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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.
- ****************************************************************************/
- #ifndef __CPROTECTEDCNODE_H__
- #define __CPROTECTEDCNODE_H__
- #include "2d/CCNode.h"
- NS_CC_BEGIN
-
- /**
- * @addtogroup _2d
- * @{
- */
- /**
- *@brief A inner node type mainly used for UI module.
- * It is useful for composing complex node type and it's children are protected.
- */
- class CC_DLL ProtectedNode : public Node
- {
- public:
- /**
- * Creates a ProtectedNode with no argument.
- *@return A instance of ProtectedNode.
- */
- static ProtectedNode * create(void);
-
- /// @{
- /// @name Children and Parent
-
- /**
- * Adds a child to the container with z-order as 0.
- *
- * If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
- *
- * @param child A child node
- */
- virtual void addProtectedChild(Node * child);
- /**
- * Adds a child to the container with a local z-order.
- *
- * If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
- *
- * @param child A child node
- * @param localZOrder Z order for drawing priority. Please refer to `setLocalZOrder(int)`
- */
- virtual void addProtectedChild(Node * child, int localZOrder);
- /**
- * Adds a child to the container with z order and tag.
- *
- * If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
- *
- * @param child A child node
- * @param localZOrder Z order for drawing priority. Please refer to `setLocalZOrder(int)`
- * @param tag An integer to identify the node easily. Please refer to `setTag(int)`
- */
- virtual void addProtectedChild(Node* child, int localZOrder, int tag);
- /**
- * Gets a child from the container with its tag.
- *
- * @param tag An identifier to find the child node.
- *
- * @return a Node object whose tag equals to the input parameter.
- */
- virtual Node * getProtectedChildByTag(int tag);
-
- ////// REMOVES //////
-
- /**
- * Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.
- *
- * @param child The child node which will be removed.
- * @param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.
- */
- virtual void removeProtectedChild(Node* child, bool cleanup = true);
-
- /**
- * Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter.
- *
- * @param tag An integer number that identifies a child node.
- * @param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise.
- */
- virtual void removeProtectedChildByTag(int tag, bool cleanup = true);
-
- /**
- * Removes all children from the container with a cleanup.
- *
- * @see `removeAllChildrenWithCleanup(bool)`.
- */
- virtual void removeAllProtectedChildren();
- /**
- * Removes all children from the container, and do a cleanup to all running actions depending on the cleanup parameter.
- *
- * @param cleanup true if all running actions on all children nodes should be cleanup, false otherwise.
- * @js removeAllChildren
- * @lua removeAllChildren
- */
- virtual void removeAllProtectedChildrenWithCleanup(bool cleanup);
-
- /**
- * Reorders a child according to a new z value.
- *
- * @param child An already added child node. It MUST be already added.
- * @param localZOrder Z order for drawing priority. Please refer to setLocalZOrder(int)
- */
- virtual void reorderProtectedChild(Node * child, int localZOrder);
-
- /**
- * Sorts the children array once before drawing, instead of every time when a child is added or reordered.
- * This approach can improves the performance massively.
- * @note Don't call this manually unless a child added needs to be removed in the same frame
- */
- virtual void sortAllProtectedChildren();
-
- /// @} end of Children and Parent
-
- /**
- * @js NA
- */
- virtual void visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override;
-
- virtual void cleanup() override;
-
- virtual void onEnter() override;
-
- /** Event callback that is invoked when the Node enters in the 'stage'.
- * If the Node enters the 'stage' with a transition, this event is called when the transition finishes.
- * If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()
- * @js NA
- * @lua NA
- */
- virtual void onEnterTransitionDidFinish() override;
-
- /**
- * Event callback that is invoked every time the Node leaves the 'stage'.
- * If the Node leaves the 'stage' with a transition, this event is called when the transition finishes.
- * During onExit you can't access a sibling node.
- * If you override onExit, you shall call its parent's one, e.g., Node::onExit().
- * @js NA
- * @lua NA
- */
- virtual void onExit() override;
-
- /**
- * Event callback that is called every time the Node leaves the 'stage'.
- * If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.
- * @js NA
- * @lua NA
- */
- virtual void onExitTransitionDidStart() override;
- virtual void updateDisplayedOpacity(GLubyte parentOpacity) override;
- virtual void updateDisplayedColor(const Color3B& parentColor) override;
- virtual void disableCascadeColor() override;
- virtual void disableCascadeOpacity()override;
- virtual void setCameraMask(unsigned short mask, bool applyChildren = true) override;
- virtual void setGlobalZOrder(float globalZOrder) override;
- CC_CONSTRUCTOR_ACCESS:
- ProtectedNode();
- virtual ~ProtectedNode();
-
- protected:
-
- /// helper that reorder a child
- void insertProtectedChild(Node* child, int z);
-
- Vector<Node*> _protectedChildren; ///< array of children nodes
- bool _reorderProtectedChildDirty;
-
- private:
- CC_DISALLOW_COPY_AND_ASSIGN(ProtectedNode);
- };
- // end of 2d group
- /// @}
- NS_CC_END
- #endif // __CPROTECTEDCNODE_H__
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