mirror of https://github.com/axmolengine/axmol.git
932 lines
23 KiB
C++
932 lines
23 KiB
C++
#include "PerformanceNodeChildrenTest.h"
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#include <algorithm>
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USING_NS_CC;
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// Enable profiles for this file
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#undef CC_PROFILER_DISPLAY_TIMERS
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#define CC_PROFILER_DISPLAY_TIMERS() Profiler::getInstance()->displayTimers()
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#undef CC_PROFILER_PURGE_ALL
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#define CC_PROFILER_PURGE_ALL() Profiler::getInstance()->releaseAllTimers()
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#undef CC_PROFILER_START
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#define CC_PROFILER_START(__name__) ProfilingBeginTimingBlock(__name__)
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#undef CC_PROFILER_STOP
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#define CC_PROFILER_STOP(__name__) ProfilingEndTimingBlock(__name__)
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#undef CC_PROFILER_RESET
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#define CC_PROFILER_RESET(__name__) ProfilingResetTimingBlock(__name__)
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#undef CC_PROFILER_START_CATEGORY
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#define CC_PROFILER_START_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingBeginTimingBlock(__name__); } while(0)
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#undef CC_PROFILER_STOP_CATEGORY
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#define CC_PROFILER_STOP_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingEndTimingBlock(__name__); } while(0)
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#undef CC_PROFILER_RESET_CATEGORY
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#define CC_PROFILER_RESET_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingResetTimingBlock(__name__); } while(0)
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#undef CC_PROFILER_START_INSTANCE
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#define CC_PROFILER_START_INSTANCE(__id__, __name__) do{ ProfilingBeginTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0)
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#undef CC_PROFILER_STOP_INSTANCE
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#define CC_PROFILER_STOP_INSTANCE(__id__, __name__) do{ ProfilingEndTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0)
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#undef CC_PROFILER_RESET_INSTANCE
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#define CC_PROFILER_RESET_INSTANCE(__id__, __name__) do{ ProfilingResetTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0)
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PerformceNodeChildrenTests::PerformceNodeChildrenTests()
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{
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ADD_TEST_CASE(IterateSpriteSheetForLoop);
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ADD_TEST_CASE(IterateSpriteSheetIterator);
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ADD_TEST_CASE(IterateSpriteSheetForEach);
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ADD_TEST_CASE(CallFuncsSpriteSheetForEach);
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ADD_TEST_CASE(AddSprite);
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ADD_TEST_CASE(AddSpriteSheet);
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ADD_TEST_CASE(GetSpriteSheet);
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ADD_TEST_CASE(RemoveSprite);
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ADD_TEST_CASE(RemoveSpriteSheet);
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ADD_TEST_CASE(ReorderSpriteSheet);
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ADD_TEST_CASE(SortAllChildrenSpriteSheet);
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ADD_TEST_CASE(VisitSceneGraph);
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}
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enum {
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kTagInfoLayer = 1,
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kTagBase = 20000,
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};
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enum {
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kMaxNodes = 15000,
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kNodesIncrease = 500,
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};
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int NodeChildrenMainScene::quantityOfNodes = kNodesIncrease;
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////////////////////////////////////////////////////////
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//
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// NodeChildrenMainScene
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//
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////////////////////////////////////////////////////////
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bool NodeChildrenMainScene::init()
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{
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if (TestCase::init())
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{
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initWithQuantityOfNodes(quantityOfNodes);
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return true;
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}
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return false;
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}
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void NodeChildrenMainScene::onExitTransitionDidStart()
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{
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auto director = Director::getInstance();
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auto sched = director->getScheduler();
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sched->unschedule(CC_SCHEDULE_SELECTOR(NodeChildrenMainScene::dumpProfilerInfo), this);
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}
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void NodeChildrenMainScene::onEnterTransitionDidFinish()
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{
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auto director = Director::getInstance();
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auto sched = director->getScheduler();
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CC_PROFILER_PURGE_ALL();
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sched->schedule(CC_SCHEDULE_SELECTOR(NodeChildrenMainScene::dumpProfilerInfo), this, 2, false);
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}
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void NodeChildrenMainScene::dumpProfilerInfo(float dt)
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{
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CC_PROFILER_DISPLAY_TIMERS();
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}
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void NodeChildrenMainScene::initWithQuantityOfNodes(unsigned int nNodes)
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{
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//srand(time());
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auto s = Director::getInstance()->getWinSize();
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lastRenderedCount = 0;
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currentQuantityOfNodes = 0;
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quantityOfNodes = nNodes;
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MenuItemFont::setFontSize(65);
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auto decrease = MenuItemFont::create(" - ", [&](Ref *sender) {
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quantityOfNodes -= kNodesIncrease;
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if( quantityOfNodes < 0 )
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quantityOfNodes = 0;
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updateQuantityLabel();
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updateQuantityOfNodes();
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updateProfilerName();
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CC_PROFILER_PURGE_ALL();
