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- /****************************************************************************
- 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) 2013-2016 Chukong Technologies Inc.
- Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
- http://www.cocos2d-x.org
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- ****************************************************************************/
- #include "2d/CCNode.h"
- #include <algorithm>
- #include <string>
- #include <regex>
- #include "base/CCDirector.h"
- #include "base/CCScheduler.h"
- #include "base/CCEventDispatcher.h"
- #include "base/ccUTF8.h"
- #include "2d/CCCamera.h"
- #include "2d/CCActionManager.h"
- #include "2d/CCScene.h"
- #include "2d/CCComponent.h"
- #include "renderer/CCGLProgram.h"
- #include "renderer/CCGLProgramState.h"
- #include "renderer/CCMaterial.h"
- #include "math/TransformUtils.h"
- #if CC_NODE_RENDER_SUBPIXEL
- #define RENDER_IN_SUBPIXEL
- #else
- #define RENDER_IN_SUBPIXEL(__ARGS__) (ceil(__ARGS__))
- #endif
- NS_CC_BEGIN
- // FIXME:: Yes, nodes might have a sort problem once every 30 days if the game runs at 60 FPS and each frame sprites are reordered.
- std::uint32_t Node::s_globalOrderOfArrival = 0;
- int Node::__attachedNodeCount = 0;
- // MARK: Constructor, Destructor, Init
- Node::Node()
- : _rotationX(0.0f)
- , _rotationY(0.0f)
- , _rotationZ_X(0.0f)
- , _rotationZ_Y(0.0f)
- , _scaleX(1.0f)
- , _scaleY(1.0f)
- , _scaleZ(1.0f)
- , _positionZ(0.0f)
- , _usingNormalizedPosition(false)
- , _normalizedPositionDirty(false)
- , _skewX(0.0f)
- , _skewY(0.0f)
- , _contentSize(Size::ZERO)
- , _contentSizeDirty(true)
- , _transformDirty(true)
- , _inverseDirty(true)
- , _additionalTransform(nullptr)
- , _additionalTransformDirty(false)
- , _transformUpdated(true)
- // children (lazy allocs)
- // lazy alloc
- , _localZOrder$Arrival(0LL)
- , _globalZOrder(0)
- , _parent(nullptr)
- // "whole screen" objects. like Scenes and Layers, should set _ignoreAnchorPointForPosition to true
- , _tag(Node::INVALID_TAG)
- , _name("")
- , _hashOfName(0)
- // userData is always inited as nil
- , _userData(nullptr)
- , _userObject(nullptr)
- , _glProgramState(nullptr)
- , _running(false)
- , _visible(true)
- , _ignoreAnchorPointForPosition(false)
- , _reorderChildDirty(false)
- , _isTransitionFinished(false)
- #if CC_ENABLE_SCRIPT_BINDING
- , _updateScriptHandler(0)
- #endif
- , _componentContainer(nullptr)
- , _displayedOpacity(255)
- , _realOpacity(255)
- , _displayedColor(Color3B::WHITE)
- , _realColor(Color3B::WHITE)
- , _cascadeColorEnabled(false)
- , _cascadeOpacityEnabled(false)
- , _cameraMask(1)
- #if CC_USE_PHYSICS
- , _physicsBody(nullptr)
- #endif
- , _anchorPoint(0, 0)
- , _onEnterCallback(nullptr)
- , _onExitCallback(nullptr)
- , _onEnterTransitionDidFinishCallback(nullptr)
- , _onExitTransitionDidStartCallback(nullptr)
- {
- // set default scheduler and actionManager
- _director = Director::getInstance();
- _actionManager = _director->getActionManager();
- _actionManager->retain();
- _scheduler = _director->getScheduler();
- _scheduler->retain();
- _eventDispatcher = _director->getEventDispatcher();
- _eventDispatcher->retain();
-
- #if CC_ENABLE_SCRIPT_BINDING
- ScriptEngineProtocol* engine = ScriptEngineManager::getInstance()->getScriptEngine();
- _scriptType = engine != nullptr ? engine->getScriptType() : kScriptTypeNone;
- #endif
- _transform = _inverse = Mat4::IDENTITY;
- }
- Node * Node::create()
- {
- Node * ret = new (std::nothrow) Node();
- if (ret && ret->init())
- {
- ret->autorelease();
- }
- else
- {
- CC_SAFE_DELETE(ret);
- }
- return ret;
- }
- Node::~Node()
- {
- CCLOGINFO( "deallocing Node: %p - tag: %i", this, _tag );
-
- #if CC_ENABLE_SCRIPT_BINDING
- if (_updateScriptHandler)
- {
- ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptHandler(_updateScriptHandler);
- }
- #endif
- // User object has to be released before others, since userObject may have a weak reference of this node
- // It may invoke `node->stopAllActions();` while `_actionManager` is null if the next line is after `CC_SAFE_RELEASE_NULL(_actionManager)`.
- CC_SAFE_RELEASE_NULL(_userObject);
-
- // attributes
- CC_SAFE_RELEASE_NULL(_glProgramState);
- for (auto& child : _children)
- {
- child->_parent = nullptr;
- }
- removeAllComponents();
-
- CC_SAFE_DELETE(_componentContainer);
-
- stopAllActions();
- unscheduleAllCallbacks();
- CC_SAFE_RELEASE_NULL(_actionManager);
- CC_SAFE_RELEASE_NULL(_scheduler);
-
- _eventDispatcher->removeEventListenersForTarget(this);
-
- #if CC_NODE_DEBUG_VERIFY_EVENT_LISTENERS && COCOS2D_DEBUG > 0
- _eventDispatcher->debugCheckNodeHasNoEventListenersOnDestruction(this);
- #endif
- CCASSERT(!_running, "Node still marked as running on node destruction! Was base class onExit() called in derived class onExit() implementations?");
- CC_SAFE_RELEASE(_eventDispatcher);
- delete[] _additionalTransform;
- }
- bool Node::init()
- {
- return true;
- }
- void Node::cleanup()
- {
- #if CC_ENABLE_SCRIPT_BINDING
- if (_scriptType == kScriptTypeJavascript)
- {
- if (ScriptEngineManager::sendNodeEventToJS(this, kNodeOnCleanup))
- return;
- }
- else if (_scriptType == kScriptTypeLua)
- {
- ScriptEngineManager::sendNodeEventToLua(this, kNodeOnCleanup);
- }
- #endif // #if CC_ENABLE_SCRIPT_BINDING
-
- // actions
- this->stopAllActions();
- // timers
- this->unscheduleAllCallbacks();
- // NOTE: Although it was correct that removing event listeners associated with current node in Node::cleanup.
- // But it broke the compatibility to the versions before v3.16 .
- // User code may call `node->removeFromParent(true)` which will trigger node's cleanup method, when the node
- // is added to scene again, event listeners like EventListenerTouchOneByOne will be lost.
- // In fact, user's code should use `node->removeFromParent(false)` in order not to do a cleanup and just remove node
- // from its parent. For more discussion about why we revert this change is at https://github.com/cocos2d/cocos2d-x/issues/18104.
- // We need to consider more before we want to correct the old and wrong logic code.
- // For now, compatiblity is the most important for our users.
