mirror of https://github.com/axmolengine/axmol.git
1573 lines
42 KiB
C++
1573 lines
42 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2013 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmolengine.github.io/
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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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// cocos2d includes
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#include "base/Director.h"
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// standard includes
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#include <string>
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#include "2d/SpriteFrameCache.h"
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#include "platform/FileUtils.h"
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#include "2d/ActionManager.h"
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#include "2d/FontFNT.h"
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#include "2d/FontAtlasCache.h"
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#include "2d/AnimationCache.h"
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#include "2d/Transition.h"
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#include "2d/FontFreeType.h"
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#include "2d/LabelAtlas.h"
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#include "renderer/TextureCache.h"
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#include "renderer/Renderer.h"
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#include "renderer/RenderState.h"
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#include "2d/Camera.h"
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#include "base/UserDefault.h"
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#include "base/Utils.h"
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#include "base/FPSImages.h"
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#include "base/Scheduler.h"
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#include "base/Macros.h"
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#include "base/EventDispatcher.h"
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#include "base/EventCustom.h"
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#include "base/Console.h"
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#include "base/AutoreleasePool.h"
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#include "base/Configuration.h"
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#include "base/AsyncTaskPool.h"
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#include "base/ObjectFactory.h"
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#include "platform/Application.h"
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#include "audio/AudioEngine.h"
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#if AX_ENABLE_SCRIPT_BINDING
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# include "base/ScriptSupport.h"
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#endif
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using namespace std;
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NS_AX_BEGIN
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// FIXME: it should be a Director ivar. Move it there once support for multiple directors is added
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// singleton stuff
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static Director* s_SharedDirector = nullptr;
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#define kDefaultFPS 60 // 60 frames per second
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const char* Director::EVENT_BEFORE_SET_NEXT_SCENE = "director_before_set_next_scene";
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const char* Director::EVENT_AFTER_SET_NEXT_SCENE = "director_after_set_next_scene";
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const char* Director::EVENT_PROJECTION_CHANGED = "director_projection_changed";
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const char* Director::EVENT_AFTER_DRAW = "director_after_draw";
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const char* Director::EVENT_AFTER_VISIT = "director_after_visit";
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const char* Director::EVENT_BEFORE_UPDATE = "director_before_update";
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const char* Director::EVENT_AFTER_UPDATE = "director_after_update";
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const char* Director::EVENT_RESET = "director_reset";
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const char* Director::EVENT_BEFORE_DRAW = "director_before_draw";
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Director* Director::getInstance()
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{
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if (!s_SharedDirector)
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{
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s_SharedDirector = new Director;
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AXASSERT(s_SharedDirector, "FATAL: Not enough memory");
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s_SharedDirector->init();
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}
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return s_SharedDirector;
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}
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Director::Director() {}
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bool Director::init()
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{
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setDefaultValues();
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_scenesStack.reserve(15);
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// FPS
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_lastUpdate = std::chrono::steady_clock::now();
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_console = new Console;
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// scheduler
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_scheduler = new Scheduler();
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// action manager
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_actionManager = new ActionManager();
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_scheduler->scheduleUpdate(_actionManager, Scheduler::PRIORITY_SYSTEM, false);
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_eventDispatcher = new EventDispatcher();
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_beforeSetNextScene = new EventCustom(EVENT_BEFORE_SET_NEXT_SCENE);
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_beforeSetNextScene->setUserData(this);
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_afterSetNextScene = new EventCustom(EVENT_AFTER_SET_NEXT_SCENE);
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_afterSetNextScene->setUserData(this);
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_eventAfterDraw = new EventCustom(EVENT_AFTER_DRAW);
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_eventAfterDraw->setUserData(this);
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_eventBeforeDraw = new EventCustom(EVENT_BEFORE_DRAW);
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_eventBeforeDraw->setUserData(this);
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_eventAfterVisit = new EventCustom(EVENT_AFTER_VISIT);
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_eventAfterVisit->setUserData(this);
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_eventBeforeUpdate = new EventCustom(EVENT_BEFORE_UPDATE);
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_eventBeforeUpdate->setUserData(this);
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_eventAfterUpdate = new EventCustom(EVENT_AFTER_UPDATE);
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_eventAfterUpdate->setUserData(this);
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_eventProjectionChanged = new EventCustom(EVENT_PROJECTION_CHANGED);
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_eventProjectionChanged->setUserData(this);
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_eventResetDirector = new EventCustom(EVENT_RESET);
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// init TextureCache
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initTextureCache();
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initMatrixStack();
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_renderer = new Renderer;
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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// listen the event that renderer was recreated on Android/WP8
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_rendererRecreatedListener = EventListenerCustom::create(
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EVENT_RENDERER_RECREATED, [this](EventCustom*) {
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_isStatusLabelUpdated = true; // Force recreation of textures
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});
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_eventDispatcher->addEventListenerWithFixedPriority(_rendererRecreatedListener, -1);
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#endif
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return true;
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}
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Director::~Director()
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{
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AXLOGINFO("deallocing Director: %p", this);
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#if AX_ENABLE_CACHE_TEXTURE_DATA
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_eventDispatcher->removeEventListener(_rendererRecreatedListener);
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_rendererRecreatedListener = nullptr;
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#endif
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AX_SAFE_RELEASE(_FPSLabel);
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AX_SAFE_RELEASE(_drawnVerticesLabel);
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AX_SAFE_RELEASE(_drawnBatchesLabel);
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AX_SAFE_RELEASE(_runningScene);
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AX_SAFE_RELEASE(_notificationNode);
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AX_SAFE_RELEASE(_scheduler);
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AX_SAFE_RELEASE(_actionManager);
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AX_SAFE_RELEASE(_beforeSetNextScene);
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AX_SAFE_RELEASE(_afterSetNextScene);
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AX_SAFE_RELEASE(_eventBeforeUpdate);
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AX_SAFE_RELEASE(_eventAfterUpdate);
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AX_SAFE_RELEASE(_eventAfterDraw);
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AX_SAFE_RELEASE(_eventBeforeDraw);
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AX_SAFE_RELEASE(_eventAfterVisit);
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AX_SAFE_RELEASE(_eventProjectionChanged);
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AX_SAFE_RELEASE(_eventResetDirector);
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delete _renderer;
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delete _console;
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AX_SAFE_RELEASE(_eventDispatcher);
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Configuration::destroyInstance();
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ObjectFactory::destroyInstance();
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s_SharedDirector = nullptr;
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#if AX_ENABLE_SCRIPT_BINDING
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ScriptEngineManager::destroyInstance();
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#endif
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}
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void Director::setDefaultValues()
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{
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Configuration* conf = Configuration::getInstance();
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// default FPS
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float fps = conf->getValue("axmol.fps", Value(kDefaultFPS)).asFloat();
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_oldAnimationInterval = _animationInterval = 1.0f / fps;
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// Display FPS
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_statsDisplay = conf->getValue("axmol.display_fps", Value(false)).asBool();
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// GL projection
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std::string projection = conf->getValue("axmol.gl.projection", Value("3d")).asString();
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if (projection == "3d")
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_projection = Projection::_3D;
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else if (projection == "2d")
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_projection = Projection::_2D;
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else if (projection == "custom")
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_projection = Projection::CUSTOM;
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else
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AXASSERT(false, "Invalid projection value");
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// Default pixel format for PNG images with alpha
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std::string pixel_format = conf->getValue("axmol.texture.pixel_format_for_png", Value("rgba8888")).asString();
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if (pixel_format == "rgba8888")
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Texture2D::setDefaultAlphaPixelFormat(backend::PixelFormat::RGBA8);
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else if (pixel_format == "rgba4444")
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Texture2D::setDefaultAlphaPixelFormat(backend::PixelFormat::RGBA4);
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else if (pixel_format == "rgba5551")
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Texture2D::setDefaultAlphaPixelFormat(backend::PixelFormat::RGB5A1);
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/* !!!Notes
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** All compressed image should do PMA at texture convert tools(such as astcenc-2.2+ with -pp-premultiply)
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** or GPU fragment shader
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*/
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// PVR v2 has alpha premultiplied ?
