axmol/tests/performance-tests/Classes/tests/PerformanceNodeChildrenTest...

1007 lines
26 KiB
C++

/****************************************************************************
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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.
****************************************************************************/
#include "PerformanceNodeChildrenTest.h"
#include "Profile.h"
#include <algorithm>
USING_NS_CC;
// Enable profiles for this file
#undef CC_PROFILER_DISPLAY_TIMERS
#define CC_PROFILER_DISPLAY_TIMERS() Profiler::getInstance()->displayTimers()
#undef CC_PROFILER_PURGE_ALL
#define CC_PROFILER_PURGE_ALL() Profiler::getInstance()->releaseAllTimers()
#undef CC_PROFILER_START
#define CC_PROFILER_START(__name__) ProfilingBeginTimingBlock(__name__)
#undef CC_PROFILER_STOP
#define CC_PROFILER_STOP(__name__) ProfilingEndTimingBlock(__name__)
#undef CC_PROFILER_RESET
#define CC_PROFILER_RESET(__name__) ProfilingResetTimingBlock(__name__)
#undef CC_PROFILER_START_CATEGORY
#define CC_PROFILER_START_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingBeginTimingBlock(__name__); } while(0)
#undef CC_PROFILER_STOP_CATEGORY
#define CC_PROFILER_STOP_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingEndTimingBlock(__name__); } while(0)
#undef CC_PROFILER_RESET_CATEGORY
#define CC_PROFILER_RESET_CATEGORY(__cat__, __name__) do{ if(__cat__) ProfilingResetTimingBlock(__name__); } while(0)
#undef CC_PROFILER_START_INSTANCE
#define CC_PROFILER_START_INSTANCE(__id__, __name__) do{ ProfilingBeginTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0)
#undef CC_PROFILER_STOP_INSTANCE
#define CC_PROFILER_STOP_INSTANCE(__id__, __name__) do{ ProfilingEndTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0)
#undef CC_PROFILER_RESET_INSTANCE
#define CC_PROFILER_RESET_INSTANCE(__id__, __name__) do{ ProfilingResetTimingBlock( String::createWithFormat("%08X - %s", __id__, __name__)->getCString() ); } while(0)
PerformceNodeChildrenTests::PerformceNodeChildrenTests()
{
// ADD_TEST_CASE(IterateSpriteSheetForLoop);
// ADD_TEST_CASE(IterateSpriteSheetIterator);
// ADD_TEST_CASE(IterateSpriteSheetForEach);
// ADD_TEST_CASE(CallFuncsSpriteSheetForEach);
ADD_TEST_CASE(AddSprite);
// ADD_TEST_CASE(AddSpriteSheet);
ADD_TEST_CASE(GetSpriteSheet);
ADD_TEST_CASE(RemoveSprite);
// ADD_TEST_CASE(RemoveSpriteSheet);
// ADD_TEST_CASE(ReorderSpriteSheet);
// ADD_TEST_CASE(SortAllChildrenSpriteSheet);
ADD_TEST_CASE(VisitSceneGraph);
}
enum {
kTagInfoLayer = 1,
kTagBase = 20000,
};
enum {
kMaxNodes = 15000,
kNodesIncrease = 500,
};
int NodeChildrenMainScene::quantityOfNodes = kNodesIncrease;
static int autoTestNodesNums[] = {
1000, 2000, 3000
};
////////////////////////////////////////////////////////
//
// NodeChildrenMainScene
//
////////////////////////////////////////////////////////
NodeChildrenMainScene::NodeChildrenMainScene()
: autoTestIndex(0)
{
}
bool NodeChildrenMainScene::init()
{
if (TestCase::init())
{
initWithQuantityOfNodes(quantityOfNodes);
return true;
}
return false;
}
void NodeChildrenMainScene::onExitTransitionDidStart()
{
auto director = Director::getInstance();
auto sched = director->getScheduler();
sched->unschedule(CC_SCHEDULE_SELECTOR(NodeChildrenMainScene::dumpProfilerInfo), this);
}
void NodeChildrenMainScene::onEnterTransitionDidFinish()
{
auto director = Director::getInstance();
auto sched = director->getScheduler();
if (this->isAutoTesting()) {
// Update the quantity of nodes if is auto testing.
