mirror of https://github.com/axmolengine/axmol.git
1112 lines
29 KiB
C++
1112 lines
29 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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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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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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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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#include "CCSpriteBatchNode.h"
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#include "CCAnimation.h"
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#include "CCAnimationCache.h"
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#include "ccConfig.h"
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#include "CCSprite.h"
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#include "CCSpriteFrame.h"
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#include "CCSpriteFrameCache.h"
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#include "CCTextureCache.h"
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#include "CCPointExtension.h"
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#include "CCDrawingPrimitives.h"
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#include "CCGeometry.h"
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#include "CCTexture2D.h"
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#include "CCAffineTransform.h"
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#include "CCDirector.h"
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#include <string.h>
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using namespace std;
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namespace cocos2d {
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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(__A__) ( (int)(__A__))
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#endif
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// XXX: Optmization
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struct transformValues_ {
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CCPoint pos; // position x and y
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CCPoint scale; // scale x and y
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float rotation;
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CCPoint skew; // skew x and y
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CCPoint ap; // anchor point in pixels
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bool visible;
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};
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CCSprite* CCSprite::spriteWithBatchNode(CCSpriteBatchNode *batchNode, const CCRect& rect)
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{
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CCSprite *pobSprite = new CCSprite();
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if (pobSprite && pobSprite->initWithBatchNode(batchNode, rect))
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{
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pobSprite->autorelease();
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return pobSprite;
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}
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CC_SAFE_DELETE(pobSprite);
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return NULL;
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}
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bool CCSprite::initWithBatchNode(CCSpriteBatchNode *batchNode, const CCRect& rect)
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{
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if (initWithTexture(batchNode->getTexture(), rect))
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{
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useBatchNode(batchNode);
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return true;
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}
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return false;
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}
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bool CCSprite::initWithBatchNodeRectInPixels(CCSpriteBatchNode *batchNode, const CCRect& rect)
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{
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if (initWithTexture(batchNode->getTexture()))
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{
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setTextureRectInPixels(rect, false, rect.size);
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useBatchNode(batchNode);
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return true;
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}
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return false;
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}
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CCSprite* CCSprite::spriteWithTexture(CCTexture2D *pTexture)
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{
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CCSprite *pobSprite = new CCSprite();
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if (pobSprite && pobSprite->initWithTexture(pTexture))
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{
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pobSprite->autorelease();
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return pobSprite;
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}
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CC_SAFE_DELETE(pobSprite);
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return NULL;
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}
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CCSprite* CCSprite::spriteWithTexture(CCTexture2D *pTexture, const CCRect& rect)
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{
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CCSprite *pobSprite = new CCSprite();
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if (pobSprite && pobSprite->initWithTexture(pTexture, rect))
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{
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pobSprite->autorelease();
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return pobSprite;
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}
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CC_SAFE_DELETE(pobSprite);
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return NULL;
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}
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CCSprite* CCSprite::spriteWithTexture(CCTexture2D *pTexture, const CCRect& rect, const CCPoint& offset)
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{
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CC_UNUSED_PARAM(pTexture);
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CC_UNUSED_PARAM(rect);
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CC_UNUSED_PARAM(offset);
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// not implement
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CCAssert(0, "");
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return NULL;
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}
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CCSprite* CCSprite::spriteWithFile(const char *pszFileName)
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{
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CCSprite *pobSprite = new CCSprite();
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if (pobSprite && pobSprite->initWithFile(pszFileName))
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{
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pobSprite->autorelease();
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return pobSprite;
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}
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CC_SAFE_DELETE(pobSprite);
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return NULL;
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}
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CCSprite* CCSprite::spriteWithFile(const char *pszFileName, const CCRect& rect)
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{
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CCSprite *pobSprite = new CCSprite();
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if (pobSprite && pobSprite->initWithFile(pszFileName, rect))
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{
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pobSprite->autorelease();
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return pobSprite;
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}
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CC_SAFE_DELETE(pobSprite);
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return NULL;
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}
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CCSprite* CCSprite::spriteWithSpriteFrame(CCSpriteFrame *pSpriteFrame)
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{
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CCSprite *pobSprite = new CCSprite();
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if (pobSprite && pobSprite->initWithSpriteFrame(pSpriteFrame))
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{
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pobSprite->autorelease();
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return pobSprite;
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}
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CC_SAFE_DELETE(pobSprite);
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return NULL;
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}
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CCSprite* CCSprite::spriteWithSpriteFrameName(const char *pszSpriteFrameName)
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{
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CCSpriteFrame *pFrame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(pszSpriteFrameName);
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char msg[256] = {0};
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sprintf(msg, "Invalid spriteFrameName: %s", pszSpriteFrameName);
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CCAssert(pFrame != NULL, msg);
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return spriteWithSpriteFrame(pFrame);
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}
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bool CCSprite::init(void)
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{
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m_bDirty = m_bRecursiveDirty = false;
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// by default use "Self Render".