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bool pvr_alpha_premultiplied = conf->getValue("axmol.texture.pvrv2_has_alpha_premultiplied", Value(false)).asBool();
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Image::setCompressedImagesHavePMA(Image::CompressedImagePMAFlag::PVR, pvr_alpha_premultiplied);
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// ASTC has alpha premultiplied ?
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bool astc_alpha_premultiplied = conf->getValue("axmol.texture.astc_has_pma", Value{true}).asBool();
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Image::setCompressedImagesHavePMA(Image::CompressedImagePMAFlag::ASTC, astc_alpha_premultiplied);
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// ETC2 has alpha premultiplied ?
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// Note: no suitable tools(etc2comp, Mali Texture Compression Tool, PVRTexTool) support do PMA currently, so set etc2 PMA default to `false`
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bool etc2_alpha_premultiplied = conf->getValue("axmol.texture.etc2_has_pma", Value{false}).asBool();
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Image::setCompressedImagesHavePMA(Image::CompressedImagePMAFlag::ETC2, etc2_alpha_premultiplied);
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}
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void Director::setGLDefaultValues()
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{
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// This method SHOULD be called only after glView_ was initialized
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AXASSERT(_glView, "opengl view should not be null");
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_renderer->setDepthTest(false);
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_renderer->setDepthCompareFunction(backend::CompareFunction::LESS_EQUAL);
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setProjection(_projection);
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}
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// Draw the Scene
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void Director::drawScene()
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{
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_renderer->beginFrame();
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// calculate "global" dt
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calculateDeltaTime();
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if (_glView)
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{
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_glView->pollEvents();
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}
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// tick before glClear: issue #533
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if (!_paused)
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{
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_eventDispatcher->dispatchEvent(_eventBeforeUpdate);
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_scheduler->update(_deltaTime);
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_eventDispatcher->dispatchEvent(_eventAfterUpdate);
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}
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_renderer->clear(ClearFlag::ALL, _clearColor, 1, 0, -10000.0);
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_eventDispatcher->dispatchEvent(_eventBeforeDraw);
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/* to avoid flickr, nextScene MUST be here: after tick and before draw.
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* FIXME: Which bug is this one. It seems that it can't be reproduced with v0.9
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*/
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if (_nextScene)
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{
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setNextScene();
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}
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pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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if (_runningScene)
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{
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#if (AX_USE_PHYSICS || (AX_USE_3D_PHYSICS && AX_ENABLE_BULLET_INTEGRATION) || AX_USE_NAVMESH)
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_runningScene->stepPhysicsAndNavigation(_deltaTime);
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#endif
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// clear draw stats
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_renderer->clearDrawStats();
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// render the scene
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if (_glView)
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_glView->renderScene(_runningScene, _renderer);
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_eventDispatcher->dispatchEvent(_eventAfterVisit);
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}
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// draw the notifications node
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if (_notificationNode)
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{
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_notificationNode->visit(_renderer, Mat4::IDENTITY, 0);
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}
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updateFrameRate();
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if (_statsDisplay)
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{
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#if !AX_STRIP_FPS
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showStats();
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#endif
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}
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_renderer->render();
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_eventDispatcher->dispatchEvent(_eventAfterDraw);
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popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_totalFrames++;
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// swap buffers
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if (_glView)
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{
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_glView->swapBuffers();
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}
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_renderer->endFrame();
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if (_statsDisplay)
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{
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#if !AX_STRIP_FPS
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calculateMPF();
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#endif
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}
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}
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void Director::calculateDeltaTime()
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{
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// new delta time. Re-fixed issue #1277
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if (_nextDeltaTimeZero)
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{
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_deltaTime = 0;
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_nextDeltaTimeZero = false;
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_lastUpdate = std::chrono::steady_clock::now();
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}
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else
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{
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// delta time may passed by invoke mainLoop(dt)
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if (!_deltaTimePassedByCaller)
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{
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auto now = std::chrono::steady_clock::now();
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_deltaTime = std::chrono::duration_cast<std::chrono::microseconds>(now - _lastUpdate).count() / 1000000.0f;
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_lastUpdate = now;
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}
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_deltaTime = MAX(0, _deltaTime);
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}
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#if _AX_DEBUG
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// If we are debugging our code, prevent big delta time
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if (_deltaTime > 0.2f)
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{
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_deltaTime = 1 / 60.0f;
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}
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#endif
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}
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float Director::getDeltaTime() const
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{
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return _deltaTime;
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}
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void Director::setGLView(GLView* glView)
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{
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AXASSERT(glView, "opengl view should not be null");
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if (_glView != glView)
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{
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// Configuration. Gather GPU info
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Configuration* conf = Configuration::getInstance();
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conf->gatherGPUInfo();
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AXLOG("%s\n", conf->getInfo().c_str());
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if (_glView)
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_glView->release();
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_glView = glView;
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_glView->retain();
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// set size
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_winSizeInPoints = _glView->getDesignResolutionSize();
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_isStatusLabelUpdated = true;
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_renderer->init();
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if (_glView)
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{
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setGLDefaultValues();
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}
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if (_eventDispatcher)
|
||
{
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_eventDispatcher->setEnabled(true);
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}
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}
|
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}
|
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TextureCache* Director::getTextureCache() const
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{
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return _textureCache;
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}
|
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|
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void Director::initTextureCache()
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{
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_textureCache = new TextureCache();
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}
|
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|
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void Director::destroyTextureCache()
|
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{
|
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if (_textureCache)
|
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{
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_textureCache->waitForQuit();
|
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AX_SAFE_RELEASE_NULL(_textureCache);
|
||
}
|
||
}
|
||
|
||
void Director::setViewport()
|
||
{
|
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if (_glView)
|
||
{
|
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_glView->setViewPortInPoints(0, 0, _winSizeInPoints.width, _winSizeInPoints.height);
|
||
}
|
||
}
|
||
|
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void Director::setNextDeltaTimeZero(bool nextDeltaTimeZero)
|
||
{
|
||
_nextDeltaTimeZero = nextDeltaTimeZero;
|
||
}
|
||
|
||
//
|
||
// FIXME TODO
|
||
// Matrix code MUST NOT be part of the Director
|
||
// MUST BE moved outside.