- // _eventDispatcher->removeEventListenersForTarget(this);
-
- for( const auto &child: _children)
- child->cleanup();
- }
- std::string Node::getDescription() const
- {
- return StringUtils::format("<Node | Tag = %d", _tag);
- }
- // MARK: getters / setters
- float Node::getSkewX() const
- {
- return _skewX;
- }
- void Node::setSkewX(float skewX)
- {
- if (_skewX == skewX)
- return;
-
- _skewX = skewX;
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- float Node::getSkewY() const
- {
- return _skewY;
- }
- void Node::setSkewY(float skewY)
- {
- if (_skewY == skewY)
- return;
-
- _skewY = skewY;
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- void Node::setLocalZOrder(std::int32_t z)
- {
- if (getLocalZOrder() == z)
- return;
-
- _setLocalZOrder(z);
- if (_parent)
- {
- _parent->reorderChild(this, z);
- }
- _eventDispatcher->setDirtyForNode(this);
- }
- /// zOrder setter : private method
- /// used internally to alter the zOrder variable. DON'T call this method manually
- void Node::_setLocalZOrder(std::int32_t z)
- {
- _localZOrder = z;
- }
- void Node::updateOrderOfArrival()
- {
- _orderOfArrival = (++s_globalOrderOfArrival);
- }
- void Node::setGlobalZOrder(float globalZOrder)
- {
- if (_globalZOrder != globalZOrder)
- {
- _globalZOrder = globalZOrder;
- _eventDispatcher->setDirtyForNode(this);
- }
- }
- /// rotation getter
- float Node::getRotation() const
- {
- //CCASSERT(_rotationZ_X == _rotationZ_Y, "CCNode#rotation. RotationX != RotationY. Don't know which one to return");
- return _rotationZ_X;
- }
- /// rotation setter
- void Node::setRotation(float rotation)
- {
- if (_rotationZ_X == rotation)
- return;
-
- _rotationZ_X = _rotationZ_Y = rotation;
- _transformUpdated = _transformDirty = _inverseDirty = true;
-
- updateRotationQuat();
- }
- float Node::getRotationSkewX() const
- {
- return _rotationZ_X;
- }
- void Node::setRotation3D(const Vec3& rotation)
- {
- if (_rotationX == rotation.x &&
- _rotationY == rotation.y &&
- _rotationZ_X == rotation.z)
- return;
-
- _transformUpdated = _transformDirty = _inverseDirty = true;
- _rotationX = rotation.x;
- _rotationY = rotation.y;
- // rotation Z is decomposed in 2 to simulate Skew for Flash animations
- _rotationZ_Y = _rotationZ_X = rotation.z;
-
- updateRotationQuat();
- }
- Vec3 Node::getRotation3D() const
- {
- // rotation Z is decomposed in 2 to simulate Skew for Flash animations
- CCASSERT(_rotationZ_X == _rotationZ_Y, "_rotationZ_X != _rotationZ_Y");
- return Vec3(_rotationX,_rotationY,_rotationZ_X);
- }
- void Node::updateRotationQuat()
- {
- // convert Euler angle to quaternion
- // when _rotationZ_X == _rotationZ_Y, _rotationQuat = RotationZ_X * RotationY * RotationX
- // when _rotationZ_X != _rotationZ_Y, _rotationQuat = RotationY * RotationX
- float halfRadx = CC_DEGREES_TO_RADIANS(_rotationX / 2.f), halfRady = CC_DEGREES_TO_RADIANS(_rotationY / 2.f), halfRadz = _rotationZ_X == _rotationZ_Y ? -CC_DEGREES_TO_RADIANS(_rotationZ_X / 2.f) : 0;
- float coshalfRadx = cosf(halfRadx), sinhalfRadx = sinf(halfRadx), coshalfRady = cosf(halfRady), sinhalfRady = sinf(halfRady), coshalfRadz = cosf(halfRadz), sinhalfRadz = sinf(halfRadz);
- _rotationQuat.x = sinhalfRadx * coshalfRady * coshalfRadz - coshalfRadx * sinhalfRady * sinhalfRadz;
- _rotationQuat.y = coshalfRadx * sinhalfRady * coshalfRadz + sinhalfRadx * coshalfRady * sinhalfRadz;
- _rotationQuat.z = coshalfRadx * coshalfRady * sinhalfRadz - sinhalfRadx * sinhalfRady * coshalfRadz;
- _rotationQuat.w = coshalfRadx * coshalfRady * coshalfRadz + sinhalfRadx * sinhalfRady * sinhalfRadz;
- }
- void Node::updateRotation3D()
- {
- //convert quaternion to Euler angle
- float x = _rotationQuat.x, y = _rotationQuat.y, z = _rotationQuat.z, w = _rotationQuat.w;
- _rotationX = atan2f(2.f * (w * x + y * z), 1.f - 2.f * (x * x + y * y));
- float sy = 2.f * (w * y - z * x);
- sy = clampf(sy, -1, 1);
- _rotationY = asinf(sy);
- _rotationZ_X = atan2f(2.f * (w * z + x * y), 1.f - 2.f * (y * y + z * z));
-
- _rotationX = CC_RADIANS_TO_DEGREES(_rotationX);
- _rotationY = CC_RADIANS_TO_DEGREES(_rotationY);
- _rotationZ_X = _rotationZ_Y = -CC_RADIANS_TO_DEGREES(_rotationZ_X);
- }
- void Node::setRotationQuat(const Quaternion& quat)
- {
- _rotationQuat = quat;
- updateRotation3D();
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- Quaternion Node::getRotationQuat() const
- {
- return _rotationQuat;
- }
- void Node::setRotationSkewX(float rotationX)
- {
- if (_rotationZ_X == rotationX)
- return;
-
- _rotationZ_X = rotationX;
- _transformUpdated = _transformDirty = _inverseDirty = true;
-
- updateRotationQuat();
- }
- float Node::getRotationSkewY() const
- {
- return _rotationZ_Y;
- }
- void Node::setRotationSkewY(float rotationY)
- {
- if (_rotationZ_Y == rotationY)
- return;
-
- _rotationZ_Y = rotationY;
- _transformUpdated = _transformDirty = _inverseDirty = true;
-
- updateRotationQuat();
- }
- /// scale getter
- float Node::getScale(void) const
- {
- CCASSERT( _scaleX == _scaleY, "CCNode#scale. ScaleX != ScaleY. Don't know which one to return");
- return _scaleX;
- }
- /// scale setter
- void Node::setScale(float scale)
- {
- if (_scaleX == scale && _scaleY == scale && _scaleZ == scale)
- return;
-
- _scaleX = _scaleY = _scaleZ = scale;
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- /// scaleX getter
- float Node::getScaleX() const
- {
- return _scaleX;
- }
- /// scale setter
- void Node::setScale(float scaleX,float scaleY)
- {
- if (_scaleX == scaleX && _scaleY == scaleY)
- return;
-
- _scaleX = scaleX;
- _scaleY = scaleY;
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- /// scaleX setter
- void Node::setScaleX(float scaleX)
- {
- if (_scaleX == scaleX)
- return;
-
- _scaleX = scaleX;
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- /// scaleY getter
- float Node::getScaleY() const
- {
- return _scaleY;
- }
- /// scaleY setter
- void Node::setScaleZ(float scaleZ)
- {
- if (_scaleZ == scaleZ)
- return;
-
- _scaleZ = scaleZ;
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- /// scaleY getter
- float Node::getScaleZ() const
- {
- return _scaleZ;
- }
- /// scaleY setter
- void Node::setScaleY(float scaleY)
- {
- if (_scaleY == scaleY)
- return;
-
- _scaleY = scaleY;
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- /// position getter
- const Vec2& Node::getPosition() const
- {
- return _position;
- }
- /// position setter
- void Node::setPosition(const Vec2& position)
- {
- setPosition(position.x, position.y);
- }