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// if the sprite is added to an batchnode, then it will automatically switch to "SpriteSheet Render"
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useSelfRender();
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m_bOpacityModifyRGB = true;
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m_nOpacity = 255;
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m_sColor = m_sColorUnmodified = ccWHITE;
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m_sBlendFunc.src = CC_BLEND_SRC;
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m_sBlendFunc.dst = CC_BLEND_DST;
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// update texture (calls updateBlendFunc)
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setTexture(NULL);
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// clean the Quad
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memset(&m_sQuad, 0, sizeof(m_sQuad));
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m_bFlipX = m_bFlipY = false;
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// default transform anchor: center
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setAnchorPoint(ccp(0.5f, 0.5f));
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// zwoptex default values
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m_obOffsetPositionInPixels = CCPointZero;
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m_eHonorParentTransform = CC_HONOR_PARENT_TRANSFORM_ALL;
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m_bHasChildren = false;
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// Atlas: Color
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ccColor4B tmpColor = { 255, 255, 255, 255 };
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m_sQuad.bl.colors = tmpColor;
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m_sQuad.br.colors = tmpColor;
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m_sQuad.tl.colors = tmpColor;
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m_sQuad.tr.colors = tmpColor;
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// Atlas: Vertex
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// updated in "useSelfRender"
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// Atlas: TexCoords
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setTextureRectInPixels(CCRectZero, false, CCSizeZero);
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return true;
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}
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bool CCSprite::initWithTexture(CCTexture2D *pTexture, const CCRect& rect)
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{
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CCAssert(pTexture != NULL, "");
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// IMPORTANT: [self init] and not [super init];
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init();
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setTexture(pTexture);
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setTextureRect(rect);
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return true;
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}
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bool CCSprite::initWithTexture(CCTexture2D *pTexture)
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{
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CCAssert(pTexture != NULL, "");
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CCRect rect = CCRectZero;
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rect.size = pTexture->getContentSize();
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return initWithTexture(pTexture, rect);
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}
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bool CCSprite::initWithFile(const char *pszFilename)
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{
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CCAssert(pszFilename != NULL, "");
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CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addImage(pszFilename);
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if (pTexture)
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{
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CCRect rect = CCRectZero;
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rect.size = pTexture->getContentSize();
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return initWithTexture(pTexture, rect);
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}
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// don't release here.
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// when load texture failed, it's better to get a "transparent" sprite then a crashed program
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// this->release();
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return false;
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}
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bool CCSprite::initWithFile(const char *pszFilename, const CCRect& rect)
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{
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CCAssert(pszFilename != NULL, "");
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CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addImage(pszFilename);