|
||
// Why the Director must have this code ?
|
||
//
|
||
void Director::initMatrixStack()
|
||
{
|
||
while (!_modelViewMatrixStack.empty())
|
||
{
|
||
_modelViewMatrixStack.pop();
|
||
}
|
||
|
||
while (!_projectionMatrixStack.empty())
|
||
{
|
||
_projectionMatrixStack.pop();
|
||
}
|
||
|
||
while (!_textureMatrixStack.empty())
|
||
{
|
||
_textureMatrixStack.pop();
|
||
}
|
||
|
||
_modelViewMatrixStack.push(Mat4::IDENTITY);
|
||
_projectionMatrixStack.push(Mat4::IDENTITY);
|
||
_textureMatrixStack.push(Mat4::IDENTITY);
|
||
}
|
||
|
||
void Director::resetMatrixStack()
|
||
{
|
||
initMatrixStack();
|
||
}
|
||
|
||
void Director::popMatrix(MATRIX_STACK_TYPE type)
|
||
{
|
||
if (MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
|
||
{
|
||
_modelViewMatrixStack.pop();
|
||
}
|
||
else if (MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type)
|
||
{
|
||
_projectionMatrixStack.pop();
|
||
}
|
||
else if (MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type)
|
||
{
|
||
_textureMatrixStack.pop();
|
||
}
|
||
else
|
||
{
|
||
AXASSERT(false, "unknown matrix stack type");
|
||
}
|
||
}
|
||
|
||
void Director::loadIdentityMatrix(MATRIX_STACK_TYPE type)
|
||
{
|
||
if (MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
|
||
{
|
||
_modelViewMatrixStack.top() = Mat4::IDENTITY;
|
||
}
|
||
else if (MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type)
|
||
{
|
||
_projectionMatrixStack.top() = Mat4::IDENTITY;
|
||
}
|
||
else if (MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type)
|
||
{
|
||
_textureMatrixStack.top() = Mat4::IDENTITY;
|
||
}
|
||
else
|
||
{
|
||
AXASSERT(false, "unknown matrix stack type");
|
||
}
|
||
}
|
||
|
||
void Director::loadMatrix(MATRIX_STACK_TYPE type, const Mat4& mat)
|
||
{
|
||
if (MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
|
||
{
|
||
_modelViewMatrixStack.top() = mat;
|
||
}
|
||
else if (MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type)
|
||
{
|
||
_projectionMatrixStack.top() = mat;
|
||
}
|
||
else if (MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type)
|
||
{
|
||
_textureMatrixStack.top() = mat;
|
||
}
|
||
else
|
||
{
|
||
AXASSERT(false, "unknown matrix stack type");
|
||
}
|
||
}
|
||
|
||
void Director::multiplyMatrix(MATRIX_STACK_TYPE type, const Mat4& mat)
|
||
{
|
||
if (MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW == type)
|
||
{
|
||
_modelViewMatrixStack.top() *= mat;
|
||
}
|
||
else if (MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION == type)
|
||
{
|
||
_projectionMatrixStack.top() *= mat;
|
||
}
|
||
else if (MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE == type)
|
||
{
|
||
_textureMatrixStack.top() *= mat;
|
||
}
|
||
else
|
||
{
|
||
AXASSERT(false, "unknown matrix stack type");
|
||
}
|
||
}
|
||
|
||
void Director::pushMatrix(MATRIX_STACK_TYPE type)
|
||
{
|
||
if (type == MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW)
|
||
{
|
||
_modelViewMatrixStack.push(_modelViewMatrixStack.top());
|
||
}
|
||
else if (type == MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION)
|
||
{
|
||
_projectionMatrixStack.push(_projectionMatrixStack.top());
|
||
}
|
||
else if (type == MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE)
|
||
{
|
||
_textureMatrixStack.push(_textureMatrixStack.top());
|
||
}
|
||
else
|
||
{
|
||
AXASSERT(false, "unknown matrix stack type");
|
||
}
|
||
}
|
||
|
||
const Mat4& Director::getMatrix(MATRIX_STACK_TYPE type) const
|
||
{
|
||
if (type == MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW)
|
||
{
|
||
return _modelViewMatrixStack.top();
|
||
}
|
||
else if (type == MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION)
|
||
{
|
||
return _projectionMatrixStack.top();
|
||
}
|
||
else if (type == MATRIX_STACK_TYPE::MATRIX_STACK_TEXTURE)
|
||
{
|
||
return _textureMatrixStack.top();
|
||
}
|
||
|
||
AXASSERT(false, "unknown matrix stack type, will return modelview matrix instead");
|
||
return _modelViewMatrixStack.top();
|
||
}
|
||
|
||
void Director::setProjection(Projection projection)
|
||
{
|
||
Vec2 size = _winSizeInPoints;
|
||
|
||
if (size.width == 0 || size.height == 0)
|
||
{
|
||
AXLOGERROR("axmol: warning, Director::setProjection() failed because size is 0");
|
||
return;
|
||
}
|
||
|
||
setViewport();
|
||
|
||
switch (projection)
|
||
{
|
||
case Projection::_2D:
|
||
{
|
||
Mat4 orthoMatrix;
|
||
Mat4::createOrthographicOffCenter(0, size.width, 0, size.height, -1024, 1024, &orthoMatrix);
|
||
loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, orthoMatrix);
|
||
loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
||
break;
|
||
}
|
||
|
||
case Projection::_3D:
|
||
{
|
||
float zeye = this->getZEye();
|
||
|
||
Mat4 matrixPerspective, matrixLookup;
|
||
|
||
// issue #1334
|
||
Mat4::createPerspective(60, (float)size.width / size.height, 10, zeye + size.height / 2, &matrixPerspective);
|
||
|
||
Vec3 eye(size.width / 2, size.height / 2, zeye), center(size.width / 2, size.height / 2, 0.0f),
|
||
up(0.0f, 1.0f, 0.0f);
|
||
Mat4::createLookAt(eye, center, up, &matrixLookup);
|
||
Mat4 proj3d = matrixPerspective * matrixLookup;
|
||
|
||
loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION, proj3d);
|
||
loadIdentityMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
||
break;
|
||
}
|
||
|
||
case Projection::CUSTOM:
|
||
// Projection Delegate is no longer needed
|
||
// since the event "PROJECTION CHANGED" is emitted
|
||
break;
|
||
|
||
default:
|
||
AXLOG("axmol: Director: unrecognized projection");
|
||
break;
|
||
}
|
||
|
||
_projection = projection;
|
||
|
||
_eventDispatcher->dispatchEvent(_eventProjectionChanged);
|
||
}
|
||
|
||
void Director::purgeCachedData()
|
||
{
|
||
FontFNT::purgeCachedData();
|
||
FontAtlasCache::purgeCachedData();
|
||
|
||
if (s_SharedDirector->getGLView())
|
||
{
|
||
