axmol/cocos/ui/CCProtectedNode.cpp

414 lines
11 KiB
C++

/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2009 Valentin Milea
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2014 Chukong Technologies Inc.
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 "CCProtectedNode.h"
#include "base/CCDirector.h"
#if CC_USE_PHYSICS
#include "physics/CCPhysicsBody.h"
#endif
#include "2d/CCScene.h"
NS_CC_BEGIN
ProtectedNode::ProtectedNode() : _reorderProtectedChildDirty(false)
{
}
ProtectedNode::~ProtectedNode()
{
CCLOGINFO( "deallocing ProtectedNode: %p - tag: %i", this, _tag );
}
ProtectedNode * ProtectedNode::create(void)
{
ProtectedNode * ret = new ProtectedNode();
if (ret && ret->init())
{
ret->autorelease();
}
else
{
CC_SAFE_DELETE(ret);
}
return ret;
}
void ProtectedNode::cleanup()
{
Node::cleanup();
// timers
for( const auto &child: _protectedChildren)
child->cleanup();
}
void ProtectedNode::addProtectedChild(cocos2d::Node *child)
{
addProtectedChild(child, child->getLocalZOrder(), child->getTag());
}
void ProtectedNode::addProtectedChild(cocos2d::Node *child, int localZOrder)
{
addProtectedChild(child, localZOrder, child->getTag());
}
/* "add" logic MUST only be on this method
* If a class want's to extend the 'addChild' behavior it only needs
* to override this method
*/
void ProtectedNode::addProtectedChild(Node *child, int zOrder, int tag)
{
CCASSERT( child != nullptr, "Argument must be non-nil");
CCASSERT( child->getParent() == nullptr, "child already added. It can't be added again");
if (_protectedChildren.empty())
{
_protectedChildren.reserve(4);
}
this->insertProtectedChild(child, zOrder);
child->setTag(tag);
child->setParent(this);
child->setOrderOfArrival(s_globalOrderOfArrival++);
#if CC_USE_PHYSICS
// Recursive add children with which have physics body.
for (Node* node = this; node != nullptr; node = node->getParent())
{
Scene* scene = dynamic_cast<Scene*>(node);
if (scene != nullptr && scene->getPhysicsWorld() != nullptr)
{
scene->addChildToPhysicsWorld(child);
break;
}
}
#endif
if( _running )
{
child->onEnter();
// prevent onEnterTransitionDidFinish to be called twice when a node is added in onEnter
if (_isTransitionFinished) {
child->onEnterTransitionDidFinish();
}
}
if (_cascadeColorEnabled)
{
updateCascadeColor();
}
if (_cascadeOpacityEnabled)
{
updateCascadeOpacity();
}
}
Node* ProtectedNode::getProtectedChildByTag(int tag)
{
CCASSERT( tag != Node::INVALID_TAG, "Invalid tag");
for (auto& child : _protectedChildren)
{
if(child && child->getTag() == tag)
return child;
}
return nullptr;
}
/* "remove" logic MUST only be on this method
* If a class want's to extend the 'removeChild' behavior it only needs
* to override this method
*/
void ProtectedNode::removeProtectedChild(cocos2d::Node *child, bool cleanup)
{
// explicit nil handling
if (_protectedChildren.empty())
{
return;
}
ssize_t index = _protectedChildren.getIndex(child);
if( index != CC_INVALID_INDEX )
{
// IMPORTANT:
// -1st do onExit
// -2nd cleanup
if (_running)
{
child->onExitTransitionDidStart();
child->onExit();
}
#if CC_USE_PHYSICS
if (child->getPhysicsBody() != nullptr)
{
child->getPhysicsBody()->removeFromWorld();
}
#endif
// If you don't do cleanup, the child's actions will not get removed and the
// its scheduledSelectors_ dict will not get released!