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if (pTexture)
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{
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return initWithTexture(pTexture, rect);
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}
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// don't release here.
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// when load texture failed, it's better to get a "transparent" sprite then a crashed program
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// this->release();
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return false;
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}
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bool CCSprite::initWithSpriteFrame(CCSpriteFrame *pSpriteFrame)
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{
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CCAssert(pSpriteFrame != NULL, "");
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bool bRet = initWithTexture(pSpriteFrame->getTexture(), pSpriteFrame->getRect());
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setDisplayFrame(pSpriteFrame);
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return bRet;
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}
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bool CCSprite::initWithSpriteFrameName(const char *pszSpriteFrameName)
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{
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CCAssert(pszSpriteFrameName != NULL, "");
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CCSpriteFrame *pFrame = CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName(pszSpriteFrameName);
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return initWithSpriteFrame(pFrame);
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}
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// XXX: deprecated
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/*
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CCSprite* CCSprite::initWithCGImage(CGImageRef pImage)
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{
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// todo
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// because it is deprecated, so we do not impelment it
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return NULL;
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}
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*/
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/*
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CCSprite* CCSprite::initWithCGImage(CGImageRef pImage, const char *pszKey)
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{
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CCAssert(pImage != NULL);
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// XXX: possible bug. See issue #349. New API should be added
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CCTexture2D *pTexture = CCTextureCache::sharedTextureCache()->addCGImage(pImage, pszKey);
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const CCSize& size = pTexture->getContentSize();
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CCRect rect = CCRectMake(0 ,0, size.width, size.height);
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return initWithTexture(texture, rect);
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}
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*/
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CCSprite::CCSprite(void)
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: m_pobTexture(NULL)
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{
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}
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CCSprite::~CCSprite(void)
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{
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CC_SAFE_RELEASE(m_pobTexture);
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}
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void CCSprite::useSelfRender(void)
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{
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m_uAtlasIndex = CCSpriteIndexNotInitialized;
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m_bUsesBatchNode = false;
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m_pobTextureAtlas = NULL;
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m_pobBatchNode = NULL;
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m_bDirty = m_bRecursiveDirty = false;
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float x1 = 0 + m_obOffsetPositionInPixels.x;
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float y1 = 0 + m_obOffsetPositionInPixels.y;
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float x2 = x1 + m_obRectInPixels.size.width;
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float y2 = y1 + m_obRectInPixels.size.height;
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m_sQuad.bl.vertices = vertex3(x1, y1, 0);
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m_sQuad.br.vertices = vertex3(x2, y1, 0);
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m_sQuad.tl.vertices = vertex3(x1, y2, 0);
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m_sQuad.tr.vertices = vertex3(x2, y2, 0);
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}