quantityOfNodes = autoTestNodesNums[autoTestIndex];
updateQuantityLabel();
updateQuantityOfNodes();
updateProfilerName();
Profile::getInstance()->testCaseBegin("NodeChildrenTest",
genStrVector("Type", "NodeCount", nullptr),
genStrVector("Avg", "Min", "Max", nullptr));
}
CC_PROFILER_PURGE_ALL();
sched->schedule(CC_SCHEDULE_SELECTOR(NodeChildrenMainScene::dumpProfilerInfo), this, 2, false);
}
void NodeChildrenMainScene::dumpProfilerInfo(float dt)
{
CC_PROFILER_DISPLAY_TIMERS();
if (this->isAutoTesting()) {
// record the test result to class Profile
auto timer = Profiler::getInstance()->_activeTimers.at(_profilerName);
auto numStr = genStr("%d", quantityOfNodes);
auto avgStr = genStr("%ldµ", timer->_averageTime2);
auto minStr = genStr("%ldµ", timer->minTime);
auto maxStr = genStr("%ldµ", timer->maxTime);
Profile::getInstance()->addTestResult(genStrVector(getTestCaseName().c_str(), numStr.c_str(), nullptr),
genStrVector(avgStr.c_str(), minStr.c_str(), maxStr.c_str(), nullptr));
auto testsSize = sizeof(autoTestNodesNums)/sizeof(int);
if (autoTestIndex >= (testsSize - 1)) {
// if it's the last one of auto test. End the auto test.
this->setAutoTesting(false);
Profile::getInstance()->testCaseEnd();
}
else
{
// update the auto test index
autoTestIndex++;
quantityOfNodes = autoTestNodesNums[autoTestIndex];
updateQuantityLabel();
updateQuantityOfNodes();
updateProfilerName();
CC_PROFILER_PURGE_ALL();
}
}
}
void NodeChildrenMainScene::initWithQuantityOfNodes(unsigned int nNodes)
{
//std::srand(time());
auto s = Director::getInstance()->getWinSize();
lastRenderedCount = 0;
currentQuantityOfNodes = 0;
quantityOfNodes = nNodes;
MenuItemFont::setFontSize(65);
auto decrease = MenuItemFont::create(" - ", [&](Ref *sender) {
quantityOfNodes -= kNodesIncrease;
if( quantityOfNodes < 0 )
quantityOfNodes = 0;
updateQuantityLabel();
updateQuantityOfNodes();
updateProfilerName();
CC_PROFILER_PURGE_ALL();
std::srand(0);
});
decrease->setColor(Color3B(0,200,20));
auto increase = MenuItemFont::create(" + ", [&](Ref *sender) {
quantityOfNodes += kNodesIncrease;
if( quantityOfNodes > kMaxNodes )
quantityOfNodes = kMaxNodes;
updateQuantityLabel();
updateQuantityOfNodes();
updateProfilerName();
CC_PROFILER_PURGE_ALL();
std::srand(0);
});
increase->setColor(Color3B(0,200,20));
auto menu = Menu::create(decrease, increase, nullptr);
menu->alignItemsHorizontally();
menu->setPosition(Vec2(s.width/2, s.height/2+15));
addChild(menu, 1);
auto infoLabel = Label::createWithTTF("0 nodes", "fonts/Marker Felt.ttf", 30);
infoLabel->setColor(Color3B(0,200,20));
infoLabel->setPosition(Vec2(s.width/2, s.height/2-15));
addChild(infoLabel, 1, kTagInfoLayer);
updateQuantityLabel();
updateQuantityOfNodes();
updateProfilerName();
std::srand(0);
}
std::string NodeChildrenMainScene::title() const
{
return "No title";
}
std::string NodeChildrenMainScene::subtitle() const
{
return "";
}
void NodeChildrenMainScene::updateQuantityLabel()
{
if( quantityOfNodes != lastRenderedCount )
{
auto infoLabel = static_cast<Label*>( getChildByTag(kTagInfoLayer) );
char str[20] = {0};
sprintf(str, "%u nodes", quantityOfNodes);
infoLabel->setString(str);
lastRenderedCount = quantityOfNodes;
}
}
const char * NodeChildrenMainScene::profilerName()
{
return _profilerName;
}
void NodeChildrenMainScene::updateProfilerName()
{
snprintf(_profilerName, sizeof(_profilerName)-1, "%s(%d)", testName(), quantityOfNodes);
}
////////////////////////////////////////////////////////
//
// IterateSpriteSheet
//
////////////////////////////////////////////////////////
IterateSpriteSheet::~IterateSpriteSheet()
{
}
void IterateSpriteSheet::updateQuantityOfNodes()
{