- void Node::getPosition(float* x, float* y) const
- {
- *x = _position.x;
- *y = _position.y;
- }
- void Node::setPosition(float x, float y)
- {
- if (_position.x == x && _position.y == y)
- return;
-
- _position.x = x;
- _position.y = y;
-
- _transformUpdated = _transformDirty = _inverseDirty = true;
- _usingNormalizedPosition = false;
- }
- void Node::setPosition3D(const Vec3& position)
- {
- setPositionZ(position.z);
- setPosition(position.x, position.y);
- }
- Vec3 Node::getPosition3D() const
- {
- return Vec3(_position.x, _position.y, _positionZ);
- }
- float Node::getPositionX() const
- {
- return _position.x;
- }
- void Node::setPositionX(float x)
- {
- setPosition(x, _position.y);
- }
- float Node::getPositionY() const
- {
- return _position.y;
- }
- void Node::setPositionY(float y)
- {
- setPosition(_position.x, y);
- }
- float Node::getPositionZ() const
- {
- return _positionZ;
- }
- void Node::setPositionZ(float positionZ)
- {
- if (_positionZ == positionZ)
- return;
-
- _transformUpdated = _transformDirty = _inverseDirty = true;
- _positionZ = positionZ;
- }
- /// position getter
- const Vec2& Node::getPositionNormalized() const
- {
- return _normalizedPosition;
- }
- /// position setter
- void Node::setPositionNormalized(const Vec2& position)
- {
- if (_normalizedPosition.equals(position))
- return;
- _normalizedPosition = position;
- _usingNormalizedPosition = true;
- _normalizedPositionDirty = true;
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- ssize_t Node::getChildrenCount() const
- {
- return _children.size();
- }
- /// isVisible getter
- bool Node::isVisible() const
- {
- return _visible;
- }
- /// isVisible setter
- void Node::setVisible(bool visible)
- {
- if(visible != _visible)
- {
- _visible = visible;
- if(_visible)
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- }
- const Vec2& Node::getAnchorPointInPoints() const
- {
- return _anchorPointInPoints;
- }
- /// anchorPoint getter
- const Vec2& Node::getAnchorPoint() const
- {
- return _anchorPoint;
- }
- void Node::setAnchorPoint(const Vec2& point)
- {
- if (! point.equals(_anchorPoint))
- {
- _anchorPoint = point;
- _anchorPointInPoints.set(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y);
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- }
- /// contentSize getter
- const Size& Node::getContentSize() const
- {
- return _contentSize;
- }
- void Node::setContentSize(const Size & size)
- {
- if (! size.equals(_contentSize))
- {
- _contentSize = size;
- _anchorPointInPoints.set(_contentSize.width * _anchorPoint.x, _contentSize.height * _anchorPoint.y);
- _transformUpdated = _transformDirty = _inverseDirty = _contentSizeDirty = true;
- }
- }
- // isRunning getter
- bool Node::isRunning() const
- {
- return _running;
- }
- /// parent setter
- void Node::setParent(Node * parent)
- {
- _parent = parent;
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- /// isRelativeAnchorPoint getter
- bool Node::isIgnoreAnchorPointForPosition() const
- {
- return _ignoreAnchorPointForPosition;
- }
- /// isRelativeAnchorPoint setter
- void Node::setIgnoreAnchorPointForPosition(bool newValue)
- {
- if (newValue != _ignoreAnchorPointForPosition)
- {
- _ignoreAnchorPointForPosition = newValue;
- _transformUpdated = _transformDirty = _inverseDirty = true;
- }
- }
- /// tag getter
- int Node::getTag() const
- {
- return _tag;
- }
- /// tag setter
- void Node::setTag(int tag)
- {
- _tag = tag ;
- }
- const std::string& Node::getName() const
- {
- return _name;
- }
- void Node::setName(const std::string& name)
- {
- _name = name;
- std::hash<std::string> h;
- _hashOfName = h(name);
- }
- /// userData setter
- void Node::setUserData(void *userData)
- {
- _userData = userData;
- }
- void Node::setUserObject(Ref* userObject)
- {
- #if CC_ENABLE_GC_FOR_NATIVE_OBJECTS
- auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
- if (sEngine)
- {
- if (userObject)
- sEngine->retainScriptObject(this, userObject);
- if (_userObject)
- sEngine->releaseScriptObject(this, _userObject);
- }
- #endif // CC_ENABLE_GC_FOR_NATIVE_OBJECTS
- CC_SAFE_RETAIN(userObject);
- CC_SAFE_RELEASE(_userObject);
- _userObject = userObject;
- }
- GLProgramState* Node::getGLProgramState() const
- {
- return _glProgramState;
- }
- void Node::setGLProgramState(cocos2d::GLProgramState* glProgramState)
- {
- if (glProgramState != _glProgramState)
- {
- CC_SAFE_RELEASE(_glProgramState);
- _glProgramState = glProgramState;
- CC_SAFE_RETAIN(_glProgramState);
- if (_glProgramState)
- _glProgramState->setNodeBinding(this);
- }
- }
- void Node::setGLProgram(GLProgram* glProgram)
- {
- if (_glProgramState == nullptr || (_glProgramState && _glProgramState->getGLProgram() != glProgram))
- {
- CC_SAFE_RELEASE(_glProgramState);
- _glProgramState = GLProgramState::getOrCreateWithGLProgram(glProgram);
- _glProgramState->retain();
- _glProgramState->setNodeBinding(this);
- }
- }
- GLProgram * Node::getGLProgram() const
- {
- return _glProgramState ? _glProgramState->getGLProgram() : nullptr;
- }
- Scene* Node::getScene() const
- {
- if (!_parent)
- return nullptr;
-
- auto sceneNode = _parent;
- while (sceneNode->_parent)
- {
- sceneNode = sceneNode->_parent;
- }
- return dynamic_cast<Scene*>(sceneNode);
- }
- Rect Node::getBoundingBox() const
- {
- Rect rect(0, 0, _contentSize.width, _contentSize.height);
- return RectApplyAffineTransform(rect, getNodeToParentAffineTransform());
- }
- // MARK: Children logic
- // lazy allocs
- void Node::childrenAlloc()
- {
- _children.reserve(4);
- }
- Node* Node::getChildByTag(int tag) const
- {
- CCASSERT(tag != Node::INVALID_TAG, "Invalid tag");
- for (const auto child : _children)
- {
- if(child && child->_tag == tag)
- return child;
- }
- return nullptr;
- }
- Node* Node::getChildByName(const std::string& name) const
- {
- CCASSERT(!name.empty(), "Invalid name");
-
- std::hash<std::string> h;
- size_t hash = h(name);
-
- for (const auto& child : _children)
- {
- // Different strings may have the same hash code, but can use it to compare first for speed
- if(child->_hashOfName == hash && child->_name.compare(name) == 0)
- return child;
- }
- return nullptr;
- }
- void Node::enumerateChildren(const std::string &name, std::function<bool (Node *)> callback) const
- {
- CCASSERT(!name.empty(), "Invalid name");
- CCASSERT(callback != nullptr, "Invalid callback function");
-
- size_t length = name.length();
-
- size_t subStrStartPos = 0; // sub string start index
- size_t subStrlength = length; // sub string length
-
- // Starts with '//'?