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srand(0);
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});
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decrease->setColor(Color3B(0,200,20));
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auto increase = MenuItemFont::create(" + ", [&](Ref *sender) {
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quantityOfNodes += kNodesIncrease;
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if( quantityOfNodes > kMaxNodes )
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quantityOfNodes = kMaxNodes;
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updateQuantityLabel();
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updateQuantityOfNodes();
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updateProfilerName();
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CC_PROFILER_PURGE_ALL();
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srand(0);
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});
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increase->setColor(Color3B(0,200,20));
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auto menu = Menu::create(decrease, increase, nullptr);
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menu->alignItemsHorizontally();
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menu->setPosition(Vec2(s.width/2, s.height/2+15));
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addChild(menu, 1);
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auto infoLabel = Label::createWithTTF("0 nodes", "fonts/Marker Felt.ttf", 30);
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infoLabel->setColor(Color3B(0,200,20));
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infoLabel->setPosition(Vec2(s.width/2, s.height/2-15));
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addChild(infoLabel, 1, kTagInfoLayer);
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updateQuantityLabel();
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updateQuantityOfNodes();
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updateProfilerName();
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srand(0);
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}
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std::string NodeChildrenMainScene::title() const
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{
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return "No title";
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}
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std::string NodeChildrenMainScene::subtitle() const
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{
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return "";
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}
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void NodeChildrenMainScene::updateQuantityLabel()
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{
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if( quantityOfNodes != lastRenderedCount )
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{
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auto infoLabel = static_cast<Label*>( getChildByTag(kTagInfoLayer) );
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char str[20] = {0};
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sprintf(str, "%u nodes", quantityOfNodes);
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infoLabel->setString(str);
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lastRenderedCount = quantityOfNodes;
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}
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}
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const char * NodeChildrenMainScene::profilerName()
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{
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return _profilerName;
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}
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void NodeChildrenMainScene::updateProfilerName()
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{
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snprintf(_profilerName, sizeof(_profilerName)-1, "%s(%d)", testName(), quantityOfNodes);
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}
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////////////////////////////////////////////////////////
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//
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// IterateSpriteSheet
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//
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////////////////////////////////////////////////////////
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IterateSpriteSheet::~IterateSpriteSheet()
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{
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}
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void IterateSpriteSheet::updateQuantityOfNodes()
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{
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// increase nodes
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if( currentQuantityOfNodes < quantityOfNodes )
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{
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for(int i = 0; i < (quantityOfNodes-currentQuantityOfNodes); i++)
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{
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auto sprite = Sprite::createWithTexture(batchNode->getTexture(), Rect(0, 0, 32, 32));
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batchNode->addChild(sprite);
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sprite->setVisible(false);
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sprite->setPosition(Vec2(-1000,-1000));
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}
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}
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// decrease nodes
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else if ( currentQuantityOfNodes > quantityOfNodes )
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{
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for(int i = 0; i < (currentQuantityOfNodes-quantityOfNodes); i++)
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{
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int index = currentQuantityOfNodes-i-1;
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batchNode->removeChildAtIndex(index, true);
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}
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}
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currentQuantityOfNodes = quantityOfNodes;
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}
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void IterateSpriteSheet::initWithQuantityOfNodes(unsigned int nNodes)
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{
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batchNode = SpriteBatchNode::create("Images/spritesheet1.png");
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addChild(batchNode);
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NodeChildrenMainScene::initWithQuantityOfNodes(nNodes);
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scheduleUpdate();
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}
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const char* IterateSpriteSheet::testName()
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{
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return "none";
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}
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////////////////////////////////////////////////////////
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//
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// IterateSpriteSheetForLoop
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//
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////////////////////////////////////////////////////////
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void IterateSpriteSheetForLoop::update(float dt)
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{
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// iterate using fast enumeration protocol
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auto& children = batchNode->getChildren();
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CC_PROFILER_START(this->profilerName());
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for( const auto &object : children )