SpriteFrameCache::getInstance()->removeUnusedSpriteFrames();
|
||
_textureCache->removeUnusedTextures();
|
||
|
||
// Note: some tests such as ActionsTest are leaking refcounted textures
|
||
// There should be no test textures left in the cache
|
||
log("%s\n", _textureCache->getCachedTextureInfo().c_str());
|
||
}
|
||
FileUtils::getInstance()->purgeCachedEntries();
|
||
}
|
||
|
||
float Director::getZEye() const
|
||
{
|
||
return (_winSizeInPoints.height / 1.154700538379252f); //(2 * tanf(M_PI/6))
|
||
}
|
||
|
||
void Director::setClearColor(const Color4F& clearColor)
|
||
{
|
||
_clearColor = clearColor;
|
||
}
|
||
|
||
static void GLToClipTransform(Mat4* transformOut)
|
||
{
|
||
if (nullptr == transformOut)
|
||
return;
|
||
|
||
Director* director = Director::getInstance();
|
||
AXASSERT(nullptr != director, "Director is null when setting matrix stack");
|
||
|
||
auto& projection = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_PROJECTION);
|
||
auto& modelview = director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
|
||
*transformOut = projection * modelview;
|
||
}
|
||
|
||
Vec2 Director::convertToGL(const Vec2& uiPoint)
|
||
{
|
||
Mat4 transform;
|
||
GLToClipTransform(&transform);
|
||
|
||
Mat4 transformInv = transform.getInversed();
|
||
|
||
// Calculate z=0 using -> transform*[0, 0, 0, 1]/w
|
||
float zClip = transform.m[14] / transform.m[15];
|
||
|
||
Vec2 glSize = _glView->getDesignResolutionSize();
|
||
Vec4 clipCoord(2.0f * uiPoint.x / glSize.width - 1.0f, 1.0f - 2.0f * uiPoint.y / glSize.height, zClip, 1);
|
||
|
||
Vec4 glCoord;
|
||
// transformInv.transformPoint(clipCoord, &glCoord);
|
||
transformInv.transformVector(clipCoord, &glCoord);
|
||
float factor = 1.0f / glCoord.w;
|
||
return Vec2(glCoord.x * factor, glCoord.y * factor);
|
||
}
|
||
|
||
Vec2 Director::convertToUI(const Vec2& glPoint)
|
||
{
|
||
Mat4 transform;
|
||
GLToClipTransform(&transform);
|
||
|
||
Vec4 clipCoord;
|
||
// Need to calculate the zero depth from the transform.
|
||
Vec4 glCoord(glPoint.x, glPoint.y, 0.0, 1);
|
||
transform.transformVector(glCoord, &clipCoord);
|
||
|
||
/*
|
||
BUG-FIX #5506
|
||
|
||
a = (Vx, Vy, Vz, 1)
|
||
b = (a×M)T
|
||
Out = 1 ⁄ bw(bx, by, bz)
|
||
*/
|
||
|
||
clipCoord.x = clipCoord.x / clipCoord.w;
|
||
clipCoord.y = clipCoord.y / clipCoord.w;
|
||
clipCoord.z = clipCoord.z / clipCoord.w;
|
||
|
||
Vec2 glSize = _glView->getDesignResolutionSize();
|
||
float factor = 1.0f / glCoord.w;
|
||
return Vec2(glSize.width * (clipCoord.x * 0.5f + 0.5f) * factor,
|
||
glSize.height * (-clipCoord.y * 0.5f + 0.5f) * factor);
|
||
}
|
||
|
||
const Vec2& Director::getWinSize() const
|
||
{
|
||
return _winSizeInPoints;
|
||
}
|
||
|
||
Vec2 Director::getWinSizeInPixels() const
|
||
{
|
||
return Vec2(_winSizeInPoints.width * _contentScaleFactor, _winSizeInPoints.height * _contentScaleFactor);
|
||
}
|
||
|
||
Vec2 Director::getVisibleSize() const
|
||
{
|
||
if (_glView)
|
||
{
|
||
return _glView->getVisibleSize();
|
||
}
|
||
else
|
||
{
|
||
return Vec2::ZERO;
|
||
}
|
||
}
|
||
|
||
Vec2 Director::getVisibleOrigin() const
|
||
{
|
||
if (_glView)
|
||
{
|
||
return _glView->getVisibleOrigin();
|
||
}
|
||
else
|
||
{
|
||
return Vec2::ZERO;
|
||
}
|
||
}
|
||
|
||
Rect Director::getSafeAreaRect() const
|
||
{
|
||
if (_glView)
|
||
{
|
||
return _glView->getSafeAreaRect();
|
||
}
|
||
else
|
||
{
|
||
return Rect::ZERO;
|
||
}
|
||
}
|
||
|
||
// scene management
|
||
|
||
void Director::runWithScene(Scene* scene)
|
||
{
|
||
AXASSERT(scene != nullptr,
|
||
"This command can only be used to start the Director. There is already a scene present.");
|
||
AXASSERT(_runningScene == nullptr, "_runningScene should be null");
|
||
|
||
pushScene(scene);
|
||
startAnimation();
|
||
}
|
||
|
||
void Director::replaceScene(Scene* scene)
|
||
{
|
||
// AXASSERT(_runningScene, "Use runWithScene: instead to start the director");
|
||
AXASSERT(scene != nullptr, "the scene should not be null");
|
||
|
||
if (_runningScene == nullptr)
|
||
{
|
||
runWithScene(scene);
|
||
return;
|
||
}
|
||
|
||
if (scene == _nextScene)
|
||
return;
|
||
|
||
if (_nextScene)
|
||
{
|
||
if (_nextScene->isRunning())
|
||
{
|
||
_nextScene->onExit();
|
||
}
|
||
if(_nextScene)
|
||
{
|
||
_nextScene->cleanup();
|
||
}
|
||
_nextScene = nullptr;
|
||
}
|
||
|
||
ssize_t index = _scenesStack.size() - 1;
|
||
|
||
_sendCleanupToScene = true;
|
||
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
||
if (sEngine)
|
||
{
|
||
sEngine->retainScriptObject(this, scene);
|
||
sEngine->releaseScriptObject(this, _scenesStack.at(index));
|
||
}
|
||
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
_scenesStack.replace(index, scene);
|
||
|
||
_nextScene = scene;
|
||
}
|
||
|
||
void Director::pushScene(Scene* scene)
|
||
{
|
||
AXASSERT(scene, "the scene should not null");
|
||
|
||
_sendCleanupToScene = false;
|
||
|
||
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
||
if (sEngine)
|
||
{
|
||
sEngine->retainScriptObject(this, scene);
|
||
}
|
||
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
_scenesStack.pushBack(scene);
|
||
_nextScene = scene;
|
||
}
|
||
|
||
void Director::popScene()
|
||
{
|
||
AXASSERT(_runningScene != nullptr, "running scene should not null");
|
||
|
||
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
||
if (sEngine)
|
||
{
|
||
sEngine->releaseScriptObject(this, _scenesStack.back());
|
||
}
|
||
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
_scenesStack.popBack();
|
||
ssize_t c = _scenesStack.size();
|
||
|
||
if (c == 0)
|
||
{
|
||
end();
|
||
}
|
||
else
|
||
{
|
||
_sendCleanupToScene = true;
|
||
_nextScene = _scenesStack.at(c - 1);
|
||
}
|
||
}
|
||
|
||
void Director::popToRootScene()
|
||
{
|
||
popToSceneStackLevel(1);
|
||
}
|
||
|
||
void Director::popToSceneStackLevel(int level)
|
||
{
|
||
AXASSERT(_runningScene != nullptr, "A running Scene is needed");