- bool searchRecursively = false;
- if (length > 2 && name[0] == '/' && name[1] == '/')
- {
- searchRecursively = true;
- subStrStartPos = 2;
- subStrlength -= 2;
- }
-
- // End with '/..'?
- bool searchFromParent = false;
- if (length > 3 &&
- name[length-3] == '/' &&
- name[length-2] == '.' &&
- name[length-1] == '.')
- {
- searchFromParent = true;
- subStrlength -= 3;
- }
-
- // Remove '//', '/..' if exist
- std::string newName = name.substr(subStrStartPos, subStrlength);
- if (searchFromParent)
- {
- newName.insert(0, "[[:alnum:]]+/");
- }
-
-
- if (searchRecursively)
- {
- // name is '//xxx'
- doEnumerateRecursive(this, newName, callback);
- }
- else
- {
- // name is xxx
- doEnumerate(newName, callback);
- }
- }
- bool Node::doEnumerateRecursive(const Node* node, const std::string &name, std::function<bool (Node *)> callback) const
- {
- bool ret =false;
-
- if (node->doEnumerate(name, callback))
- {
- // search itself
- ret = true;
- }
- else
- {
- // search its children
- for (const auto& child : node->getChildren())
- {
- if (doEnumerateRecursive(child, name, callback))
- {
- ret = true;
- break;
- }
- }
- }
-
- return ret;
- }
- bool Node::doEnumerate(std::string name, std::function<bool (Node *)> callback) const
- {
- // name may be xxx/yyy, should find its parent
- size_t pos = name.find('/');
- std::string searchName = name;
- bool needRecursive = false;
- if (pos != name.npos)
- {
- searchName = name.substr(0, pos);
- name.erase(0, pos+1);
- needRecursive = true;
- }
-
- bool ret = false;
- for (const auto& child : getChildren())
- {
- if (std::regex_match(child->_name, std::regex(searchName)))
- {
- if (!needRecursive)
- {
- // terminate enumeration if callback return true
- if (callback(child))
- {
- ret = true;
- break;
- }
- }
- else
- {
- ret = child->doEnumerate(name, callback);
- if (ret)
- break;
- }
- }
- }
-
- return ret;
- }
- /* "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 Node::addChild(Node *child, int localZOrder, int tag)
- {
- CCASSERT( child != nullptr, "Argument must be non-nil");
- CCASSERT( child->_parent == nullptr, "child already added. It can't be added again");
- addChildHelper(child, localZOrder, tag, "", true);
- }
- void Node::addChild(Node* child, int localZOrder, const std::string &name)
- {
- CCASSERT(child != nullptr, "Argument must be non-nil");
- CCASSERT(child->_parent == nullptr, "child already added. It can't be added again");
-
- addChildHelper(child, localZOrder, INVALID_TAG, name, false);
- }
- void Node::addChildHelper(Node* child, int localZOrder, int tag, const std::string &name, bool setTag)
- {
- auto assertNotSelfChild
- ( [ this, child ]() -> bool
- {
- for ( Node* parent( getParent() ); parent != nullptr;
- parent = parent->getParent() )
- if ( parent == child )
- return false;
-
- return true;
- } );
- (void)assertNotSelfChild;
-
- CCASSERT( assertNotSelfChild(),
- "A node cannot be the child of his own children" );
-
- if (_children.empty())
- {
- this->childrenAlloc();
- }
-
- this->insertChild(child, localZOrder);
-
- if (setTag)
- child->setTag(tag);
- else
- child->setName(name);
-
- child->setParent(this);
- child->updateOrderOfArrival();
- 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();
- }
- }
- void Node::addChild(Node *child, int zOrder)
- {
- CCASSERT( child != nullptr, "Argument must be non-nil");
- this->addChild(child, zOrder, child->_name);
- }
- void Node::addChild(Node *child)
- {
- CCASSERT( child != nullptr, "Argument must be non-nil");
- this->addChild(child, child->getLocalZOrder(), child->_name);
- }
- void Node::removeFromParent()
- {
- this->removeFromParentAndCleanup(true);
- }
- void Node::removeFromParentAndCleanup(bool cleanup)
- {
- if (_parent != nullptr)
- {
- _parent->removeChild(this,cleanup);
- }
- }
- /* "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 Node::removeChild(Node* child, bool cleanup /* = true */)
- {
- // explicit nil handling
- if (_children.empty())
- {
- return;
- }
- ssize_t index = _children.getIndex(child);
- if( index != CC_INVALID_INDEX )
- this->detachChild( child, index, cleanup );
- }
- void Node::removeChildByTag(int tag, bool cleanup/* = true */)
- {
- CCASSERT( tag != Node::INVALID_TAG, "Invalid tag");
- Node *child = this->getChildByTag(tag);
- if (child == nullptr)
- {
- CCLOG("cocos2d: removeChildByTag(tag = %d): child not found!", tag);
- }
- else
- {
- this->removeChild(child, cleanup);
- }
- }
- void Node::removeChildByName(const std::string &name, bool cleanup)
- {
- CCASSERT(!name.empty(), "Invalid name");
-
- Node *child = this->getChildByName(name);
-
- if (child == nullptr)
- {
- CCLOG("cocos2d: removeChildByName(name = %s): child not found!", name.c_str());
- }
- else
- {
- this->removeChild(child, cleanup);
- }
- }
- void Node::removeAllChildren()
- {
- this->removeAllChildrenWithCleanup(true);
- }
- void Node::removeAllChildrenWithCleanup(bool cleanup)
- {
- // not using detachChild improves speed here
- for (const auto& child : _children)
- {
- // IMPORTANT:
- // -1st do onExit
- // -2nd cleanup
- if(_running)
- {
- child->onExitTransitionDidStart();
- child->onExit();
- }
- if (cleanup)
- {
- child->cleanup();
- }
- #if CC_ENABLE_GC_FOR_NATIVE_OBJECTS
- auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
- if (sEngine)
- {
- sEngine->releaseScriptObject(this, child);
- }
- #endif // CC_ENABLE_GC_FOR_NATIVE_OBJECTS
- // set parent nil at the end
- child->setParent(nullptr);
- }
-
- _children.clear();
- }
- void Node::detachChild(Node *child, ssize_t childIndex, bool doCleanup)
- {
- // IMPORTANT:
- // -1st do onExit
- // -2nd cleanup
- if (_running)
- {
- child->onExitTransitionDidStart();
- child->onExit();
- }
- // If you don't do cleanup, the child's actions will not get removed and the
- // its scheduledSelectors_ dict will not get released!