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{
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auto o = static_cast<Ref*>(object);
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auto sprite = static_cast<Sprite*>(o);
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sprite->setVisible(false);
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}
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CC_PROFILER_STOP(this->profilerName());
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}
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std::string IterateSpriteSheetForLoop::title() const
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{
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return "Iterate SpriteSheet";
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}
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std::string IterateSpriteSheetForLoop::subtitle() const
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{
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return "Iterate children using C++11 range-based for loop. See console";
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}
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const char* IterateSpriteSheetForLoop::testName()
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{
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return "Iterator: C++11 for loop";
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}
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////////////////////////////////////////////////////////
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//
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// IterateSpriteSheetIterator
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//
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////////////////////////////////////////////////////////
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void IterateSpriteSheetIterator::update(float dt)
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{
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// iterate using fast enumeration protocol
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auto& children = batchNode->getChildren();
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CC_PROFILER_START(this->profilerName());
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for( auto it=std::begin(children); it != std::end(children); ++it)
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{
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auto sprite = static_cast<Sprite*>(*it);
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sprite->setVisible(false);
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}
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CC_PROFILER_STOP(this->profilerName());
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}
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std::string IterateSpriteSheetIterator::title() const
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{
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return "Iterate SpriteSheet";
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}
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std::string IterateSpriteSheetIterator::subtitle() const
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{
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return "Iterate children using begin() / end(). See console";
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}
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const char* IterateSpriteSheetIterator::testName()
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{
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return "Iterator: begin(), end()";
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}
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////////////////////////////////////////////////////////
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//
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// IterateSpriteSheetForEach
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//
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////////////////////////////////////////////////////////
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void IterateSpriteSheetForEach::update(float dt)
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{
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// iterate using fast enumeration protocol
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auto& children = batchNode->getChildren();
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CC_PROFILER_START(this->profilerName());
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std::for_each(std::begin(children), std::end(children), [](Node *child) {
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auto sprite = static_cast<Sprite*>(child);
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sprite->setVisible(false);
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});
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CC_PROFILER_STOP(this->profilerName());
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}
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std::string IterateSpriteSheetForEach::title() const
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{
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return "Iterate SpriteSheet";
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}
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std::string IterateSpriteSheetForEach::subtitle() const
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{
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return "Iterate children using std::for_each(). See console";
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}
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const char* IterateSpriteSheetForEach::testName()
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{
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return "Iterator: std::for_each()";
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}
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////////////////////////////////////////////////////////
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//
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// CallFuncsSpriteSheetForEach
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//
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////////////////////////////////////////////////////////
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void CallFuncsSpriteSheetForEach::update(float dt)
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{
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// iterate using fast enumeration protocol
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auto& children = batchNode->getChildren();
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CC_PROFILER_START(this->profilerName());
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std::for_each(std::begin(children), std::end(children), [](Node* obj) {
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obj->getPosition();
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});
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CC_PROFILER_STOP(this->profilerName());
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}
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std::string CallFuncsSpriteSheetForEach::title() const
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{
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return "'map' functional call";
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}
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std::string CallFuncsSpriteSheetForEach::subtitle() const
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{
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return "Using 'std::for_each()'. See console";
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}
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const char* CallFuncsSpriteSheetForEach::testName()
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{
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return "Map: std::for_each";
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}
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////////////////////////////////////////////////////////
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//
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// AddRemoveSpriteSheet
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//
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////////////////////////////////////////////////////////