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void CCSprite::useBatchNode(CCSpriteBatchNode *batchNode)
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{
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m_bUsesBatchNode = true;
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m_pobTextureAtlas = batchNode->getTextureAtlas(); // weak ref
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m_pobBatchNode = batchNode;
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}
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void CCSprite::setTextureRect(const CCRect& rect)
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{
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CCRect rectInPixels = CC_RECT_POINTS_TO_PIXELS(rect);
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setTextureRectInPixels(rectInPixels, false, rectInPixels.size);
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}
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void CCSprite::setTextureRectInPixels(const CCRect& rect, bool rotated, const CCSize& size)
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{
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m_obRectInPixels = rect;
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m_obRect = CC_RECT_PIXELS_TO_POINTS(rect);
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m_bRectRotated = rotated;
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setContentSizeInPixels(size);
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updateTextureCoords(m_obRectInPixels);
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CCPoint relativeOffsetInPixels = m_obUnflippedOffsetPositionFromCenter;
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// issue #732
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if (m_bFlipX)
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{
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relativeOffsetInPixels.x = -relativeOffsetInPixels.x;
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}
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if (m_bFlipY)
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{
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relativeOffsetInPixels.y = -relativeOffsetInPixels.y;
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}
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m_obOffsetPositionInPixels.x = relativeOffsetInPixels.x + (m_tContentSizeInPixels.width - m_obRectInPixels.size.width) / 2;
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m_obOffsetPositionInPixels.y = relativeOffsetInPixels.y + (m_tContentSizeInPixels.height - m_obRectInPixels.size.height) / 2;
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// rendering using batch node
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if (m_bUsesBatchNode)
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{
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// update dirty_, don't update recursiveDirty_
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m_bDirty = true;
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}
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else
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{
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// self rendering
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// Atlas: Vertex
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float x1 = 0 + m_obOffsetPositionInPixels.x;
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float y1 = 0 + m_obOffsetPositionInPixels.y;
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float x2 = x1 + m_obRectInPixels.size.width;
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float y2 = y1 + m_obRectInPixels.size.height;
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// Don't update Z.
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m_sQuad.bl.vertices = vertex3(x1, y1, 0);
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m_sQuad.br.vertices = vertex3(x2, y1, 0);
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m_sQuad.tl.vertices = vertex3(x1, y2, 0);
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m_sQuad.tr.vertices = vertex3(x2, y2, 0);
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}
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}
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void CCSprite::updateTextureCoords(const CCRect& rect)
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{
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CCTexture2D *tex = m_bUsesBatchNode ? m_pobTextureAtlas->getTexture() : m_pobTexture;
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if (! tex)
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{
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return;
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}
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float atlasWidth = (float)tex->getPixelsWide();
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float atlasHeight = (float)tex->getPixelsHigh();
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float left, right, top, bottom;
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if (m_bRectRotated)
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{
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#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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left = (2*rect.origin.x+1)/(2*atlasWidth);