- if (doCleanup)
- {
- child->cleanup();
- }
-
- #if CC_ENABLE_GC_FOR_NATIVE_OBJECTS
- auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
- if (sEngine)
- {
- sEngine->releaseScriptObject(this, child);
- }
- #endif // CC_ENABLE_GC_FOR_NATIVE_OBJECTS
- // set parent nil at the end
- child->setParent(nullptr);
- _children.erase(childIndex);
- }
- // helper used by reorderChild & add
- void Node::insertChild(Node* child, int z)
- {
- #if CC_ENABLE_GC_FOR_NATIVE_OBJECTS
- auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
- if (sEngine)
- {
- sEngine->retainScriptObject(this, child);
- }
- #endif // CC_ENABLE_GC_FOR_NATIVE_OBJECTS
- _transformUpdated = true;
- _reorderChildDirty = true;
- _children.pushBack(child);
- child->_setLocalZOrder(z);
- }
- void Node::reorderChild(Node *child, int zOrder)
- {
- CCASSERT( child != nullptr, "Child must be non-nil");
- _reorderChildDirty = true;
- child->updateOrderOfArrival();
- child->_setLocalZOrder(zOrder);
- }
- void Node::sortAllChildren()
- {
- if (_reorderChildDirty)
- {
- sortNodes(_children);
- _reorderChildDirty = false;
- _eventDispatcher->setDirtyForNode(this);
- }
- }
- // MARK: draw / visit
- void Node::draw()
- {
- auto renderer = _director->getRenderer();
- draw(renderer, _modelViewTransform, true);
- }
- void Node::draw(Renderer* /*renderer*/, const Mat4 & /*transform*/, uint32_t /*flags*/)
- {
- }
- void Node::visit()
- {
- auto renderer = _director->getRenderer();
- auto& parentTransform = _director->getMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
- visit(renderer, parentTransform, true);
- }
- uint32_t Node::processParentFlags(const Mat4& parentTransform, uint32_t parentFlags)
- {
- if(_usingNormalizedPosition)
- {
- CCASSERT(_parent, "setPositionNormalized() doesn't work with orphan nodes");
- if ((parentFlags & FLAGS_CONTENT_SIZE_DIRTY) || _normalizedPositionDirty)
- {
- auto& s = _parent->getContentSize();
- _position.x = _normalizedPosition.x * s.width;
- _position.y = _normalizedPosition.y * s.height;
- _transformUpdated = _transformDirty = _inverseDirty = true;
- _normalizedPositionDirty = false;
- }
- }
- // Fixes Github issue #16100. Basically when having two cameras, one camera might set as dirty the
- // node that is not visited by it, and might affect certain calculations. Besides, it is faster to do this.
- if (!isVisitableByVisitingCamera())
- return parentFlags;
- uint32_t flags = parentFlags;
- flags |= (_transformUpdated ? FLAGS_TRANSFORM_DIRTY : 0);
- flags |= (_contentSizeDirty ? FLAGS_CONTENT_SIZE_DIRTY : 0);
-
- if(flags & FLAGS_DIRTY_MASK)
- _modelViewTransform = this->transform(parentTransform);
-
- _transformUpdated = false;
- _contentSizeDirty = false;
- return flags;
- }
- bool Node::isVisitableByVisitingCamera() const
- {
- auto camera = Camera::getVisitingCamera();
- bool visibleByCamera = camera ? ((unsigned short)camera->getCameraFlag() & _cameraMask) != 0 : true;
- return visibleByCamera;
- }
- void Node::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags)
- {
- // quick return if not visible. children won't be drawn.
- if (!_visible)
- {
- return;
- }
- uint32_t flags = processParentFlags(parentTransform, parentFlags);
- // IMPORTANT:
- // To ease the migration to v3.0, we still support the Mat4 stack,
- // but it is deprecated and your code should not rely on it
- _director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
- _director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
-
- bool visibleByCamera = isVisitableByVisitingCamera();
- int i = 0;
- if(!_children.empty())
- {
- sortAllChildren();
- // draw children zOrder < 0
- for(auto size = _children.size(); i < size; ++i)
- {
- auto node = _children.at(i);
- if (node && node->_localZOrder < 0)
- node->visit(renderer, _modelViewTransform, flags);
- else
- break;
- }
- // self draw
- if (visibleByCamera)
- this->draw(renderer, _modelViewTransform, flags);
- for(auto it=_children.cbegin()+i, itCend = _children.cend(); it != itCend; ++it)
- (*it)->visit(renderer, _modelViewTransform, flags);
- }
- else if (visibleByCamera)
- {
- this->draw(renderer, _modelViewTransform, flags);
- }
- _director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
-
- // FIX ME: Why need to set _orderOfArrival to 0??
- // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
- // reset for next frame
- // _orderOfArrival = 0;
- }
- Mat4 Node::transform(const Mat4& parentTransform)
- {
- return parentTransform * this->getNodeToParentTransform();
- }
- // MARK: events
- void Node::onEnter()
- {
- if (!_running)
- {
- ++__attachedNodeCount;
- }
- #if CC_ENABLE_SCRIPT_BINDING
- if (_scriptType == kScriptTypeJavascript)
- {
- if (ScriptEngineManager::sendNodeEventToJS(this, kNodeOnEnter))
- return;
- }
- #endif
-
- if (_onEnterCallback)
- _onEnterCallback();
- if (_componentContainer && !_componentContainer->isEmpty())
- {
- _componentContainer->onEnter();
- }
-
- _isTransitionFinished = false;
- //LLJ 这里改写法,在连本地服务器时,这里因为空指针的原因会报异常崩溃
- /*for( const auto &child: _children)
- child->onEnter();*/
- if (_children.size() > 0)
- {
- for (int i=0;i< _children.size();i++)
- {
- const auto &child = _children.at(i);
- if (child)
- {
- child->onEnter();
- }
- }
- }
-
- this->resume();
-
- _running = true;
-
- #if CC_ENABLE_SCRIPT_BINDING
- if (_scriptType == kScriptTypeLua)
- {
- ScriptEngineManager::sendNodeEventToLua(this, kNodeOnEnter);
- }
- #endif
- }
- void Node::onEnterTransitionDidFinish()
- {
- #if CC_ENABLE_SCRIPT_BINDING
- if (_scriptType == kScriptTypeJavascript)
- {
- if (ScriptEngineManager::sendNodeEventToJS(this, kNodeOnEnterTransitionDidFinish))
- return;
- }
- #endif
-
- if (_onEnterTransitionDidFinishCallback)
- _onEnterTransitionDidFinishCallback();
- _isTransitionFinished = true;
- for( const auto &child: _children)
- child->onEnterTransitionDidFinish();
-
- #if CC_ENABLE_SCRIPT_BINDING
- if (_scriptType == kScriptTypeLua)
- {
- ScriptEngineManager::sendNodeEventToLua(this, kNodeOnEnterTransitionDidFinish);
- }
- #endif
- }
- void Node::onExitTransitionDidStart()
- {
- #if CC_ENABLE_SCRIPT_BINDING
- if (_scriptType == kScriptTypeJavascript)
- {
- if (ScriptEngineManager::sendNodeEventToJS(this, kNodeOnExitTransitionDidStart))
- return;
- }
- #endif
-
- if (_onExitTransitionDidStartCallback)
- _onExitTransitionDidStartCallback();
-
- for( const auto &child: _children)
- child->onExitTransitionDidStart();
