,0,0);
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_shouldBeHidden = true;
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}
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else
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{
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_shouldBeHidden = false;
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//TODO optimize this transformation, should use parent's transformation instead
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_transformToBatch = getNodeToWorldTransform();
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//
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// calculate the Quad based on the Affine Matrix
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//
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Size size = _rect.size;
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float x1 = _offsetPosition.x;
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float y1 = _offsetPosition.y;
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float x2 = x1 + size.width;
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float y2 = y1 + size.height;
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float x = _transformToBatch.tx;
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float y = _transformToBatch.ty;
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float cr = _transformToBatch.a;
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float sr = _transformToBatch.b;
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float cr2 = _transformToBatch.d;
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float sr2 = -_transformToBatch.c;
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float ax = x1 * cr - y1 * sr2 + x;
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float ay = x1 * sr + y1 * cr2 + y;
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float bx = x2 * cr - y1 * sr2 + x;
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float by = x2 * sr + y1 * cr2 + y;
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float cx = x2 * cr - y2 * sr2 + x;
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float cy = x2 * sr + y2 * cr2 + y;
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float dx = x1 * cr - y2 * sr2 + x;
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float dy = x1 * sr + y2 * cr2 + y;
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_quad.bl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(ax), RENDER_IN_SUBPIXEL(ay), _vertexZ );
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_quad.br.vertices = Vertex3F( RENDER_IN_SUBPIXEL(bx), RENDER_IN_SUBPIXEL(by), _vertexZ );
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_quad.tl.vertices = Vertex3F( RENDER_IN_SUBPIXEL(dx), RENDER_IN_SUBPIXEL(dy), _vertexZ );
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_quad.tr.vertices = Vertex3F( RENDER_IN_SUBPIXEL(cx), RENDER_IN_SUBPIXEL(cy), _vertexZ );
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}
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}
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_recursiveDirty = false;
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setDirty(false);
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}
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void NewSprite::draw(void)
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{
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updateTransform();
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//TODO implement z order
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QuadCommand* renderCommand = new QuadCommand(0, _vertexZ, _texture->getName(), _shaderProgram, _blendFunc, &_quad, 1);
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Renderer::getInstance()->addCommand(renderCommand);
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}
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NS_CC_END |