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right = left+(rect.size.height*2-2)/(2*atlasWidth);
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top = (2*rect.origin.y+1)/(2*atlasHeight);
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bottom = top+(rect.size.width*2-2)/(2*atlasHeight);
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#else
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left = rect.origin.x/atlasWidth;
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right = left+(rect.size.height/atlasWidth);
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top = rect.origin.y/atlasHeight;
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bottom = top+(rect.size.width/atlasHeight);
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#endif // CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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if (m_bFlipX)
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{
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CC_SWAP(top, bottom, float);
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}
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if (m_bFlipY)
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{
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CC_SWAP(left, right, float);
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}
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m_sQuad.bl.texCoords.u = left;
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m_sQuad.bl.texCoords.v = top;
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m_sQuad.br.texCoords.u = left;
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m_sQuad.br.texCoords.v = bottom;
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m_sQuad.tl.texCoords.u = right;
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m_sQuad.tl.texCoords.v = top;
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m_sQuad.tr.texCoords.u = right;
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m_sQuad.tr.texCoords.v = bottom;
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}
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else
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{
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#if CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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left = (2*rect.origin.x+1)/(2*atlasWidth);
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right = left + (rect.size.width*2-2)/(2*atlasWidth);
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top = (2*rect.origin.y+1)/(2*atlasHeight);
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bottom = top + (rect.size.height*2-2)/(2*atlasHeight);
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#else
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left = rect.origin.x/atlasWidth;
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right = left + rect.size.width/atlasWidth;
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top = rect.origin.y/atlasHeight;
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bottom = top + rect.size.height/atlasHeight;
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#endif // ! CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL
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if(m_bFlipX)
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{
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CC_SWAP(left,right,float);
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}
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if(m_bFlipY)
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{
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CC_SWAP(top,bottom,float);
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}
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m_sQuad.bl.texCoords.u = left;
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m_sQuad.bl.texCoords.v = bottom;
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m_sQuad.br.texCoords.u = right;
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m_sQuad.br.texCoords.v = bottom;
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m_sQuad.tl.texCoords.u = left;
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m_sQuad.tl.texCoords.v = top;
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m_sQuad.tr.texCoords.u = right;
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m_sQuad.tr.texCoords.v = top;
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}
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}
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void CCSprite::updateTransform(void)
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{
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CCAssert(m_bUsesBatchNode, "");
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// optimization. Quick return if not dirty
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if (! m_bDirty)
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{
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return;
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}
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CCAffineTransform matrix;
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|
|
// Optimization: if it is not visible, then do nothing
|
|
if (! m_bIsVisible)
|
|
{