// increase nodes
if( currentQuantityOfNodes < quantityOfNodes )
{
for(int i = 0; i < (quantityOfNodes-currentQuantityOfNodes); i++)
{
auto sprite = Sprite::createWithTexture(batchNode->getTexture(), Rect(0, 0, 32, 32));
batchNode->addChild(sprite);
sprite->setVisible(false);
sprite->setPosition(Vec2(-1000,-1000));
}
}
// decrease nodes
else if ( currentQuantityOfNodes > quantityOfNodes )
{
for(int i = 0; i < (currentQuantityOfNodes-quantityOfNodes); i++)
{
int index = currentQuantityOfNodes-i-1;
batchNode->removeChildAtIndex(index, true);
}
}
currentQuantityOfNodes = quantityOfNodes;
}
void IterateSpriteSheet::initWithQuantityOfNodes(unsigned int nNodes)
{
batchNode = SpriteBatchNode::create("Images/spritesheet1.png");
addChild(batchNode);
NodeChildrenMainScene::initWithQuantityOfNodes(nNodes);
scheduleUpdate();
}
const char* IterateSpriteSheet::testName()
{
return "none";
}
////////////////////////////////////////////////////////
//
// IterateSpriteSheetForLoop
//
////////////////////////////////////////////////////////
void IterateSpriteSheetForLoop::update(float dt)
{
// iterate using fast enumeration protocol
auto& children = batchNode->getChildren();
CC_PROFILER_START(this->profilerName());
for( const auto &object : children )
{
auto o = static_cast<Ref*>(object);
auto sprite = static_cast<Sprite*>(o);
sprite->setVisible(false);
}
CC_PROFILER_STOP(this->profilerName());
}
std::string IterateSpriteSheetForLoop::title() const
{
return "Iterate SpriteSheet";
}
std::string IterateSpriteSheetForLoop::subtitle() const
{
return "Iterate children using C++11 range-based for loop. See console";
}
const char* IterateSpriteSheetForLoop::testName()
{
return "Iterator: C++11 for loop";
}
////////////////////////////////////////////////////////
//
// IterateSpriteSheetIterator
//
////////////////////////////////////////////////////////
void IterateSpriteSheetIterator::update(float dt)
{
// iterate using fast enumeration protocol
auto& children = batchNode->getChildren();
CC_PROFILER_START(this->profilerName());
for( auto it=std::begin(children); it != std::end(children); ++it)
{
auto sprite = static_cast<Sprite*>(*it);
sprite->setVisible(false);
}
CC_PROFILER_STOP(this->profilerName());
}
std::string IterateSpriteSheetIterator::title() const
{
return "Iterate SpriteSheet";
}
std::string IterateSpriteSheetIterator::subtitle() const
{
return "Iterate children using begin() / end(). See console";
}
const char* IterateSpriteSheetIterator::testName()
{
return "Iterator: begin(), end()";
}
////////////////////////////////////////////////////////
//
// IterateSpriteSheetForEach
//
////////////////////////////////////////////////////////
void IterateSpriteSheetForEach::update(float dt)
{
// iterate using fast enumeration protocol
auto& children = batchNode->getChildren();
CC_PROFILER_START(this->profilerName());
std::for_each(std::begin(children), std::end(children), [](Node *child) {
auto sprite = static_cast<Sprite*>(child);
sprite->setVisible(false);
});
CC_PROFILER_STOP(this->profilerName());
}
std::string IterateSpriteSheetForEach::title() const
{
return "Iterate SpriteSheet";
}
std::string IterateSpriteSheetForEach::subtitle() const
{
return "Iterate children using std::for_each(). See console";
}
const char* IterateSpriteSheetForEach::testName()
{
return "Iterator: std::for_each()";
}
////////////////////////////////////////////////////////
//
// CallFuncsSpriteSheetForEach
//
////////////////////////////////////////////////////////
void CallFuncsSpriteSheetForEach::update(float dt)
{
// iterate using fast enumeration protocol
auto& children = batchNode->getChildren();
CC_PROFILER_START(this->profilerName());