-
- #if CC_ENABLE_SCRIPT_BINDING
- if (_scriptType == kScriptTypeLua)
- {
- ScriptEngineManager::sendNodeEventToLua(this, kNodeOnExitTransitionDidStart);
- }
- #endif
- }
- void Node::onExit()
- {
- if (_running)
- {
- --__attachedNodeCount;
- }
- #if CC_ENABLE_SCRIPT_BINDING
- if (_scriptType == kScriptTypeJavascript)
- {
- if (ScriptEngineManager::sendNodeEventToJS(this, kNodeOnExit))
- return;
- }
- #endif
-
- if (_onExitCallback)
- _onExitCallback();
-
- if (_componentContainer && !_componentContainer->isEmpty())
- {
- _componentContainer->onExit();
- }
-
- this->pause();
-
- _running = false;
-
- for( const auto &child: _children)
- child->onExit();
-
- #if CC_ENABLE_SCRIPT_BINDING
- if (_scriptType == kScriptTypeLua)
- {
- ScriptEngineManager::sendNodeEventToLua(this, kNodeOnExit);
- }
- #endif
- }
- void Node::setEventDispatcher(EventDispatcher* dispatcher)
- {
- if (dispatcher != _eventDispatcher)
- {
- _eventDispatcher->removeEventListenersForTarget(this);
- CC_SAFE_RETAIN(dispatcher);
- CC_SAFE_RELEASE(_eventDispatcher);
- _eventDispatcher = dispatcher;
- }
- }
- void Node::setActionManager(ActionManager* actionManager)
- {
- if( actionManager != _actionManager )
- {
- this->stopAllActions();
- CC_SAFE_RETAIN(actionManager);
- CC_SAFE_RELEASE(_actionManager);
- _actionManager = actionManager;
- }
- }
- // MARK: actions
- Action * Node::runAction(Action* action)
- {
- CCASSERT( action != nullptr, "Argument must be non-nil");
- _actionManager->addAction(action, this, !_running);
- return action;
- }
- void Node::stopAllActions()
- {
- _actionManager->removeAllActionsFromTarget(this);
- }
- void Node::stopAction(Action* action)
- {
- _actionManager->removeAction(action);
- }
- void Node::stopActionByTag(int tag)
- {
- CCASSERT( tag != Action::INVALID_TAG, "Invalid tag");
- _actionManager->removeActionByTag(tag, this);
- }
- void Node::stopAllActionsByTag(int tag)
- {
- CCASSERT( tag != Action::INVALID_TAG, "Invalid tag");
- _actionManager->removeAllActionsByTag(tag, this);
- }
- void Node::stopActionsByFlags(unsigned int flags)
- {
- if (flags > 0)
- {
- _actionManager->removeActionsByFlags(flags, this);
- }
- }
- Action * Node::getActionByTag(int tag)
- {
- CCASSERT( tag != Action::INVALID_TAG, "Invalid tag");
- return _actionManager->getActionByTag(tag, this);
- }
- ssize_t Node::getNumberOfRunningActions() const
- {
- return _actionManager->getNumberOfRunningActionsInTarget(this);
- }
- ssize_t Node::getNumberOfRunningActionsByTag(int tag) const
- {
- return _actionManager->getNumberOfRunningActionsInTargetByTag(this, tag);
- }
- // MARK: Callbacks
- void Node::setScheduler(Scheduler* scheduler)
- {
- if( scheduler != _scheduler )
- {
- this->unscheduleAllCallbacks();
- CC_SAFE_RETAIN(scheduler);
- CC_SAFE_RELEASE(_scheduler);
- _scheduler = scheduler;
- }
- }
- bool Node::isScheduled(SEL_SCHEDULE selector) const
- {
- return _scheduler->isScheduled(selector, this);
- }
- bool Node::isScheduled(const std::string &key) const
- {
- return _scheduler->isScheduled(key, this);
- }
- void Node::scheduleUpdate()
- {
- scheduleUpdateWithPriority(0);
- }
- void Node::scheduleUpdateWithPriority(int priority)
- {
- _scheduler->scheduleUpdate(this, priority, !_running);
- }
- void Node::scheduleUpdateWithPriorityLua(int nHandler, int priority)
- {
- unscheduleUpdate();
-
- #if CC_ENABLE_SCRIPT_BINDING
- _updateScriptHandler = nHandler;
- #endif
-
- _scheduler->scheduleUpdate(this, priority, !_running);
- }
- void Node::unscheduleUpdate()
- {
- _scheduler->unscheduleUpdate(this);
-
- #if CC_ENABLE_SCRIPT_BINDING
- if (_updateScriptHandler)
- {
- ScriptEngineManager::getInstance()->getScriptEngine()->removeScriptHandler(_updateScriptHandler);
- _updateScriptHandler = 0;
- }
- #endif
- }
- void Node::schedule(SEL_SCHEDULE selector)
- {
- this->schedule(selector, 0.0f, CC_REPEAT_FOREVER, 0.0f);
- }
- void Node::schedule(SEL_SCHEDULE selector, float interval)
- {
- this->schedule(selector, interval, CC_REPEAT_FOREVER, 0.0f);
- }
- void Node::schedule(SEL_SCHEDULE selector, float interval, unsigned int repeat, float delay)
- {
- CCASSERT( selector, "Argument must be non-nil");
- CCASSERT( interval >=0, "Argument must be positive");
- _scheduler->schedule(selector, this, interval , repeat, delay, !_running);
- }
- void Node::schedule(const std::function<void(float)> &callback, const std::string &key)
- {
- _scheduler->schedule(callback, this, 0, !_running, key);
- }
- void Node::schedule(const std::function<void(float)> &callback, float interval, const std::string &key)
- {
- _scheduler->schedule(callback, this, interval, !_running, key);
- }
- void Node::schedule(const std::function<void(float)>& callback, float interval, unsigned int repeat, float delay, const std::string &key)
- {
- _scheduler->schedule(callback, this, interval, repeat, delay, !_running, key);
- }
- void Node::scheduleOnce(SEL_SCHEDULE selector, float delay)
- {
- this->schedule(selector, 0.0f, 0, delay);
- }
- void Node::scheduleOnce(const std::function<void(float)> &callback, float delay, const std::string &key)
- {
- _scheduler->schedule(callback, this, 0, 0, delay, !_running, key);
- }
- void Node::unschedule(SEL_SCHEDULE selector)
- {
- // explicit null handling
- if (selector == nullptr)
- return;
-
- _scheduler->unschedule(selector, this);
- }
- void Node::unschedule(const std::string &key)
- {
- _scheduler->unschedule(key, this);
- }
- void Node::unscheduleAllCallbacks()
- {
- _scheduler->unscheduleAllForTarget(this);
- }
- void Node::resume()
- {
- _scheduler->resumeTarget(this);
- _actionManager->resumeTarget(this);
- _eventDispatcher->resumeEventListenersForTarget(this);
- }
- void Node::pause()
- {
- _scheduler->pauseTarget(this);
- _actionManager->pauseTarget(this);
- _eventDispatcher->pauseEventListenersForTarget(this);
- }
- void Node::resumeSchedulerAndActions()
- {
- resume();
- }
- void Node::pauseSchedulerAndActions()
- {
- pause();
- }
- // override me
- void Node::update(float fDelta)
- {
- #if CC_ENABLE_SCRIPT_BINDING
- if (0 != _updateScriptHandler)
- {
- //only lua use
- SchedulerScriptData data(_updateScriptHandler,fDelta);
- ScriptEvent event(kScheduleEvent,&data);
- ScriptEngineManager::getInstance()->getScriptEngine()->sendEvent(&event);
- }
- #endif
-
- if (_componentContainer && !_componentContainer->isEmpty())
- {
- _componentContainer->visit(fDelta);