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AddRemoveSpriteSheet::~AddRemoveSpriteSheet()
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{
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}
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void AddRemoveSpriteSheet::initWithQuantityOfNodes(unsigned int nNodes)
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{
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batchNode = SpriteBatchNode::create("Images/spritesheet1.png");
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addChild(batchNode);
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NodeChildrenMainScene::initWithQuantityOfNodes(nNodes);
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scheduleUpdate();
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}
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void AddRemoveSpriteSheet::updateQuantityOfNodes()
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{
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auto s = Director::getInstance()->getWinSize();
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// increase nodes
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if( currentQuantityOfNodes < quantityOfNodes )
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{
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for (int i=0; i < (quantityOfNodes-currentQuantityOfNodes); i++)
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{
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auto sprite = Sprite::createWithTexture(batchNode->getTexture(), Rect(0, 0, 32, 32));
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batchNode->addChild(sprite);
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sprite->setPosition(Vec2( CCRANDOM_0_1()*s.width, CCRANDOM_0_1()*s.height));
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sprite->setVisible(false);
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}
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}
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// decrease nodes
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else if ( currentQuantityOfNodes > quantityOfNodes )
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{
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for(int i=0;i < (currentQuantityOfNodes-quantityOfNodes);i++)
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{
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int index = currentQuantityOfNodes-i-1;
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batchNode->removeChildAtIndex(index, true);
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}
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}
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currentQuantityOfNodes = quantityOfNodes;
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}
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const char* AddRemoveSpriteSheet::testName()
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{
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return "none";
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}
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////////////////////////////////////////////////////////
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//
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// AddSprite
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//
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////////////////////////////////////////////////////////
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void AddSprite::update(float dt)
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{
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// reset seed
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//srandom(0);
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// 100 percent
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int totalToAdd = currentQuantityOfNodes * 1;
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if( totalToAdd > 0 )
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{
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Sprite **sprites = new (std::nothrow) Sprite*[totalToAdd];
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int *zs = new int[totalToAdd];
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// Don't include the sprite creation time and random as part of the profiling
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for(int i=0; i<totalToAdd; i++)
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{
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sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
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zs[i] = CCRANDOM_MINUS1_1() * 50;
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}
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// add them with random Z (very important!)
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CC_PROFILER_START( this->profilerName() );
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for( int i=0; i < totalToAdd;i++ )
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{
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this->addChild( sprites[i], zs[i], kTagBase+i);
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}
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CC_PROFILER_STOP(this->profilerName());
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batchNode->sortAllChildren();
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// remove them
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for( int i=0;i < totalToAdd;i++)
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{
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this->removeChild( sprites[i], true);
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}
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delete [] sprites;
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delete [] zs;
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}
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}
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std::string AddSprite::title() const
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{
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return "Node::addChild()";
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}
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std::string AddSprite::subtitle() const
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{
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return "Adds sprites with random z. See console";
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}
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const char* AddSprite::testName()
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{
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return "Node::addChild()";
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}
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////////////////////////////////////////////////////////
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//
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// AddSpriteSheet
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//
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////////////////////////////////////////////////////////
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void AddSpriteSheet::update(float dt)
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{
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// reset seed
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//srandom(0);
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// 100 percent
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int totalToAdd = currentQuantityOfNodes * 1;
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if( totalToAdd > 0 )
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{
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Sprite **sprites = new (std::nothrow) Sprite*[totalToAdd];
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int *zs = new int[totalToAdd];
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// Don't include the sprite creation time and random as part of the profiling
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for(int i=0; i<totalToAdd; i++)
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{
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sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
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zs[i] = CCRANDOM_MINUS1_1() * 50;
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}
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// add them with random Z (very important!)