|
|
m_sQuad.br.vertices = m_sQuad.tl.vertices = m_sQuad.tr.vertices = m_sQuad.bl.vertices = vertex3(0,0,0);
|
|
m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex);
|
|
m_bDirty = m_bRecursiveDirty = false;
|
|
return;
|
|
}
|
|
|
|
// Optimization: If parent is batchnode, or parent is nil
|
|
// build Affine transform manually
|
|
if (! m_pParent || m_pParent == m_pobBatchNode)
|
|
{
|
|
float radians = -CC_DEGREES_TO_RADIANS(m_fRotation);
|
|
float c = cosf(radians);
|
|
float s = sinf(radians);
|
|
|
|
matrix = CCAffineTransformMake(c * m_fScaleX, s * m_fScaleX,
|
|
-s * m_fScaleY, c * m_fScaleY,
|
|
m_tPositionInPixels.x, m_tPositionInPixels.y);
|
|
if( m_fSkewX || m_fSkewY )
|
|
{
|
|
CCAffineTransform skewMatrix = CCAffineTransformMake(1.0f, tanf(CC_DEGREES_TO_RADIANS(m_fSkewY)),
|
|
tanf(CC_DEGREES_TO_RADIANS(m_fSkewX)), 1.0f,
|
|
0.0f, 0.0f);
|
|
matrix = CCAffineTransformConcat(skewMatrix, matrix);
|
|
}
|
|
matrix = CCAffineTransformTranslate(matrix, -m_tAnchorPointInPixels.x, -m_tAnchorPointInPixels.y);
|
|
} else // parent_ != batchNode_
|
|
{
|
|
// else do affine transformation according to the HonorParentTransform
|
|
matrix = CCAffineTransformIdentity;
|
|
ccHonorParentTransform prevHonor = CC_HONOR_PARENT_TRANSFORM_ALL;
|
|
|
|
for (CCNode *p = this; p && p != m_pobBatchNode; p = p->getParent())
|
|
{
|
|
// Might happen. Issue #1053
|
|
// how to implement, we can not use dynamic
|
|
// CCAssert( [p isKindOfClass:[CCSprite class]], @"CCSprite should be a CCSprite subclass. Probably you initialized an sprite with a batchnode, but you didn't add it to the batch node." );
|
|
struct transformValues_ tv;
|
|
((CCSprite*)p)->getTransformValues(&tv);
|
|
|
|
// If any of the parents are not visible, then don't draw this node
|
|
if (! tv.visible)
|
|
{
|
|
m_sQuad.br.vertices = m_sQuad.tl.vertices = m_sQuad.tr.vertices = m_sQuad.bl.vertices = vertex3(0,0,0);
|
|
m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex);
|
|
m_bDirty = m_bRecursiveDirty = false;
|
|
|
|
return;
|
|
}
|
|
|
|
CCAffineTransform newMatrix = CCAffineTransformIdentity;
|
|
|
|
// 2nd: Translate, Skew, Rotate, Scale
|
|
if( prevHonor & CC_HONOR_PARENT_TRANSFORM_TRANSLATE )
|
|
{
|
|
newMatrix = CCAffineTransformTranslate(newMatrix, tv.pos.x, tv.pos.y);
|
|
}
|
|
|
|
if( prevHonor & CC_HONOR_PARENT_TRANSFORM_ROTATE )
|
|
{
|
|
newMatrix = CCAffineTransformRotate(newMatrix, -CC_DEGREES_TO_RADIANS(tv.rotation));
|
|
}
|
|
|
|
if ( prevHonor & CC_HONOR_PARENT_TRANSFORM_SKEW )
|
|
{
|
|
CCAffineTransform skew = CCAffineTransformMake(1.0f, tanf(CC_DEGREES_TO_RADIANS(tv.skew.y)), tanf(CC_DEGREES_TO_RADIANS(tv.skew.x)), 1.0f, 0.0f, 0.0f);
|
|
// apply the skew to the transform
|
|
newMatrix = CCAffineTransformConcat(skew, newMatrix);
|
|
}
|
|
|
|
if( prevHonor & CC_HONOR_PARENT_TRANSFORM_SCALE )
|
|
{
|
|
newMatrix = CCAffineTransformScale(newMatrix, tv.scale.x, tv.scale.y);
|
|
}
|
|
|
|
// 3rd: Translate anchor point
|
|
newMatrix = CCAffineTransformTranslate(newMatrix, -tv.ap.x, -tv.ap.y);
|
|
|
|
// 4th: Matrix multiplication
|
|
matrix = CCAffineTransformConcat( matrix, newMatrix);
|
|
|
|
prevHonor = ((CCSprite*)p)->getHonorParentTransform();
|
|
}
|
|
}
|
|
|
|
//
|
|
// calculate the Quad based on the Affine Matrix
|
|
//
|
|
CCSize size = m_obRectInPixels.size;
|
|
|
|
float x1 = m_obOffsetPositionInPixels.x;
|
|
float y1 = m_obOffsetPositionInPixels.y;
|
|
|
|
float x2 = x1 + size.width;
|
|
float y2 = y1 + size.height;
|
|
float x = matrix.tx;
|
|
float y = matrix.ty;
|
|
|
|
float cr = matrix.a;
|
|
float sr = matrix.b;
|
|
float cr2 = matrix.d;
|
|
float sr2 = -matrix.c;
|
|
float ax = x1 * cr - y1 * sr2 + x;
|
|
float ay = x1 * sr + y1 * cr2 + y;
|
|
|
|
float bx = x2 * cr - y1 * sr2 + x;
|
|
float by = x2 * sr + y1 * cr2 + y;
|
|
|
|
float cx = x2 * cr - y2 * sr2 + x;
|
|
float cy = x2 * sr + y2 * cr2 + y;
|
|
|
|
float dx = x1 * cr - y2 * sr2 + x;
|
|
float dy = x1 * sr + y2 * cr2 + y;
|
|
|
|
m_sQuad.bl.vertices = vertex3((float)RENDER_IN_SUBPIXEL(ax), (float)RENDER_IN_SUBPIXEL(ay), m_fVertexZ);
|
|
m_sQuad.br.vertices = vertex3((float)RENDER_IN_SUBPIXEL(bx), (float)RENDER_IN_SUBPIXEL(by), m_fVertexZ);
|
|
m_sQuad.tl.vertices = vertex3((float)RENDER_IN_SUBPIXEL(dx), (float)RENDER_IN_SUBPIXEL(dy), m_fVertexZ);
|
|
m_sQuad.tr.vertices = vertex3((float)RENDER_IN_SUBPIXEL(cx), (float)RENDER_IN_SUBPIXEL(cy), m_fVertexZ);
|
|
|
|
m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex);
|
|
m_bDirty = m_bRecursiveDirty = false;
|
|
}
|
|
|
|
// XXX: Optimization: instead of calling 5 times the parent sprite to obtain: position, scale.x, scale.y, anchorpoint and rotation,
|
|
// this fuction return the 5 values in 1 single call
|
|
void CCSprite::getTransformValues(struct transformValues_ *tv)
|
|
{
|
|
tv->pos = m_tPositionInPixels;
|
|
tv->scale.x = m_fScaleX;
|
|
tv->scale.y = m_fScaleY;
|
|
tv->rotation = m_fRotation;
|
|
tv->skew.x = m_fSkewX;
|
|
tv->skew.y = m_fSkewY;
|
|
tv->ap = m_tAnchorPointInPixels;
|
|
tv->visible = m_bIsVisible;
|
|
}
|
|
|
|
// draw
|
|
|
|
void CCSprite::draw(void)
|
|
{
|
|
CCNode::draw();
|
|
|
|
CCAssert(! m_bUsesBatchNode, "");
|
|
|
|
// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
|
|
// Needed states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
|
|
// Unneeded states: -
|
|
bool newBlend = m_sBlendFunc.src != CC_BLEND_SRC || m_sBlendFunc.dst != CC_BLEND_DST;
|
|
if (newBlend)