|
||
ssize_t c = _scenesStack.size();
|
||
|
||
// level 0? -> end
|
||
if (level == 0)
|
||
{
|
||
end();
|
||
return;
|
||
}
|
||
|
||
// current level or lower -> nothing
|
||
if (level >= c)
|
||
return;
|
||
|
||
auto firstOnStackScene = _scenesStack.back();
|
||
if (firstOnStackScene == _runningScene)
|
||
{
|
||
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
||
if (sEngine)
|
||
{
|
||
sEngine->releaseScriptObject(this, _scenesStack.back());
|
||
}
|
||
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
_scenesStack.popBack();
|
||
--c;
|
||
}
|
||
|
||
// pop stack until reaching desired level
|
||
while (c > level)
|
||
{
|
||
auto current = _scenesStack.back();
|
||
|
||
if (current->isRunning())
|
||
{
|
||
current->onExit();
|
||
}
|
||
|
||
current->cleanup();
|
||
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
||
if (sEngine)
|
||
{
|
||
sEngine->releaseScriptObject(this, _scenesStack.back());
|
||
}
|
||
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
_scenesStack.popBack();
|
||
--c;
|
||
}
|
||
|
||
_nextScene = _scenesStack.back();
|
||
|
||
// cleanup running scene
|
||
_sendCleanupToScene = true;
|
||
}
|
||
|
||
void Director::end()
|
||
{
|
||
_purgeDirectorInNextLoop = true;
|
||
}
|
||
|
||
void Director::restart()
|
||
{
|
||
_restartDirectorInNextLoop = true;
|
||
}
|
||
|
||
void Director::reset()
|
||
{
|
||
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
|
||
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
|
||
if (_runningScene)
|
||
{
|
||
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
if (sEngine)
|
||
{
|
||
sEngine->releaseScriptObject(this, _runningScene);
|
||
}
|
||
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
_runningScene->onExit();
|
||
_runningScene->cleanup();
|
||
_runningScene->release();
|
||
}
|
||
|
||
_runningScene = nullptr;
|
||
_nextScene = nullptr;
|
||
|
||
if (_eventDispatcher)
|
||
_eventDispatcher->dispatchEvent(_eventResetDirector);
|
||
|
||
// Fix github issue: https://github.com/axmolengine/axmol/issues/550
|
||
// !!!The AudioEngine hold scheduler must end before Director destroyed, otherwise, just lead app crash
|
||
AudioEngine::end();
|
||
|
||
// cleanup scheduler
|
||
getScheduler()->unscheduleAll();
|
||
|
||
// Remove all events
|
||
if (_eventDispatcher)
|
||
{
|
||
_eventDispatcher->removeAllEventListeners();
|
||
}
|
||
|
||
if (_notificationNode)
|
||
{
|
||
_notificationNode->onExit();
|
||
_notificationNode->cleanup();
|
||
_notificationNode->release();
|
||
}
|
||
|
||
_notificationNode = nullptr;
|
||
|
||
// remove all objects, but don't release it.
|
||
// runWithScene might be executed after 'end'.
|
||
#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
if (sEngine)
|
||
{
|
||
for (const auto& scene : _scenesStack)
|
||
{
|
||
if (scene)
|
||
sEngine->releaseScriptObject(this, scene);
|
||
}
|
||
}
|
||
#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
|
||
|
||
while (!_scenesStack.empty())
|
||
{
|
||
_scenesStack.popBack();
|
||
}
|
||
|
||
stopAnimation();
|
||
|
||
AX_SAFE_RELEASE_NULL(_notificationNode);
|
||
AX_SAFE_RELEASE_NULL(_FPSLabel);
|
||
AX_SAFE_RELEASE_NULL(_drawnBatchesLabel);
|
||
AX_SAFE_RELEASE_NULL(_drawnVerticesLabel);
|
||
|
||
// purge bitmap cache
|
||
FontFNT::purgeCachedData();
|
||
FontAtlasCache::purgeCachedData();
|
||
|
||
FontFreeType::shutdownFreeType();
|
||
|
||
// purge all managed caches
|
||
AnimationCache::destroyInstance();
|
||
SpriteFrameCache::destroyInstance();
|
||
FileUtils::destroyInstance();
|
||
AsyncTaskPool::destroyInstance();
|
||
backend::ProgramManager::destroyInstance();
|
||
|
||
// axmol specific data structures
|
||
UserDefault::destroyInstance();
|
||
resetMatrixStack();
|
||
|
||
destroyTextureCache();
|
||
}
|
||
|
||
void Director::purgeDirector()
|
||
{
|
||
reset();
|
||
|
||
// CHECK_GL_ERROR_DEBUG();
|
||
|
||
// OpenGL view
|
||
if (_glView)
|
||
{
|
||
_glView->end();
|
||
_glView = nullptr;
|
||
}
|
||
|
||
// delete Director
|
||
release();
|
||
|
||
#if AX_TARGET_PLATFORM == AX_PLATFORM_IOS || AX_TARGET_PLATFORM == AX_PLATFORM_ANDROID
|
||
utils::killCurrentProcess();
|
||
#endif
|
||
}
|
||
|
||
void Director::restartDirector()
|
||
{
|
||
reset();
|
||
|
||
// Texture cache need to be reinitialized
|
||
initTextureCache();
|
||
|
||
// Reschedule for action manager
|
||
getScheduler()->scheduleUpdate(getActionManager(), Scheduler::PRIORITY_SYSTEM, false);
|
||
|
||
// release the objects
|
||
PoolManager::getInstance()->getCurrentPool()->clear();
|
||
|
||
// Restart animation
|
||
startAnimation();
|
||
|
||
// Real restart in script level
|
||
#if AX_ENABLE_SCRIPT_BINDING
|
||
ScriptEvent scriptEvent(kRestartGame, nullptr);
|
||
ScriptEngineManager::sendEventToLua(scriptEvent);
|
||
#endif
|
||
|
||
setGLDefaultValues();
|
||
|
||
#if AX_ENABLE_CACHE_TEXTURE_DATA
|
||
// listen the event that renderer was recreated on Android/WP8
|
||
_rendererRecreatedListener = EventListenerCustom::create(
|
||
EVENT_RENDERER_RECREATED, [this](EventCustom*) {
|
||
_isStatusLabelUpdated = true; // Force recreation of textures
|
||
});
|
||
|
||
_eventDispatcher->addEventListenerWithFixedPriority(_rendererRecreatedListener, -1);
|
||
#endif
|
||
}
|
||
|
||
void Director::setNextScene()
|
||
{
|
||
_eventDispatcher->dispatchEvent(_beforeSetNextScene);
|
||
|
||
bool runningIsTransition = dynamic_cast<TransitionScene*>(_runningScene) != nullptr;
|
||
bool newIsTransition = dynamic_cast<TransitionScene*>(_nextScene) != nullptr;
|
||
|
||
// If it is not a transition, call onExit/cleanup
|
||
if (!newIsTransition)
|
||
{
|
||
if (_runningScene)
|
||
{
|
||
_runningScene->onExitTransitionDidStart();
|
||
_runningScene->onExit();
|
||
}
|
||
|
||
// issue #709. the root node (scene) should receive the cleanup message too
|
||
// otherwise it might be leaked.