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CC_PROFILER_START( this->profilerName() );
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for( int i=0; i < totalToAdd;i++ )
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{
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batchNode->addChild( sprites[i], zs[i], kTagBase+i);
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}
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CC_PROFILER_STOP(this->profilerName());
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batchNode->sortAllChildren();
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// remove them
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for( int i=0;i < totalToAdd;i++)
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{
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batchNode->removeChild( sprites[i], true);
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}
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delete [] sprites;
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delete [] zs;
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}
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}
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std::string AddSpriteSheet::title() const
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{
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return "SpriteBatchNode::addChild()";
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}
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std::string AddSpriteSheet::subtitle() const
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{
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return "Adds sprites with random z. See console";
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}
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const char* AddSpriteSheet::testName()
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{
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return "SpriteBatchNode::addChild()";
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}
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////////////////////////////////////////////////////////
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//
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// GetSpriteSheet
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//
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////////////////////////////////////////////////////////
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void GetSpriteSheet::update(float dt)
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{
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// reset seed
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|
//srandom(0);
|
|
|
|
// 100% percent
|
|
int totalToAdd = currentQuantityOfNodes * 1;
|
|
|
|
if( totalToAdd > 0 )
|
|
{
|
|
Sprite **sprites = new (std::nothrow) Sprite*[totalToAdd];
|
|
int *zs = new int[totalToAdd];
|
|
|
|
// Don't include the sprite creation time and random as part of the profiling
|
|
for(int i=0; i<totalToAdd; i++)
|
|
{
|
|
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
|
|
zs[i] = CCRANDOM_MINUS1_1() * 50;
|
|
}
|
|
|
|
for( int i=0; i < totalToAdd;i++ )
|
|
{
|
|
batchNode->addChild( sprites[i], zs[i], kTagBase+i);
|
|
}
|
|
|
|
batchNode->sortAllChildren();
|
|
|
|
CC_PROFILER_START( this->profilerName() );
|
|
for( int i=0; i < totalToAdd;i++ )
|
|
{
|
|
batchNode->getChildByTag(kTagBase+1);
|
|
}
|
|
CC_PROFILER_STOP(this->profilerName());
|
|
|
|
// remove them
|
|
for( int i=0;i < totalToAdd;i++)
|
|
{
|
|
batchNode->removeChild( sprites[i], true);
|
|
}
|
|
|
|
delete [] sprites;
|
|
delete [] zs;
|
|
}
|
|
}
|
|
|
|
std::string GetSpriteSheet::title() const
|
|
{
|
|
return "getChildByTag from spritesheet";
|
|
}
|
|
|
|
std::string GetSpriteSheet::subtitle() const
|
|
{
|
|
return "Get sprites using getChildByTag(). See console";
|
|
}
|
|
|
|
const char* GetSpriteSheet::testName()
|
|
{
|
|
return "SpriteBatchNode::getChildByTag()";
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////
|
|
//
|
|
// RemoveSprite
|
|
//
|
|
////////////////////////////////////////////////////////
|
|
void RemoveSprite::update(float dt)
|
|
{
|
|
//srandom(0);
|
|
|
|
// 100 percent
|
|
int totalToAdd = currentQuantityOfNodes * 1;
|
|
|
|
if( totalToAdd > 0 )
|
|
{
|
|
Sprite **sprites = new (std::nothrow) Sprite*[totalToAdd];
|
|
|
|
// Don't include the sprite creation time as part of the profiling
|
|
for(int i=0;i<totalToAdd;i++)
|
|
{
|
|
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
|
|
}
|
|
|
|
// add them with random Z (very important!)
|
|
for( int i=0; i < totalToAdd;i++ )
|
|
{
|
|
this->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i);
|
|
}
|
|
|
|
// remove them
|
|
CC_PROFILER_START( this->profilerName() );
|
|
for( int i=0;i < totalToAdd;i++)
|
|
{
|
|
this->removeChild( sprites[i], true);
|
|
}
|
|
CC_PROFILER_STOP( this->profilerName() );
|
|
|
|
delete [] sprites;
|
|
}
|
|
}
|
|
|
|
std::string RemoveSprite::title() const
|
|
{
|
|
return "Node::removeChild()";
|
|
}
|
|
|
|
std::string RemoveSprite::subtitle() const
|
|
{
|
|
return "Remove sprites. See console";
|
|
}
|
|
|
|
const char* RemoveSprite::testName()
|
|
{
|
|
return "Node::removeChild()";
|
|
}
|
|
|
|
////////////////////////////////////////////////////////
|
|
//
|
|
// RemoveSpriteSheet
|
|
//
|
|
////////////////////////////////////////////////////////
|
|
void RemoveSpriteSheet::update(float dt)
|
|
{
|
|
//srandom(0);
|
|
|
|
// 100 percent
|
|
int totalToAdd = currentQuantityOfNodes * 1;
|
|
|
|
if( totalToAdd > 0 )
|
|
{
|
|
Sprite **sprites = new (std::nothrow) Sprite*[totalToAdd];
|
|
|
|
// Don't include the sprite creation time as part of the profiling
|
|
for(int i=0;i<totalToAdd;i++)
|
|
{
|
|
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
|
|
}
|
|
|
|
// add them with random Z (very important!)
