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- /****************************************************************************
- Copyright (c) 2009-2010 Ricardo Quesada
- Copyright (c) 2009 Matt Oswald
- 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/CCSpriteBatchNode.h"
- #include "2d/CCSprite.h"
- #include "base/CCDirector.h"
- #include "base/CCProfiling.h"
- #include "base/ccUTF8.h"
- #include "renderer/CCTextureCache.h"
- #include "renderer/CCRenderer.h"
- #include "renderer/CCQuadCommand.h"
- NS_CC_BEGIN
- /*
- * creation with Texture2D
- */
- SpriteBatchNode* SpriteBatchNode::createWithTexture(Texture2D* tex, ssize_t capacity/* = DEFAULT_CAPACITY*/)
- {
- SpriteBatchNode *batchNode = new (std::nothrow) SpriteBatchNode();
- if(batchNode && batchNode->initWithTexture(tex, capacity))
- {
- batchNode->autorelease();
- return batchNode;
- }
-
- delete batchNode;
- return nullptr;
- }
- /*
- * creation with File Image
- */
- SpriteBatchNode* SpriteBatchNode::create(const std::string& fileImage, ssize_t capacity/* = DEFAULT_CAPACITY*/)
- {
- SpriteBatchNode *batchNode = new (std::nothrow) SpriteBatchNode();
- if(batchNode && batchNode->initWithFile(fileImage, capacity))
- {
- batchNode->autorelease();
- return batchNode;
- }
-
- delete batchNode;
- return nullptr;
- }
- /*
- * init with Texture2D
- */
- bool SpriteBatchNode::initWithTexture(Texture2D *tex, ssize_t capacity/* = DEFAULT_CAPACITY*/)
- {
- if(tex == nullptr)
- {
- return false;
- }
-
- CCASSERT(capacity>=0, "Capacity must be >= 0");
-
- _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
- if(!tex->hasPremultipliedAlpha())
- {
- _blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
- }
- _textureAtlas = new (std::nothrow) TextureAtlas();
- if (capacity <= 0)
- {
- capacity = DEFAULT_CAPACITY;
- }
-
- _textureAtlas->initWithTexture(tex, capacity);
- updateBlendFunc();
- _children.reserve(capacity);
- _descendants.reserve(capacity);
-
- setGLProgramState(GLProgramState::getOrCreateWithGLProgramName(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR, tex));
- return true;
- }
- bool SpriteBatchNode::init()
- {
- Texture2D * texture = new (std::nothrow) Texture2D();
- texture->autorelease();
- return this->initWithTexture(texture, 0);
- }
- /*
- * init with FileImage
- */
- bool SpriteBatchNode::initWithFile(const std::string& fileImage, ssize_t capacity/* = DEFAULT_CAPACITY*/)
- {
- Texture2D *texture2D = Director::getInstance()->getTextureCache()->addImage(fileImage);
- return initWithTexture(texture2D, capacity);
- }
- SpriteBatchNode::SpriteBatchNode()
- : _textureAtlas(nullptr)
- {
- }
- SpriteBatchNode::~SpriteBatchNode()
- {
- CC_SAFE_RELEASE(_textureAtlas);
- }
- // override visit
- // don't call visit on it's children
- void SpriteBatchNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
- {
- CC_PROFILER_START_CATEGORY(kProfilerCategoryBatchSprite, "CCSpriteBatchNode - visit");
- // CAREFUL:
- // This visit is almost identical to CocosNode#visit
- // with the exception that it doesn't call visit on it's children
- //
- // The alternative is to have a void Sprite#visit, but
- // although this is less maintainable, is faster
- //
- if (! _visible)
- {
- return;
- }
- sortAllChildren();
- uint32_t flags = processParentFlags(parentTransform, parentFlags);
- if (isVisitableByVisitingCamera())
- {
- // 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);
-
- 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
- // setOrderOfArrival(0);
-
- CC_PROFILER_STOP_CATEGORY(kProfilerCategoryBatchSprite, "CCSpriteBatchNode - visit");
- }
- }
- void SpriteBatchNode::addChild(Node *child, int zOrder, int tag)
- {
- CCASSERT(child != nullptr, "child should not be null");
- CCASSERT(dynamic_cast<Sprite*>(child) != nullptr, "CCSpriteBatchNode only supports Sprites as children");
- Sprite *sprite = static_cast<Sprite*>(child);
- // check Sprite is using the same texture id
- CCASSERT(sprite->getTexture()->getName() == _textureAtlas->getTexture()->getName(), "CCSprite is not using the same texture id");
- Node::addChild(child, zOrder, tag);
- appendChild(sprite);
- }
- void SpriteBatchNode::addChild(Node * child, int zOrder, const std::string &name)
- {
- CCASSERT(child != nullptr, "child should not be null");