if (cleanup)
{
child->cleanup();
}
// set parent nil at the end
child->setParent(nullptr);
_protectedChildren.erase(index);
}
}
void ProtectedNode::removeAllProtectedChildren()
{
removeAllProtectedChildrenWithCleanup(true);
}
void ProtectedNode::removeAllProtectedChildrenWithCleanup(bool cleanup)
{
// not using detachChild improves speed here
for (auto& child : _protectedChildren)
{
// IMPORTANT:
// -1st do onExit
// -2nd cleanup
if(_running)
{
child->onExitTransitionDidStart();
child->onExit();
}
#if CC_USE_PHYSICS
if (child->getPhysicsBody() != nullptr)
{
child->getPhysicsBody()->removeFromWorld();
}
#endif
if (cleanup)
{
child->cleanup();
}
// set parent nil at the end
child->setParent(nullptr);
}
_protectedChildren.clear();
}
void ProtectedNode::removeProtectedChildByTag(int tag, bool cleanup)
{
CCASSERT( tag != Node::INVALID_TAG, "Invalid tag");
Node *child = this->getProtectedChildByTag(tag);
if (child == nullptr)
{
CCLOG("cocos2d: removeChildByTag(tag = %d): child not found!", tag);
}
else
{
this->removeProtectedChild(child, cleanup);
}
}
// helper used by reorderChild & add
void ProtectedNode::insertProtectedChild(cocos2d::Node *child, int z)
{
_reorderProtectedChildDirty = true;
_protectedChildren.pushBack(child);
child->_setLocalZOrder(z);
}
void ProtectedNode::sortAllProtectedChildren()
{
if( _reorderProtectedChildDirty ) {
std::sort( std::begin(_protectedChildren), std::end(_protectedChildren), nodeComparisonLess );
_reorderProtectedChildDirty = false;
}
}
void ProtectedNode::reorderProtectedChild(cocos2d::Node *child, int localZOrder)
{
CCASSERT( child != nullptr, "Child must be non-nil");
_reorderProtectedChildDirty = true;
child->setOrderOfArrival(s_globalOrderOfArrival++);
child->_setLocalZOrder(localZOrder);
}
void ProtectedNode::visit(Renderer* renderer, const Matrix &parentTransform, bool parentTransformUpdated)
{
// quick return if not visible. children won't be drawn.
if (!_visible)
{
return;
}
bool dirty = _transformUpdated || parentTransformUpdated;
if(dirty)
_modelViewTransform = this->transform(parentTransform);
_transformUpdated = false;
// IMPORTANT:
// To ease the migration to v3.0, we still support the Matrix stack,
// but it is deprecated and your code should not rely on it
Director* director = Director::getInstance();
CCASSERT(nullptr != director, "Director is null when seting matrix stack");
director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
int i = 0; // used by _children
int j = 0; // used by _protectedChildren
sortAllChildren();
sortAllProtectedChildren();
//
// draw children and protectedChildren zOrder < 0
//
for( ; i < _children.size(); i++ )
{
auto node = _children.at(i);
if ( node && node->getLocalZOrder() < 0 )
node->visit(renderer, _modelViewTransform, dirty);
else
break;
}
for( ; j < _protectedChildren.size(); j++ )
{
auto node = _protectedChildren.at(j);
if ( node && node->getLocalZOrder() < 0 )
node->visit(renderer, _modelViewTransform, dirty);
else
break;
}
//
// draw self
//
this->draw(renderer, _modelViewTransform, dirty);
//
// draw children and protectedChildren zOrder >= 0
//
for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
(*it)->visit(renderer, _modelViewTransform, dirty);
for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
(*it)->visit(renderer, _modelViewTransform, dirty);
// reset for next frame
_orderOfArrival = 0;
director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
void ProtectedNode::onEnter()
{
Node::onEnter();
for( const auto &child: _protectedChildren)
child->onEnter();
}
void ProtectedNode::onEnterTransitionDidFinish()
{
Node::onEnterTransitionDidFinish();
for( const auto &child: _protectedChildren)
child->onEnterTransitionDidFinish();
}
void ProtectedNode::onExitTransitionDidStart()
{
Node::onExitTransitionDidStart();
for( const auto &child: _protectedChildren)
child->onExitTransitionDidStart();
}
void ProtectedNode::onExit()
{
Node::onExit();
for( const auto &child: _protectedChildren)
child->onExit();
}
void ProtectedNode::updateDisplayedOpacity(GLubyte parentOpacity)
{
_displayedOpacity = _realOpacity * parentOpacity/255.0;
updateColor();
if (_cascadeOpacityEnabled)
{
for(auto child : _children){
child->updateDisplayedOpacity(_displayedOpacity);
}
for(auto child : _protectedChildren){
child->updateDisplayedOpacity(_displayedOpacity);
}
}
}
void ProtectedNode::updateDisplayedColor(const Color3B& parentColor)
{
_displayedColor.r = _realColor.r * parentColor.r/255.0;
_displayedColor.g = _realColor.g * parentColor.g/255.0;
_displayedColor.b = _realColor.b * parentColor.b/255.0;
updateColor();
if (_cascadeColorEnabled)
{
for(const auto &child : _children){
child->updateDisplayedColor(_displayedColor);
}
for(const auto &child : _protectedChildren){
child->updateDisplayedColor(_displayedColor);
}
}
}
void ProtectedNode::disableCascadeColor()
{
for(auto child : _children){
child->updateDisplayedColor(Color3B::WHITE);
}
for(auto child : _protectedChildren){
child->updateDisplayedColor(Color3B::WHITE);
}
}
NS_CC_END