|
|
for( int i=0; i < totalToAdd;i++ )
|
|
{
|
|
batchNode->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i);
|
|
}
|
|
|
|
// remove them
|
|
CC_PROFILER_START( this->profilerName() );
|
|
for( int i=0;i < totalToAdd;i++)
|
|
{
|
|
batchNode->removeChild( sprites[i], true);
|
|
}
|
|
CC_PROFILER_STOP( this->profilerName() );
|
|
|
|
delete [] sprites;
|
|
}
|
|
}
|
|
|
|
std::string RemoveSpriteSheet::title() const
|
|
{
|
|
return "SpriteBatchNode::removeChild()";
|
|
}
|
|
|
|
std::string RemoveSpriteSheet::subtitle() const
|
|
{
|
|
return "Remove sprites. See console";
|
|
}
|
|
|
|
const char* RemoveSpriteSheet::testName()
|
|
{
|
|
return "SpriteBatchNode::removeChild()";
|
|
}
|
|
|
|
////////////////////////////////////////////////////////
|
|
//
|
|
// ReorderSpriteSheet
|
|
//
|
|
////////////////////////////////////////////////////////
|
|
void ReorderSpriteSheet::update(float dt)
|
|
{
|
|
//srandom(0);
|
|
|
|
// 100 percent
|
|
int totalToAdd = currentQuantityOfNodes * 1;
|
|
|
|
if( totalToAdd > 0 )
|
|
{
|
|
Sprite **sprites = new (std::nothrow) Sprite*[totalToAdd];
|
|
|
|
// Don't include the sprite creation time as part of the profiling
|
|
for(int i=0; i<totalToAdd; i++)
|
|
{
|
|
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
|
|
}
|
|
|
|
// add them with random Z (very important!)
|
|
for( int i=0; i < totalToAdd;i++ )
|
|
{
|
|
batchNode->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i);
|
|
}
|
|
|
|
batchNode->sortAllChildren();
|
|
|
|
// reorder them
|
|
CC_PROFILER_START( this->profilerName() );
|
|
for( int i=0;i < totalToAdd;i++)
|
|
{
|
|
batchNode->reorderChild(sprites[i], CCRANDOM_MINUS1_1() * 50);
|
|
}
|
|
CC_PROFILER_STOP( this->profilerName() );
|
|
|
|
// remove them
|
|
for( int i=0;i < totalToAdd;i++)
|
|
{
|
|
batchNode->removeChild( sprites[i], true);
|
|
}
|
|
|
|
delete [] sprites;
|
|
}
|
|
}
|
|
|
|
std::string ReorderSpriteSheet::title() const
|
|
{
|
|
return "SpriteBatchNode::reorderChild()";
|
|
}
|
|
|
|
std::string ReorderSpriteSheet::subtitle() const
|
|
{
|
|
return "Reorder sprites. See console";
|
|
}
|
|
|
|
const char* ReorderSpriteSheet::testName()
|
|
{
|
|
return "SpriteBatchNode::reorderChild()";
|
|
}
|
|
|
|
////////////////////////////////////////////////////////
|
|
//
|
|
// SortAllChildrenSpriteSheet
|
|
//
|
|
////////////////////////////////////////////////////////
|
|
void SortAllChildrenSpriteSheet::update(float dt)
|
|
{
|
|
//srandom(0);
|
|
|
|
// 100 percent
|
|
int totalToAdd = currentQuantityOfNodes * 1;
|
|
|
|
if( totalToAdd > 0 )
|
|
{
|
|
Sprite **sprites = new (std::nothrow) Sprite*[totalToAdd];
|
|
|
|
// Don't include the sprite's creation time as part of the profiling
|
|
for(int i=0; i<totalToAdd; i++)
|
|
{
|
|
sprites[i] = Sprite::createWithTexture(batchNode->getTexture(), Rect(0,0,32,32));
|
|
}
|
|
|
|
// add them with random Z (very important!)