|
|
{
|
|
glBlendFunc(m_sBlendFunc.src, m_sBlendFunc.dst);
|
|
}
|
|
|
|
#define kQuadSize sizeof(m_sQuad.bl)
|
|
if (m_pobTexture)
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, m_pobTexture->getName());
|
|
}
|
|
else
|
|
{
|
|
glBindTexture(GL_TEXTURE_2D, 0);
|
|
}
|
|
|
|
long offset = (long)&m_sQuad;
|
|
|
|
// vertex
|
|
int diff = offsetof(ccV3F_C4B_T2F, vertices);
|
|
glVertexPointer(3, GL_FLOAT, kQuadSize, (void*)(offset + diff));
|
|
|
|
// color
|
|
diff = offsetof( ccV3F_C4B_T2F, colors);
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, kQuadSize, (void*)(offset + diff));
|
|
|
|
// tex coords
|
|
diff = offsetof( ccV3F_C4B_T2F, texCoords);
|
|
glTexCoordPointer(2, GL_FLOAT, kQuadSize, (void*)(offset + diff));
|
|
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
|
|
if( newBlend )
|
|
{
|
|
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
|
|
}
|
|
|
|
#if CC_SPRITE_DEBUG_DRAW == 1
|
|
// draw bounding box
|
|
CCSize s = m_tContentSize;
|
|
CCPoint vertices[4] = {
|
|
ccp(0,0), ccp(s.width,0),
|
|
ccp(s.width,s.height), ccp(0,s.height)
|
|
};
|
|
ccDrawPoly(vertices, 4, true);
|
|
#elif CC_SPRITE_DEBUG_DRAW == 2
|
|
// draw texture box
|
|
const CCSize& s = m_obRect.size;
|
|
const CCPoint& offsetPix = getOffsetPositionInPixels();
|
|
CCPoint vertices[4] = {
|
|
ccp(offsetPix.x,offsetPix.y), ccp(offsetPix.x+s.width,offsetPix.y),
|
|
ccp(offsetPix.x+s.width,offsetPix.y+s.height), ccp(offsetPix.x,offsetPix.y+s.height)
|
|
};
|
|
ccDrawPoly(vertices, 4, true);
|
|
#endif // CC_SPRITE_DEBUG_DRAW
|
|
}
|
|
|
|
// CCNode overrides
|
|
|
|
void CCSprite::addChild(CCNode* pChild)
|
|
{
|
|
CCNode::addChild(pChild);
|
|
}
|
|
|
|
void CCSprite::addChild(CCNode *pChild, int zOrder)
|
|
{
|
|
CCNode::addChild(pChild, zOrder);
|
|
}
|
|
|
|
void CCSprite::addChild(CCNode *pChild, int zOrder, int tag)
|
|
{
|
|
CCAssert(pChild != NULL, "");
|
|
CCNode::addChild(pChild, zOrder, tag);
|
|
|
|
if (m_bUsesBatchNode)
|
|
{
|
|
CCAssert(((CCSprite*)pChild)->getTexture()->getName() == m_pobTextureAtlas->getTexture()->getName(), "");
|
|
unsigned int index = m_pobBatchNode->atlasIndexForChild((CCSprite*)(pChild), zOrder);
|
|
m_pobBatchNode->insertChild((CCSprite*)(pChild), index);
|
|
}
|
|
|
|
m_bHasChildren = true;
|
|
}
|
|
|
|
void CCSprite::reorderChild(CCNode *pChild, int zOrder)
|
|
{
|
|
CCAssert(pChild != NULL, "");
|
|
CCAssert(m_pChildren->containsObject(pChild), "");
|
|
|
|
if (zOrder == pChild->getZOrder())
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (m_bUsesBatchNode)
|
|
{
|
|
// XXX: Instead of removing/adding, it is more efficient to reorder manually
|
|
pChild->retain();
|
|
removeChild(pChild, false);
|
|
addChild(pChild, zOrder);
|
|
pChild->release();
|
|
}
|
|
else
|
|
{
|
|
CCNode::reorderChild(pChild, zOrder);
|
|
}
|
|
}
|
|
|
|
void CCSprite::removeChild(CCNode *pChild, bool bCleanup)
|
|
{
|
|
if (m_bUsesBatchNode)
|
|
{
|
|
m_pobBatchNode->removeSpriteFromAtlas((CCSprite*)(pChild));
|
|
}
|
|
|
|
CCNode::removeChild(pChild, bCleanup);
|
|
|
|
}
|
|
|
|
void CCSprite::removeAllChildrenWithCleanup(bool bCleanup)
|
|
{
|
|
if (m_bUsesBatchNode)
|
|
{
|
|
CCObject* pObject = NULL;
|
|
CCARRAY_FOREACH(m_pChildren, pObject)
|
|
{
|
|
CCSprite* pChild = dynamic_cast<CCSprite*>(pObject);
|
|
if (pChild)
|
|
{
|
|
m_pobBatchNode->removeSpriteFromAtlas(pChild);
|
|
}
|
|
}
|
|
}
|
|
|
|
CCNode::removeAllChildrenWithCleanup(bCleanup);
|
|
|
|
m_bHasChildren = false;
|
|
}
|
|
|
|
//
|
|
// CCNode property overloads
|
|
// used only when parent is CCSpriteBatchNode
|
|
//
|
|
|
|
void CCSprite::setDirtyRecursively(bool bValue)
|
|
{
|
|
m_bDirty = m_bRecursiveDirty = bValue;
|
|
// recursively set dirty
|
|
if (m_bHasChildren)
|
|
{
|
|
CCObject* pObject = NULL;
|
|
CCARRAY_FOREACH(m_pChildren, pObject)
|
|
{
|
|
CCSprite* pChild = dynamic_cast<CCSprite*>(pObject);
|
|
if (pChild)
|
|
{
|
|
pChild->setDirtyRecursively(true);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// XXX HACK: optimization
|
|
#define SET_DIRTY_RECURSIVELY() { \
|
|
if (m_bUsesBatchNode && ! m_bRecursiveDirty) { \
|
|
m_bDirty = m_bRecursiveDirty = true; \
|
|
if ( m_bHasChildren) \
|
|
setDirtyRecursively(true); \
|
|
} \
|
|
}
|
|
|
|
void CCSprite::setPosition(const CCPoint& pos)
|
|
{
|
|
CCNode::setPosition(pos);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void CCSprite::setPositionInPixels(const CCPoint& pos)
|
|
{
|
|
CCNode::setPositionInPixels(pos);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void CCSprite::setRotation(float fRotation)
|
|
{
|
|
CCNode::setRotation(fRotation);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void CCSprite::setSkewX(float sx)
|
|
{
|
|
CCNode::setSkewX(sx);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void CCSprite::setSkewY(float sy)
|
|
{
|
|
CCNode::setSkewY(sy);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void CCSprite::setScaleX(float fScaleX)
|
|
{
|
|
CCNode::setScaleX(fScaleX);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void CCSprite::setScaleY(float fScaleY)
|
|
{
|
|
CCNode::setScaleY(fScaleY);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void CCSprite::setScale(float fScale)
|
|
{
|
|
CCNode::setScale(fScale);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void CCSprite::setVertexZ(float fVertexZ)
|
|
{
|
|
CCNode::setVertexZ(fVertexZ);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void CCSprite::setAnchorPoint(const CCPoint& anchor)