- }
- }
- // MARK: coordinates
- AffineTransform Node::getNodeToParentAffineTransform() const
- {
- AffineTransform ret;
- GLToCGAffine(getNodeToParentTransform().m, &ret);
- return ret;
- }
- Mat4 Node::getNodeToParentTransform(Node* ancestor) const
- {
- Mat4 t(this->getNodeToParentTransform());
- for (Node *p = _parent; p != nullptr && p != ancestor ; p = p->getParent())
- {
- t = p->getNodeToParentTransform() * t;
- }
- return t;
- }
- AffineTransform Node::getNodeToParentAffineTransform(Node* ancestor) const
- {
- AffineTransform t(this->getNodeToParentAffineTransform());
- for (Node *p = _parent; p != nullptr && p != ancestor; p = p->getParent())
- t = AffineTransformConcat(t, p->getNodeToParentAffineTransform());
- return t;
- }
- const Mat4& Node::getNodeToParentTransform() const
- {
- if (_transformDirty)
- {
- // Translate values
- float x = _position.x;
- float y = _position.y;
- float z = _positionZ;
-
- if (_ignoreAnchorPointForPosition)
- {
- x += _anchorPointInPoints.x;
- y += _anchorPointInPoints.y;
- }
-
- bool needsSkewMatrix = ( _skewX || _skewY );
- // Build Transform Matrix = translation * rotation * scale
- Mat4 translation;
- //move to anchor point first, then rotate
- Mat4::createTranslation(x, y, z, &translation);
-
- Mat4::createRotation(_rotationQuat, &_transform);
-
- if (_rotationZ_X != _rotationZ_Y)
- {
- // Rotation values
- // Change rotation code to handle X and Y
- // If we skew with the exact same value for both x and y then we're simply just rotating
- float radiansX = -CC_DEGREES_TO_RADIANS(_rotationZ_X);
- float radiansY = -CC_DEGREES_TO_RADIANS(_rotationZ_Y);
- float cx = cosf(radiansX);
- float sx = sinf(radiansX);
- float cy = cosf(radiansY);
- float sy = sinf(radiansY);
-
- float m0 = _transform.m[0], m1 = _transform.m[1], m4 = _transform.m[4], m5 = _transform.m[5], m8 = _transform.m[8], m9 = _transform.m[9];
- _transform.m[0] = cy * m0 - sx * m1, _transform.m[4] = cy * m4 - sx * m5, _transform.m[8] = cy * m8 - sx * m9;
- _transform.m[1] = sy * m0 + cx * m1, _transform.m[5] = sy * m4 + cx * m5, _transform.m[9] = sy * m8 + cx * m9;
- }
- _transform = translation * _transform;
- if (_scaleX != 1.f)
- {
- _transform.m[0] *= _scaleX, _transform.m[1] *= _scaleX, _transform.m[2] *= _scaleX;
- }
- if (_scaleY != 1.f)
- {
- _transform.m[4] *= _scaleY, _transform.m[5] *= _scaleY, _transform.m[6] *= _scaleY;
- }
- if (_scaleZ != 1.f)
- {
- _transform.m[8] *= _scaleZ, _transform.m[9] *= _scaleZ, _transform.m[10] *= _scaleZ;
- }
-
- // FIXME:: Try to inline skew
- // If skew is needed, apply skew and then anchor point
- if (needsSkewMatrix)
- {
- float skewMatArray[16] =
- {
- 1, (float)tanf(CC_DEGREES_TO_RADIANS(_skewY)), 0, 0,
- (float)tanf(CC_DEGREES_TO_RADIANS(_skewX)), 1, 0, 0,
- 0, 0, 1, 0,
- 0, 0, 0, 1
- };
- Mat4 skewMatrix(skewMatArray);
-
- _transform = _transform * skewMatrix;
- }
- // adjust anchor point
- if (!_anchorPointInPoints.isZero())
- {
- // FIXME:: Argh, Mat4 needs a "translate" method.
- // FIXME:: Although this is faster than multiplying a vec4 * mat4
- _transform.m[12] += _transform.m[0] * -_anchorPointInPoints.x + _transform.m[4] * -_anchorPointInPoints.y;
- _transform.m[13] += _transform.m[1] * -_anchorPointInPoints.x + _transform.m[5] * -_anchorPointInPoints.y;
- _transform.m[14] += _transform.m[2] * -_anchorPointInPoints.x + _transform.m[6] * -_anchorPointInPoints.y;
- }
- }
- if (_additionalTransform)
- {
- // This is needed to support both Node::setNodeToParentTransform() and Node::setAdditionalTransform()
- // at the same time. The scenario is this:
- // at some point setNodeToParentTransform() is called.
- // and later setAdditionalTransform() is called every time. And since _transform
- // is being overwritten everyframe, _additionalTransform[1] is used to have a copy
- // of the last "_transform without _additionalTransform"
- if (_transformDirty)
- _additionalTransform[1] = _transform;
- if (_transformUpdated)
- _transform = _additionalTransform[1] * _additionalTransform[0];
- }
- _transformDirty = _additionalTransformDirty = false;
- return _transform;
- }
- void Node::setNodeToParentTransform(const Mat4& transform)
- {
- _transform = transform;
- _transformDirty = false;
- _transformUpdated = true;
- if (_additionalTransform)
- // _additionalTransform[1] has a copy of lastest transform
- _additionalTransform[1] = transform;
- }
- void Node::setAdditionalTransform(const AffineTransform& additionalTransform)
- {
- Mat4 tmp;
- CGAffineToGL(additionalTransform, tmp.m);
- setAdditionalTransform(&tmp);
- }
- void Node::setAdditionalTransform(const Mat4* additionalTransform)
- {
- if (additionalTransform == nullptr)
- {
- if(_additionalTransform) _transform = _additionalTransform[1];
- delete[] _additionalTransform;
- _additionalTransform = nullptr;
- }
- else
- {
- if (!_additionalTransform) {
- _additionalTransform = new Mat4[2];
- // _additionalTransform[1] is used as a backup for _transform
- _additionalTransform[1] = _transform;
- }
- _additionalTransform[0] = *additionalTransform;
- }
- _transformUpdated = _additionalTransformDirty = _inverseDirty = true;
- }
- void Node::setAdditionalTransform(const Mat4& additionalTransform)
- {
- setAdditionalTransform(&additionalTransform);
- }
- AffineTransform Node::getParentToNodeAffineTransform() const
- {
- AffineTransform ret;
- GLToCGAffine(getParentToNodeTransform().m,&ret);
- return ret;
- }
- const Mat4& Node::getParentToNodeTransform() const
- {
- if ( _inverseDirty )
- {
- _inverse = getNodeToParentTransform().getInversed();
- _inverseDirty = false;
- }
- return _inverse;
- }
- AffineTransform Node::getNodeToWorldAffineTransform() const
- {
- return this->getNodeToParentAffineTransform(nullptr);
- }
- Mat4 Node::getNodeToWorldTransform() const
- {
- return this->getNodeToParentTransform(nullptr);
- }
- AffineTransform Node::getWorldToNodeAffineTransform() const
- {
- return AffineTransformInvert(this->getNodeToWorldAffineTransform());
- }
- Mat4 Node::getWorldToNodeTransform() const
- {
- return getNodeToWorldTransform().getInversed();
- }
- Vec2 Node::convertToNodeSpace(const Vec2& worldPoint) const
- {
- Mat4 tmp = getWorldToNodeTransform();
- Vec3 vec3(worldPoint.x, worldPoint.y, 0);
- Vec3 ret;
- tmp.transformPoint(vec3,&ret);
- return Vec2(ret.x, ret.y);
- }
- Vec2 Node::convertToWorldSpace(const Vec2& nodePoint) const