|
||
if (_sendCleanupToScene && _runningScene)
|
||
{
|
||
_runningScene->cleanup();
|
||
}
|
||
}
|
||
|
||
if (_runningScene)
|
||
{
|
||
_runningScene->release();
|
||
}
|
||
_runningScene = _nextScene;
|
||
if(_nextScene)
|
||
{
|
||
_nextScene->retain();
|
||
}
|
||
_nextScene = nullptr;
|
||
|
||
if ((!runningIsTransition) && _runningScene)
|
||
{
|
||
_runningScene->onEnter();
|
||
_runningScene->onEnterTransitionDidFinish();
|
||
}
|
||
|
||
_eventDispatcher->dispatchEvent(_afterSetNextScene);
|
||
}
|
||
|
||
void Director::pause()
|
||
{
|
||
if (_paused)
|
||
{
|
||
return;
|
||
}
|
||
|
||
_oldAnimationInterval = _animationInterval;
|
||
|
||
#if AX_REDUCE_PAUSED_CPU_USAGE
|
||
// when paused, don't consume CPU
|
||
setAnimationInterval(1 / 4.0, SetIntervalReason::BY_DIRECTOR_PAUSE);
|
||
#endif
|
||
_paused = true;
|
||
}
|
||
|
||
void Director::resume()
|
||
{
|
||
if (!_paused)
|
||
{
|
||
return;
|
||
}
|
||
|
||
#if AX_REDUCE_PAUSED_CPU_USAGE
|
||
setAnimationInterval(_oldAnimationInterval, SetIntervalReason::BY_ENGINE);
|
||
#endif
|
||
|
||
_paused = false;
|
||
_deltaTime = 0;
|
||
// fix issue #3509, skip one fps to avoid incorrect time calculation.
|
||
setNextDeltaTimeZero(true);
|
||
}
|
||
|
||
void Director::updateFrameRate()
|
||
{
|
||
// static const float FPS_FILTER = 0.1f;
|
||
// static float prevDeltaTime = 0.016f; // 60FPS
|
||
//
|
||
// float dt = _deltaTime * FPS_FILTER + (1.0f-FPS_FILTER) * prevDeltaTime;
|
||
// prevDeltaTime = dt;
|
||
// _frameRate = 1.0f/dt;
|
||
|
||
// Frame rate should be the real value of current frame.
|
||
_frameRate = 1.0f / _deltaTime;
|
||
}
|
||
|
||
#if !AX_STRIP_FPS
|
||
|
||
// display the FPS using a LabelAtlas
|
||
// updates the FPS every frame
|
||
void Director::showStats()
|
||
{
|
||
if (_isStatusLabelUpdated)
|
||
{
|
||
createStatsLabel();
|
||
_isStatusLabelUpdated = false;
|
||
}
|
||
|
||
static uint32_t prevCalls = 0;
|
||
static uint32_t prevVerts = 0;
|
||
|
||
++_frames;
|
||
_accumDt += _deltaTime;
|
||
|
||
if (_statsDisplay && _FPSLabel && _drawnBatchesLabel && _drawnVerticesLabel)
|
||
{
|
||
char buffer[30] = {0};
|
||
|
||
// Probably we don't need this anymore since
|
||
// the framerate is using a low-pass filter
|
||
// to make the FPS stable
|
||
if (_accumDt > AX_DIRECTOR_STATS_INTERVAL)
|
||
{
|
||
snprintf(buffer, sizeof(buffer), "%.1f / %.3f", _frames / _accumDt, _secondsPerFrame);
|
||
_FPSLabel->setString(buffer);
|
||
_accumDt = 0;
|
||
_frames = 0;
|
||
}
|
||
|
||
auto currentCalls = (uint32_t)_renderer->getDrawnBatches();
|
||
auto currentVerts = (uint32_t)_renderer->getDrawnVertices();
|
||
if (currentCalls != prevCalls)
|
||
{
|
||
snprintf(buffer, sizeof(buffer), "GL calls:%6u", currentCalls);
|
||
_drawnBatchesLabel->setString(buffer);
|
||
prevCalls = currentCalls;
|
||
}
|
||
|
||
if (currentVerts != prevVerts)
|
||
{
|
||
snprintf(buffer, sizeof(buffer), "GL verts:%6u", currentVerts);
|
||
_drawnVerticesLabel->setString(buffer);
|
||
prevVerts = currentVerts;
|
||
}
|
||
|
||
const Mat4& identity = Mat4::IDENTITY;
|
||
_drawnVerticesLabel->visit(_renderer, identity, 0);
|
||
_drawnBatchesLabel->visit(_renderer, identity, 0);
|
||
_FPSLabel->visit(_renderer, identity, 0);
|
||
}
|
||
}
|
||
|
||
void Director::calculateMPF()
|
||
{
|
||
static float prevSecondsPerFrame = 0;
|
||
static const float MPF_FILTER = 0.10f;
|
||
|
||
_secondsPerFrame = _deltaTime * MPF_FILTER + (1 - MPF_FILTER) * prevSecondsPerFrame;
|
||
prevSecondsPerFrame = _secondsPerFrame;
|
||
}
|
||
|
||
// returns the FPS image data pointer and len
|
||
void Director::getFPSImageData(unsigned char** datapointer, ssize_t* length)
|
||
{
|
||
// FIXME: fixed me if it should be used
|
||
*datapointer = cc_fps_images_png;
|
||
*length = cc_fps_images_len();
|
||
}
|
||
|
||
void Director::createStatsLabel()
|
||
{
|
||
Texture2D* texture = nullptr;
|
||
std::string fpsString = "00.0";
|
||
std::string drawBatchString = "000";
|
||
std::string drawVerticesString = "00000";
|
||
if (_FPSLabel)
|
||
{
|
||
fpsString = _FPSLabel->getString();
|
||
drawBatchString = _drawnBatchesLabel->getString();
|
||
drawVerticesString = _drawnVerticesLabel->getString();
|
||
|
||
AX_SAFE_RELEASE_NULL(_FPSLabel);
|
||
AX_SAFE_RELEASE_NULL(_drawnBatchesLabel);
|
||