|
|
{
|
|
CCNode::setAnchorPoint(anchor);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void CCSprite::setIsRelativeAnchorPoint(bool bRelative)
|
|
{
|
|
CCAssert(! m_bUsesBatchNode, "");
|
|
CCNode::setIsRelativeAnchorPoint(bRelative);
|
|
}
|
|
|
|
void CCSprite::setIsVisible(bool bVisible)
|
|
{
|
|
CCNode::setIsVisible(bVisible);
|
|
SET_DIRTY_RECURSIVELY();
|
|
}
|
|
|
|
void CCSprite::setFlipX(bool bFlipX)
|
|
{
|
|
if (m_bFlipX != bFlipX)
|
|
{
|
|
m_bFlipX = bFlipX;
|
|
setTextureRectInPixels(m_obRectInPixels, m_bRectRotated, m_tContentSizeInPixels);
|
|
}
|
|
}
|
|
|
|
bool CCSprite::isFlipX(void)
|
|
{
|
|
return m_bFlipX;
|
|
}
|
|
|
|
void CCSprite::setFlipY(bool bFlipY)
|
|
{
|
|
if (m_bFlipY != bFlipY)
|
|
{
|
|
m_bFlipY = bFlipY;
|
|
setTextureRectInPixels(m_obRectInPixels, m_bRectRotated, m_tContentSizeInPixels);
|
|
}
|
|
}
|
|
|
|
bool CCSprite::isFlipY(void)
|
|
{
|
|
return m_bFlipY;
|
|
}
|
|
|
|
//
|
|
// RGBA protocol
|
|
//
|
|
|
|
void CCSprite::updateColor(void)
|
|
{
|
|
ccColor4B color4 = { m_sColor.r, m_sColor.g, m_sColor.b, m_nOpacity };
|
|
|
|
m_sQuad.bl.colors = color4;
|
|
m_sQuad.br.colors = color4;
|
|
m_sQuad.tl.colors = color4;
|
|
m_sQuad.tr.colors = color4;
|
|
|
|
// renders using Sprite Manager
|
|
if (m_bUsesBatchNode)
|
|
{
|
|
if (m_uAtlasIndex != CCSpriteIndexNotInitialized)
|
|
{
|
|
m_pobTextureAtlas->updateQuad(&m_sQuad, m_uAtlasIndex);
|
|
}
|
|
else
|
|
{
|
|
// no need to set it recursively
|
|
// update dirty_, don't update recursiveDirty_
|
|
m_bDirty = true;
|
|
}
|
|
}
|
|
|
|
// self render
|
|
// do nothing
|
|
}
|
|
|
|
GLubyte CCSprite::getOpacity(void)
|
|
{
|
|
return m_nOpacity;
|
|
}
|
|
|
|
void CCSprite::setOpacity(GLubyte opacity)
|
|
{
|
|
m_nOpacity = opacity;
|
|
|
|
// special opacity for premultiplied textures
|
|
if (m_bOpacityModifyRGB)
|
|
{
|
|
setColor(m_sColorUnmodified);
|
|
}
|
|
|
|
updateColor();
|
|
}
|
|
|
|
const ccColor3B& CCSprite::getColor(void)
|
|
{
|
|
if (m_bOpacityModifyRGB)
|
|
{
|
|
return m_sColorUnmodified;
|
|
}
|
|
|
|
return m_sColor;
|
|
}
|
|
|
|
void CCSprite::setColor(const ccColor3B& color3)
|
|
{
|
|
m_sColor = m_sColorUnmodified = color3;
|
|
|
|
if (m_bOpacityModifyRGB)
|
|
{
|
|
m_sColor.r = color3.r * m_nOpacity/255;
|
|
m_sColor.g = color3.g * m_nOpacity/255;
|
|
m_sColor.b = color3.b * m_nOpacity/255;
|
|
}
|
|
|
|
updateColor();
|
|
}
|
|
|
|
void CCSprite::setIsOpacityModifyRGB(bool bValue)
|
|
{
|
|
ccColor3B oldColor = m_sColor;
|
|
m_bOpacityModifyRGB = bValue;
|
|
m_sColor = oldColor;
|
|
}
|
|
|
|
bool CCSprite::getIsOpacityModifyRGB(void)
|
|
{
|
|
return m_bOpacityModifyRGB;
|
|
}
|
|
|
|
// Frames
|
|
|
|
void CCSprite::setDisplayFrame(CCSpriteFrame *pNewFrame)
|
|
{
|
|
m_obUnflippedOffsetPositionFromCenter = pNewFrame->getOffsetInPixels();
|
|
|
|
CCTexture2D *pNewTexture = pNewFrame->getTexture();
|
|
// update texture before updating texture rect
|
|
if (pNewTexture != m_pobTexture)
|
|
{
|
|
setTexture(pNewTexture);
|
|
}
|
|
|
|
// update rect
|
|
m_bRectRotated = pNewFrame->isRotated();
|
|
setTextureRectInPixels(pNewFrame->getRectInPixels(), pNewFrame->isRotated(), pNewFrame->getOriginalSizeInPixels());
|
|
}
|
|
|
|
void CCSprite::setDisplayFrameWithAnimationName(const char *animationName, int frameIndex)
|
|
{
|
|
CCAssert(animationName, "");
|
|
|
|
CCAnimation *a = CCAnimationCache::sharedAnimationCache()->animationByName(animationName);
|
|
|
|
CCAssert(a, "");
|
|
|
|
CCSpriteFrame *frame = a->getFrames()->getObjectAtIndex(frameIndex);
|
|
|
|
CCAssert(frame, "");
|
|
|
|
setDisplayFrame(frame);
|
|
}
|
|
|
|
bool CCSprite::isFrameDisplayed(CCSpriteFrame *pFrame)
|
|
{
|
|
CCRect r = pFrame->getRect();
|
|
|
|
return (CCRect::CCRectEqualToRect(r, m_obRect) &&
|
|
pFrame->getTexture()->getName() == m_pobTexture->getName());
|
|
}
|
|
|
|
CCSpriteFrame* CCSprite::displayedFrame(void)
|
|
{
|
|
return CCSpriteFrame::frameWithTexture(m_pobTexture,
|
|
m_obRectInPixels,
|
|
m_bRectRotated,
|
|
m_obUnflippedOffsetPositionFromCenter,
|
|
m_tContentSizeInPixels);
|
|
}
|
|
|
|
// Texture protocol
|
|
|
|
void CCSprite::updateBlendFunc(void)
|
|
{
|
|
CCAssert (! m_bUsesBatchNode, "CCSprite: updateBlendFunc doesn't work when the sprite is rendered using a CCSpriteSheet");
|
|
|
|
// it's possible to have an untextured sprite
|
|
if (! m_pobTexture || ! m_pobTexture->getHasPremultipliedAlpha())
|
|
{
|
|
m_sBlendFunc.src = GL_SRC_ALPHA;
|
|
m_sBlendFunc.dst = GL_ONE_MINUS_SRC_ALPHA;
|
|
setIsOpacityModifyRGB(false);
|
|
}
|
|
else
|
|
{
|
|
m_sBlendFunc.src = CC_BLEND_SRC;
|
|
m_sBlendFunc.dst = CC_BLEND_DST;
|
|
setIsOpacityModifyRGB(true);
|
|
}
|
|
}
|
|
|
|
void CCSprite::setTexture(CCTexture2D *texture)
|
|
{
|
|
// CCSprite: setTexture doesn't work when the sprite is rendered using a CCSpriteSheet
|
|
CCAssert(! m_bUsesBatchNode, "setTexture doesn't work when the sprite is rendered using a CCSpriteSheet");
|
|
|
|
// we can not use RTTI, so we do not known the type of object
|
|
// accept texture==nil as argument
|
|
/*CCAssert((! texture) || dynamic_cast<CCTexture2D*>(texture));*/
|
|
|
|
CC_SAFE_RELEASE(m_pobTexture);
|
|
|
|
m_pobTexture = texture;
|
|
if (texture)
|
|
{
|
|
texture->retain();
|
|
}
|
|
|
|
updateBlendFunc();
|
|
}
|
|
|
|
CCTexture2D* CCSprite::getTexture(void)
|
|
{
|
|
return m_pobTexture;
|
|
}
|
|
}//namespace cocos2d
|