mirror of https://github.com/axmolengine/axmol.git
182 lines
5.0 KiB
C++
182 lines
5.0 KiB
C++
/****************************************************************************
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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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https://axmol.dev/
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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 "2d/NodeGrid.h"
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#include "2d/Grid.h"
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#include "renderer/Renderer.h"
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NS_AX_BEGIN
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NodeGrid* NodeGrid::create()
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{
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NodeGrid* ret = new NodeGrid();
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if (ret->init())
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{
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ret->autorelease();
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}
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else
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{
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AX_SAFE_DELETE(ret);
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}
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return ret;
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}
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NodeGrid* NodeGrid::create(const ax::Rect& rect)
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{
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NodeGrid* ret = NodeGrid::create();
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if (ret)
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{
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ret->setGridRect(rect);
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}
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return ret;
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}
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NodeGrid::NodeGrid() {}
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void NodeGrid::setTarget(Node* target)
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{
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#if AX_ENABLE_GC_FOR_NATIVE_OBJECTS
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auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
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if (sEngine)
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{
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if (_gridTarget)
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sEngine->releaseScriptObject(this, _gridTarget);
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if (target)
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sEngine->retainScriptObject(this, target);
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}
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#endif // AX_ENABLE_GC_FOR_NATIVE_OBJECTS
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AX_SAFE_RELEASE(_gridTarget);
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AX_SAFE_RETAIN(target);
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_gridTarget = target;
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}
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NodeGrid::~NodeGrid()
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{
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AX_SAFE_RELEASE(_nodeGrid);
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AX_SAFE_RELEASE(_gridTarget);
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}
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void NodeGrid::onGridBeginDraw()
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{
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if (_nodeGrid && _nodeGrid->isActive())
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{
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_nodeGrid->beforeDraw();
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}
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}
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void NodeGrid::onGridEndDraw()
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{
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if (_nodeGrid && _nodeGrid->isActive())
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{
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_nodeGrid->afterDraw(this);
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}
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}
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void NodeGrid::visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags)
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{
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// quick return if not visible. children won't be drawn.
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if (!_visible)
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{
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return;
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}
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bool dirty = (parentFlags & FLAGS_TRANSFORM_DIRTY) || _transformUpdated;
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if (dirty)
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_modelViewTransform = this->transform(parentTransform);
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_transformUpdated = false;
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// IMPORTANT:
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// To ease the migration to v3.0, we still support the Mat4 stack,
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// but it is deprecated and your code should not rely on it
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_director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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_director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
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Director::Projection beforeProjectionType = Director::Projection::DEFAULT;
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if (_nodeGrid && _nodeGrid->isActive())
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{
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beforeProjectionType = _director->getProjection();
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_nodeGrid->set2DProjection();
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}
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onGridBeginDraw();
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if (_gridTarget)
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{
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_gridTarget->visit(renderer, _modelViewTransform, dirty);
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}
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int i = 0;
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bool visibleByCamera = isVisitableByVisitingCamera();
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if (!_children.empty())
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{
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sortAllChildren();
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// draw children zOrder < 0
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for (auto size = _children.size(); i < size; ++i)
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{
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auto node = _children.at(i);
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if (node && node->getLocalZOrder() < 0)
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node->visit(renderer, _modelViewTransform, dirty);
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else
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break;
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}
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// self draw,currently we have nothing to draw on NodeGrid, so there is no need to add render command
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if (visibleByCamera)
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this->draw(renderer, _modelViewTransform, dirty);
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for (auto it = _children.cbegin() + i, itCend = _children.cend(); it != itCend; ++it)
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{
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(*it)->visit(renderer, _modelViewTransform, dirty);
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}
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}
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else if (visibleByCamera)
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{
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this->draw(renderer, _modelViewTransform, dirty);
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}
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// FIX ME: Why need to set _orderOfArrival to 0??
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// Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
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// setOrderOfArrival(0);
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if (_nodeGrid && _nodeGrid->isActive())
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{
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// restore projection
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_director->setProjection(beforeProjectionType);
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}
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onGridEndDraw();
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_director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
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}
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void NodeGrid::setGrid(GridBase* grid)
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{
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AX_SAFE_RELEASE(_nodeGrid);
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AX_SAFE_RETAIN(grid);
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_nodeGrid = grid;
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}
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NS_AX_END
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