- {
- Mat4 tmp = getNodeToWorldTransform();
- Vec3 vec3(nodePoint.x, nodePoint.y, 0);
- Vec3 ret;
- tmp.transformPoint(vec3,&ret);
- return Vec2(ret.x, ret.y);
- }
- Vec2 Node::convertToNodeSpaceAR(const Vec2& worldPoint) const
- {
- Vec2 nodePoint(convertToNodeSpace(worldPoint));
- return nodePoint - _anchorPointInPoints;
- }
- Vec2 Node::convertToWorldSpaceAR(const Vec2& nodePoint) const
- {
- return convertToWorldSpace(nodePoint + _anchorPointInPoints);
- }
- Vec2 Node::convertToWindowSpace(const Vec2& nodePoint) const
- {
- Vec2 worldPoint(this->convertToWorldSpace(nodePoint));
- return _director->convertToUI(worldPoint);
- }
- // convenience methods which take a Touch instead of Vec2
- Vec2 Node::convertTouchToNodeSpace(Touch *touch) const
- {
- return this->convertToNodeSpace(touch->getLocation());
- }
- Vec2 Node::convertTouchToNodeSpaceAR(Touch *touch) const
- {
- Vec2 point = touch->getLocation();
- return this->convertToNodeSpaceAR(point);
- }
- void Node::updateTransform()
- {
- // Recursively iterate over children
- for( const auto &child: _children)
- child->updateTransform();
- }
- // MARK: components
- Component* Node::getComponent(const std::string& name)
- {
- if (_componentContainer)
- return _componentContainer->get(name);
-
- return nullptr;
- }
- bool Node::addComponent(Component *component)
- {
- // lazy alloc
- if (!_componentContainer)
- _componentContainer = new (std::nothrow) ComponentContainer(this);
-
- // should enable schedule update, then all components can receive this call back
- scheduleUpdate();
-
- return _componentContainer->add(component);
- }
- bool Node::removeComponent(const std::string& name)
- {
- if (_componentContainer)
- return _componentContainer->remove(name);
-
- return false;
- }
- bool Node::removeComponent(Component *component)
- {
- if (_componentContainer)
- {
- return _componentContainer->remove(component);
- }
-
- return false;
- }
- void Node::removeAllComponents()
- {
- if (_componentContainer)
- _componentContainer->removeAll();
- }
- // MARK: Opacity and Color
- GLubyte Node::getOpacity(void) const
- {
- return _realOpacity;
- }
- GLubyte Node::getDisplayedOpacity() const
- {
- return _displayedOpacity;
- }
- void Node::setOpacity(GLubyte opacity)
- {
- _displayedOpacity = _realOpacity = opacity;
-
- updateCascadeOpacity();
- }
- void Node::updateDisplayedOpacity(GLubyte parentOpacity)
- {
- _displayedOpacity = _realOpacity * parentOpacity/255.0;
- updateColor();
-
- if (_cascadeOpacityEnabled)
- {
- for(const auto& child : _children)
- {
- child->updateDisplayedOpacity(_displayedOpacity);
- }
- }
- }
- bool Node::isCascadeOpacityEnabled(void) const
- {
- return _cascadeOpacityEnabled;
- }
- void Node::setCascadeOpacityEnabled(bool cascadeOpacityEnabled)
- {
- if (_cascadeOpacityEnabled == cascadeOpacityEnabled)
- {
- return;
- }
-
- _cascadeOpacityEnabled = cascadeOpacityEnabled;
-
- if (cascadeOpacityEnabled)
- {
- updateCascadeOpacity();
- }
- else
- {
- disableCascadeOpacity();
- }
- }
- void Node::updateCascadeOpacity()
- {
- GLubyte parentOpacity = 255;
-
- if (_parent != nullptr && _parent->isCascadeOpacityEnabled())
- {
- parentOpacity = _parent->getDisplayedOpacity();
- }
-
- updateDisplayedOpacity(parentOpacity);
- }
- void Node::disableCascadeOpacity()
- {
- _displayedOpacity = _realOpacity;
-
- for(const auto& child : _children)
- {
- child->updateDisplayedOpacity(255);
- }
- }
- void Node::setOpacityModifyRGB(bool /*value*/)
- {}
- bool Node::isOpacityModifyRGB() const
- {
- return false;
- }
- const Color3B& Node::getColor(void) const
- {
- return _realColor;
- }
- const Color3B& Node::getDisplayedColor() const
- {
- return _displayedColor;
- }
- void Node::setColor(const Color3B& color)
- {
- _displayedColor = _realColor = color;
-
- updateCascadeColor();
- }
- void Node::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);
- }
- }
- }
- bool Node::isCascadeColorEnabled(void) const
- {
- return _cascadeColorEnabled;
- }
- void Node::setCascadeColorEnabled(bool cascadeColorEnabled)
- {
- if (_cascadeColorEnabled == cascadeColorEnabled)
- {
- return;
- }
-
- _cascadeColorEnabled = cascadeColorEnabled;
-
- if (_cascadeColorEnabled)
- {
- updateCascadeColor();
- }
- else
- {
- disableCascadeColor();
- }
- }
- void Node::updateCascadeColor()
- {
- Color3B parentColor = Color3B::WHITE;
- if (_parent && _parent->isCascadeColorEnabled())
- {
- parentColor = _parent->getDisplayedColor();
- }
-
- updateDisplayedColor(parentColor);
- }
- void Node::disableCascadeColor()
- {
- for(const auto& child : _children)
- {
- child->updateDisplayedColor(Color3B::WHITE);
- }
- }
- bool isScreenPointInRect(const Vec2 &pt, const Camera* camera, const Mat4& w2l, const Rect& rect, Vec3 *p)
- {
- if (nullptr == camera || rect.size.width <= 0 || rect.size.height <= 0)
- {
- return false;
- }
-
- // first, convert pt to near/far plane, get Pn and Pf
- Vec3 Pn(pt.x, pt.y, -1), Pf(pt.x, pt.y, 1);
- Pn = camera->unprojectGL(Pn);
- Pf = camera->unprojectGL(Pf);
-
- // then convert Pn and Pf to node space
- w2l.transformPoint(&Pn);
- w2l.transformPoint(&Pf);
- // Pn and Pf define a line Q(t) = D + t * E which D = Pn
- auto E = Pf - Pn;
-
- // second, get three points which define content plane
- // these points define a plane P(u, w) = A + uB + wC
- Vec3 A = Vec3(rect.origin.x, rect.origin.y, 0);
- Vec3 B(rect.origin.x + rect.size.width, rect.origin.y, 0);
- Vec3 C(rect.origin.x, rect.origin.y + rect.size.height, 0);
- B = B - A;
- C = C - A;
-
- // the line Q(t) intercept with plane P(u, w)
- // calculate the intercept point P = Q(t)
- // (BxC).A - (BxC).D
- // t = -----------------
- // (BxC).E
- Vec3 BxC;
- Vec3::cross(B, C, &BxC);
- auto BxCdotE = BxC.dot(E);
- if (BxCdotE == 0) {
- return false;
- }
- auto t = (BxC.dot(A) - BxC.dot(Pn)) / BxCdotE;
- Vec3 P = Pn + t * E;
- if (p) {
- *p = P;
- }
- return rect.containsPoint(Vec2(P.x, P.y));
- }
- // MARK: Camera
- void Node::setCameraMask(unsigned short mask, bool applyChildren)
- {
- _cameraMask = mask;
- if (applyChildren)
- {
- for (const auto& child : _children)
- {
- child->setCameraMask(mask, applyChildren);
- }
- }
- }
- int Node::getAttachedNodeCount()
- {
- return __attachedNodeCount;
- }
- // MARK: Deprecated
- __NodeRGBA::__NodeRGBA()
- {
- CCLOG("NodeRGBA deprecated.");
- }
- NS_CC_END
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