AX_SAFE_RELEASE_NULL(_drawnVerticesLabel);
|
||
_textureCache->removeTextureForKey("/cc_fps_images");
|
||
FileUtils::getInstance()->purgeCachedEntries();
|
||
}
|
||
|
||
unsigned char* data = nullptr;
|
||
ssize_t dataLength = 0;
|
||
getFPSImageData(&data, &dataLength);
|
||
|
||
Image* image = new Image();
|
||
bool isOK = image->initWithImageData(data, dataLength, false);
|
||
if (!isOK)
|
||
{
|
||
if (image)
|
||
delete image;
|
||
AXLOGERROR("%s", "Fails: init fps_images");
|
||
return;
|
||
}
|
||
|
||
texture = _textureCache->addImage(image, "/cc_fps_images", PixelFormat::RGBA4);
|
||
AX_SAFE_RELEASE(image);
|
||
|
||
/*
|
||
We want to use an image which is stored in the file named ccFPSImage.c
|
||
for any design resolutions and all resource resolutions.
|
||
|
||
To achieve this, we need to ignore 'contentScaleFactor' in 'AtlasNode' and 'LabelAtlas'.
|
||
So I added a new method called 'setIgnoreContentScaleFactor' for 'AtlasNode',
|
||
this is not exposed to game developers, it's only used for displaying FPS now.
|
||
*/
|
||
float scaleFactor = 1 / AX_CONTENT_SCALE_FACTOR();
|
||
|
||
_FPSLabel = LabelAtlas::create(fpsString, texture, 12, 32, '.');
|
||
_FPSLabel->retain();
|
||
_FPSLabel->setIgnoreContentScaleFactor(true);
|
||
_FPSLabel->setScale(scaleFactor);
|
||
|
||
_drawnBatchesLabel = LabelAtlas::create(drawBatchString, texture, 12, 32, '.');
|
||
_drawnBatchesLabel->retain();
|
||
_drawnBatchesLabel->setIgnoreContentScaleFactor(true);
|
||
_drawnBatchesLabel->setScale(scaleFactor);
|
||
|
||
_drawnVerticesLabel = LabelAtlas::create(drawVerticesString, texture, 12, 32, '.');
|
||
_drawnVerticesLabel->retain();
|
||
_drawnVerticesLabel->setIgnoreContentScaleFactor(true);
|
||
_drawnVerticesLabel->setScale(scaleFactor);
|
||
|
||
setStatsAnchor();
|
||
}
|
||
|
||
void Director::setStatsAnchor(AnchorPreset anchor)
|
||
{
|
||
if (!_statsDisplay)
|
||
return;
|
||
|
||
// Initialize stat counters
|
||
if (!_FPSLabel)
|
||
showStats();
|
||
|
||
{
|
||
static Vec2 _fpsPosition = {0, 0};
|
||
auto safeOrigin = getSafeAreaRect().origin;
|
||
auto safeSize = getSafeAreaRect().size;
|
||
const int height_spacing = (int)(22 / AX_CONTENT_SCALE_FACTOR());
|
||
|
||
switch (anchor)
|
||
{
|
||
case AnchorPreset::BOTTOM_LEFT:
|
||
_fpsPosition = Vec2(0, 0);
|
||
_drawnVerticesLabel->setAnchorPoint({0, 0});
|
||
_drawnBatchesLabel->setAnchorPoint({0, 0});
|
||
_FPSLabel->setAnchorPoint({0, 0});
|
||
break;
|
||
case AnchorPreset::CENTER_LEFT:
|
||
_fpsPosition = Vec2(0, safeSize.height / 2 - height_spacing * 1.5);
|
||
_drawnVerticesLabel->setAnchorPoint({0, 0.0});
|
||
_drawnBatchesLabel->setAnchorPoint({0, 0.0});
|
||
_FPSLabel->setAnchorPoint({0, 0});
|
||
break;
|
||
case AnchorPreset::TOP_LEFT:
|
||
_fpsPosition = Vec2(0, safeSize.height - height_spacing * 3);
|
||
_drawnVerticesLabel->setAnchorPoint({0, 0});
|
||
_drawnBatchesLabel->setAnchorPoint({0, 0});
|
||
_FPSLabel->setAnchorPoint({0, 0});
|
||
break;
|
||
case AnchorPreset::BOTTOM_RIGHT:
|
||
_fpsPosition = Vec2(safeSize.width, 0);
|
||
_drawnVerticesLabel->setAnchorPoint({1, 0});
|
||
_drawnBatchesLabel->setAnchorPoint({1, 0});
|
||
_FPSLabel->setAnchorPoint({1, 0});
|
||
break;
|
||
case AnchorPreset::CENTER_RIGHT:
|
||
_fpsPosition = Vec2(safeSize.width, safeSize.height / 2 - height_spacing * 1.5);
|
||
_drawnVerticesLabel->setAnchorPoint({1, 0.0});
|
||
_drawnBatchesLabel->setAnchorPoint({1, 0.0});
|
||
_FPSLabel->setAnchorPoint({1, 0.0});
|
||
break;
|
||
case AnchorPreset::TOP_RIGHT:
|
||
_fpsPosition = Vec2(safeSize.width, safeSize.height - height_spacing * 3);
|
||
_drawnVerticesLabel->setAnchorPoint({1, 0});
|
||
_drawnBatchesLabel->setAnchorPoint({1, 0});
|
||
_FPSLabel->setAnchorPoint({1, 0});
|
||
break;
|
||
case AnchorPreset::BOTTOM_CENTER:
|
||
_fpsPosition = Vec2(safeSize.width / 2, 0);
|
||
_drawnVerticesLabel->setAnchorPoint({0.5, 0});
|
||
_drawnBatchesLabel->setAnchorPoint({0.5, 0});
|
||
_FPSLabel->setAnchorPoint({0.5, 0});
|
||
break;
|
||
case AnchorPreset::CENTER:
|
||
_fpsPosition = Vec2(safeSize.width / 2, safeSize.height / 2 - height_spacing * 1.5);
|
||
_drawnVerticesLabel->setAnchorPoint({0.5, 0.0});
|
||
_drawnBatchesLabel->setAnchorPoint({0.5, 0.0});
|
||
_FPSLabel->setAnchorPoint({0.5, 0.0});
|
||
break;
|
||