std::for_each(std::begin(children), std::end(children), [](Node* obj) {
obj->getPosition();
});
CC_PROFILER_STOP(this->profilerName());
}
std::string CallFuncsSpriteSheetForEach::title() const
{
return "'map' functional call";
}
std::string CallFuncsSpriteSheetForEach::subtitle() const
{
return "Using 'std::for_each()'. See console";
}
const char* CallFuncsSpriteSheetForEach::testName()
{
return "Map: std::for_each";
}
////////////////////////////////////////////////////////
//
// AddRemoveSpriteSheet
//
////////////////////////////////////////////////////////
AddRemoveSpriteSheet::~AddRemoveSpriteSheet()
{
}
void AddRemoveSpriteSheet::initWithQuantityOfNodes(unsigned int nNodes)
{
batchNode = SpriteBatchNode::create("Images/spritesheet1.png");
addChild(batchNode);
NodeChildrenMainScene::initWithQuantityOfNodes(nNodes);
scheduleUpdate();
}
void AddRemoveSpriteSheet::updateQuantityOfNodes()
{
auto s = Director::getInstance()->getWinSize();
// increase nodes
if( currentQuantityOfNodes < quantityOfNodes )
{
for (int i=0; i < (quantityOfNodes-currentQuantityOfNodes); i++)
{
auto sprite = Sprite::createWithTexture(batchNode->getTexture(), Rect(0, 0, 32, 32));
batchNode->addChild(sprite);
sprite->setPosition(Vec2( CCRANDOM_0_1()*s.width, CCRANDOM_0_1()*s.height));
sprite->setVisible(false);
}
}
// decrease nodes
else if ( currentQuantityOfNodes > quantityOfNodes )
{
for(int i=0;i < (currentQuantityOfNodes-quantityOfNodes);i++)
{
int index = currentQuantityOfNodes-i-1;
batchNode->removeChildAtIndex(index, true);
}
}
currentQuantityOfNodes = quantityOfNodes;
}
const char* AddRemoveSpriteSheet::testName()
{
return "none";
}
////////////////////////////////////////////////////////
//
// AddSprite
//
////////////////////////////////////////////////////////
void AddSprite::update(float dt)
{
// reset seed
//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;
}
// add them with random Z (very important!)
CC_PROFILER_START( this->profilerName() );
for( int i=0; i < totalToAdd;i++ )
{
this->addChild( sprites[i], zs[i], kTagBase+i);
}
CC_PROFILER_STOP(this->profilerName());
batchNode->sortAllChildren();
// remove them
for( int i=0;i < totalToAdd;i++)
{
this->removeChild( sprites[i], true);
}
delete [] sprites;
delete [] zs;
}
}
std::string AddSprite::title() const
{
return "Node::addChild()";
}
std::string AddSprite::subtitle() const
{
return "Adds sprites with random z. See console";
}
const char* AddSprite::testName()
{
return "Node::addChild()";
}
////////////////////////////////////////////////////////
//
// AddSpriteSheet
//
////////////////////////////////////////////////////////
void AddSpriteSheet::update(float dt)
{
// reset seed
//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;
}
// add them with random Z (very important!)
CC_PROFILER_START( this->profilerName() );
for( int i=0; i < totalToAdd;i++ )
{
batchNode->addChild( sprites[i], zs[i], kTagBase+i);
}
CC_PROFILER_STOP(this->profilerName());
batchNode->sortAllChildren();
// remove them
for( int i=0;i < totalToAdd;i++)
{
batchNode->removeChild( sprites[i], true);
}
delete [] sprites;
delete [] zs;
}
}
std::string AddSpriteSheet::title() const
{
return "SpriteBatchNode::addChild()";
}
std::string AddSpriteSheet::subtitle() const
{
return "Adds sprites with random z. See console";
}
const char* AddSpriteSheet::testName()
{
return "SpriteBatchNode::addChild()";
}
////////////////////////////////////////////////////////
//
// GetSpriteSheet
//
////////////////////////////////////////////////////////
void GetSpriteSheet::update(float dt)
{
// reset seed
//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()";
}