|
|
for( int i=0; i < totalToAdd;i++ )
|
|
{
|
|
batchNode->addChild( sprites[i], CCRANDOM_MINUS1_1() * 50, kTagBase+i);
|
|
}
|
|
|
|
batchNode->sortAllChildren();
|
|
|
|
// reorder them
|
|
for( int i=0;i < totalToAdd;i++)
|
|
{
|
|
batchNode->reorderChild(sprites[i], CCRANDOM_MINUS1_1() * 50);
|
|
}
|
|
|
|
CC_PROFILER_START( this->profilerName() );
|
|
batchNode->sortAllChildren();
|
|
CC_PROFILER_STOP( this->profilerName() );
|
|
|
|
// remove them
|
|
for( int i=0;i < totalToAdd;i++)
|
|
{
|
|
batchNode->removeChild( sprites[i], true);
|
|
}
|
|
|
|
delete [] sprites;
|
|
}
|
|
}
|
|
|
|
std::string SortAllChildrenSpriteSheet::title() const
|
|
{
|
|
return "SpriteBatchNode::sortAllChildren()";
|
|
}
|
|
|
|
std::string SortAllChildrenSpriteSheet::subtitle() const
|
|
{
|
|
return "Calls sortOfChildren(). See console";
|
|
}
|
|
|
|
const char* SortAllChildrenSpriteSheet::testName()
|
|
{
|
|
return "SpriteBatchNode::sortAllChildren()";
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////
|
|
//
|
|
// VisitSceneGraph
|
|
//
|
|
////////////////////////////////////////////////////////
|
|
void VisitSceneGraph::initWithQuantityOfNodes(unsigned int nodes)
|
|
{
|
|
NodeChildrenMainScene::initWithQuantityOfNodes(nodes);
|
|
scheduleUpdate();
|
|
}
|
|
|
|
void VisitSceneGraph::updateQuantityOfNodes()
|
|
{
|
|
auto s = Director::getInstance()->getWinSize();
|
|
|
|
// increase nodes
|
|
if( currentQuantityOfNodes < quantityOfNodes )
|
|
{
|
|
for(int i = 0; i < (quantityOfNodes-currentQuantityOfNodes); i++)
|
|
{
|
|
auto node = Node::create();
|
|
this->addChild(node);
|
|
node->setVisible(true);
|
|
node->setPosition(Vec2(-1000,-1000));
|
|
node->setTag(1000 + currentQuantityOfNodes + i );
|
|
}
|
|
}
|
|
|
|
// decrease nodes
|
|
else if ( currentQuantityOfNodes > quantityOfNodes )
|
|
{
|
|
for(int i = 0; i < (currentQuantityOfNodes-quantityOfNodes); i++)
|
|
{
|
|
this->removeChildByTag(1000 + currentQuantityOfNodes - i -1 );
|
|
}
|
|
}
|
|
|
|
currentQuantityOfNodes = quantityOfNodes;
|
|
}
|
|
void VisitSceneGraph::update(float dt)
|
|
{
|
|
CC_PROFILER_START( this->profilerName() );
|
|
this->visit();
|
|
CC_PROFILER_STOP( this->profilerName() );
|
|
|
|
// Call `Renderer::clean` to prevent crash if current scene is destroyed.
|
|
// The render commands associated with current scene should be cleaned.
|
|
Director::getInstance()->getRenderer()->clean();
|
|
}
|
|
|
|
std::string VisitSceneGraph::title() const
|
|
{
|
|
return "Performance of visiting the scene graph";
|
|
}
|
|
|
|
std::string VisitSceneGraph::subtitle() const
|
|
{
|
|
return "calls visit() on scene graph. See console";
|
|
}
|
|
|
|
const char* VisitSceneGraph::testName()
|
|
{
|
|
return "visit()";
|
|
}
|