case AnchorPreset::TOP_CENTER:
|
||
_fpsPosition = Vec2(safeSize.width / 2, safeSize.height - height_spacing * 3);
|
||
_drawnVerticesLabel->setAnchorPoint({0.5, 0});
|
||
_drawnBatchesLabel->setAnchorPoint({0.5, 0});
|
||
_FPSLabel->setAnchorPoint({0.5, 0});
|
||
break;
|
||
default: // FPSPosition::BOTTOM_LEFT
|
||
_fpsPosition = Vec2(0, 0);
|
||
_drawnVerticesLabel->setAnchorPoint({0, 0});
|
||
_drawnBatchesLabel->setAnchorPoint({0, 0});
|
||
_FPSLabel->setAnchorPoint({0, 0});
|
||
break;
|
||
}
|
||
|
||
_drawnVerticesLabel->setPosition(Vec2(0, height_spacing * 2.0f) + _fpsPosition + safeOrigin);
|
||
_drawnBatchesLabel->setPosition(Vec2(0, height_spacing * 1.0f) + _fpsPosition + safeOrigin);
|
||
_FPSLabel->setPosition(Vec2(0, height_spacing * 0.0f) + _fpsPosition + safeOrigin);
|
||
}
|
||
}
|
||
|
||
#endif // #if !AX_STRIP_FPS
|
||
|
||
void Director::setContentScaleFactor(float scaleFactor)
|
||
{
|
||
if (scaleFactor != _contentScaleFactor)
|
||
{
|
||
_contentScaleFactor = scaleFactor;
|
||
_isStatusLabelUpdated = true;
|
||
}
|
||
}
|
||
|
||
void Director::setNotificationNode(Node* node)
|
||
{
|
||
if (_notificationNode != nullptr)
|
||
{
|
||
_notificationNode->onExitTransitionDidStart();
|
||
_notificationNode->onExit();
|
||
_notificationNode->cleanup();
|
||
}
|
||
AX_SAFE_RELEASE(_notificationNode);
|
||
|
||
_notificationNode = node;
|
||
if (node == nullptr)
|
||
return;
|
||
_notificationNode->onEnter();
|
||
_notificationNode->onEnterTransitionDidFinish();
|
||
AX_SAFE_RETAIN(_notificationNode);
|
||
}
|
||
|
||
void Director::setScheduler(Scheduler* scheduler)
|
||
{
|
||
if (_scheduler != scheduler)
|
||
{
|
||
AX_SAFE_RETAIN(scheduler);
|
||
AX_SAFE_RELEASE(_scheduler);
|
||
_scheduler = scheduler;
|
||
}
|
||
}
|
||
|
||
void Director::setActionManager(ActionManager* actionManager)
|
||
{
|
||
if (_actionManager != actionManager)
|
||
{
|
||
AX_SAFE_RETAIN(actionManager);
|
||
AX_SAFE_RELEASE(_actionManager);
|
||
_actionManager = actionManager;
|
||
}
|
||
}
|
||
|
||
void Director::setEventDispatcher(EventDispatcher* dispatcher)
|
||
{
|
||
if (_eventDispatcher != dispatcher)
|
||
{
|
||
AX_SAFE_RETAIN(dispatcher);
|
||
AX_SAFE_RELEASE(_eventDispatcher);
|
||
_eventDispatcher = dispatcher;
|
||
}
|
||
}
|
||
|
||
void Director::startAnimation()
|
||
{
|
||
startAnimation(SetIntervalReason::BY_ENGINE);
|
||
}
|
||
|
||
void Director::startAnimation(SetIntervalReason reason)
|
||
{
|
||
_lastUpdate = std::chrono::steady_clock::now();
|
||
|
||
_invalid = false;
|
||
|
||
_axmol_thread_id = std::this_thread::get_id();
|
||
|
||
Application::getInstance()->setAnimationInterval(_animationInterval);
|
||
|
||
// fix issue #3509, skip one fps to avoid incorrect time calculation.
|
||
setNextDeltaTimeZero(true);
|
||
}
|
||
|
||
void Director::queueOperation(AsyncOperation op, void* param)
|
||
{
|
||
#if defined(AX_PLATFORM_PC)
|
||
_operations.enqueue([=]() { op(param); });
|
||
#else
|
||
_glView->queueOperation(op, param);
|
||
#endif
|
||
}
|
||
|
||
#if defined(AX_PLATFORM_PC)
|
||
void Director::processOperations()
|
||
{
|
||
std::function<void()> op;
|
||
while (_operations.try_dequeue(op))
|
||
op();
|
||
}
|
||
#endif
|
||
|
||
void Director::mainLoop()
|
||
{
|
||
#if defined(AX_PLATFORM_PC)
|
||
processOperations();
|
||
#endif
|
||
|
||
if (_purgeDirectorInNextLoop)
|
||
{
|
||
_purgeDirectorInNextLoop = false;
|
||
purgeDirector();
|
||
}
|
||
else if (_restartDirectorInNextLoop)
|
||
{
|
||
_restartDirectorInNextLoop = false;
|
||
restartDirector();
|
||
}
|
||
else if (!_invalid)
|
||
{
|
||
drawScene();
|
||
|
||
// release the objects
|
||
PoolManager::getInstance()->getCurrentPool()->clear();
|
||
}
|
||
}
|
||
|
||
void Director::mainLoop(float dt)
|
||
{
|
||
_deltaTime = dt;
|
||
_deltaTimePassedByCaller = true;
|
||
mainLoop();
|
||
}
|
||
|
||
void Director::stopAnimation()
|
||
{
|
||
_invalid = true;
|
||
}
|
||
|
||
void Director::setAnimationInterval(float interval)
|
||
{
|
||
setAnimationInterval(interval, SetIntervalReason::BY_GAME);
|
||
}
|
||
|
||
void Director::setAnimationInterval(float interval, SetIntervalReason reason)
|
||
{
|
||
_animationInterval = interval;
|
||
if (!_invalid)
|
||
{
|
||
stopAnimation();
|
||
startAnimation(reason);
|
||
}
|
||
}
|
||
|
||
NS_AX_END
|