- CCASSERT(dynamic_cast<Sprite*>(child) != nullptr, "CCSpriteBatchNode only supports Sprites as children");
- Sprite *sprite = static_cast<Sprite*>(child);
- // check Sprite is using the same texture id
- CCASSERT(sprite->getTexture()->getName() == _textureAtlas->getTexture()->getName(), "CCSprite is not using the same texture id");
-
- Node::addChild(child, zOrder, name);
-
- appendChild(sprite);
- }
- // override reorderChild
- void SpriteBatchNode::reorderChild(Node *child, int zOrder)
- {
- CCASSERT(child != nullptr, "the child should not be null");
- CCASSERT(_children.contains(child), "Child doesn't belong to Sprite");
- if (zOrder == child->getLocalZOrder())
- {
- return;
- }
- //set the z-order and sort later
- Node::reorderChild(child, zOrder);
- }
- // override remove child
- void SpriteBatchNode::removeChild(Node *child, bool cleanup)
- {
- Sprite *sprite = static_cast<Sprite*>(child);
- // explicit null handling
- if (sprite == nullptr)
- {
- return;
- }
- CCASSERT(_children.contains(sprite), "sprite batch node should contain the child");
- // cleanup before removing
- removeSpriteFromAtlas(sprite);
- Node::removeChild(sprite, cleanup);
- }
- void SpriteBatchNode::removeChildAtIndex(ssize_t index, bool doCleanup)
- {
- CCASSERT(index>=0 && index < _children.size(), "Invalid index");
- removeChild(_children.at(index), doCleanup);
- }
- void SpriteBatchNode::removeAllChildrenWithCleanup(bool doCleanup)
- {
- // Invalidate atlas index. issue #569
- // useSelfRender should be performed on all descendants. issue #1216
- for(const auto &sprite: _descendants) {
- sprite->setBatchNode(nullptr);
- }
- Node::removeAllChildrenWithCleanup(doCleanup);
- _descendants.clear();
- if (_textureAtlas) {_textureAtlas->removeAllQuads();}
- }
- //override sortAllChildren
- void SpriteBatchNode::sortAllChildren()
- {
- if (_reorderChildDirty)
- {
- sortNodes(_children);
- //sorted now check all children
- if (!_children.empty())
- {
- //first sort all children recursively based on zOrder
- for(const auto &child: _children) {
- child->sortAllChildren();
- }
- ssize_t index=0;
- //fast dispatch, give every child a new atlasIndex based on their relative zOrder (keep parent -> child relations intact)
- // and at the same time reorder descendants and the quads to the right index
- for(const auto &child: _children) {
- Sprite* sp = static_cast<Sprite*>(child);
- updateAtlasIndex(sp, &index);
- }
- }
- _reorderChildDirty=false;
- }
- }
- void SpriteBatchNode::updateAtlasIndex(Sprite* sprite, ssize_t* curIndex)
- {
- auto& array = sprite->getChildren();
- auto count = array.size();
-
- ssize_t oldIndex = 0;
- if( count == 0 )
- {
- oldIndex = sprite->getAtlasIndex();
- sprite->setAtlasIndex(*curIndex);
- if (oldIndex != *curIndex){
- swap(oldIndex, *curIndex);
- }
- (*curIndex)++;
- }
- else
- {
- bool needNewIndex=true;
- if (array.at(0)->getLocalZOrder() >= 0)
- {
- //all children are in front of the parent
- oldIndex = sprite->getAtlasIndex();
- sprite->setAtlasIndex(*curIndex);
- if (oldIndex != *curIndex)
- {
- swap(oldIndex, *curIndex);
- }
- (*curIndex)++;
- needNewIndex = false;
- }
- for(const auto &child: array) {
- Sprite* sp = static_cast<Sprite*>(child);
- if (needNewIndex && sp->getLocalZOrder() >= 0)
- {
- oldIndex = sprite->getAtlasIndex();
- sprite->setAtlasIndex(*curIndex);
- if (oldIndex != *curIndex) {
- this->swap(oldIndex, *curIndex);
- }
- (*curIndex)++;
- needNewIndex = false;
- }
-
- updateAtlasIndex(sp, curIndex);
- }
- if (needNewIndex)
- {//all children have a zOrder < 0)
- oldIndex = sprite->getAtlasIndex();
- sprite->setAtlasIndex(*curIndex);
- if (oldIndex != *curIndex) {
- swap(oldIndex, *curIndex);
- }
- (*curIndex)++;
- }
- }
- }
- void SpriteBatchNode::swap(ssize_t oldIndex, ssize_t newIndex)
- {
- CCASSERT(oldIndex>=0 && oldIndex < (int)_descendants.size() && newIndex >=0 && newIndex < (int)_descendants.size(), "Invalid index");
- V3F_C4B_T2F_Quad* quads = _textureAtlas->getQuads();
- std::swap( quads[oldIndex], quads[newIndex] );
- //update the index of other swapped item
- auto oldIt = std::next( _descendants.begin(), oldIndex );
- auto newIt = std::next( _descendants.begin(), newIndex );
- (*newIt)->setAtlasIndex(oldIndex);
- // (*oldIt)->setAtlasIndex(newIndex);
- std::swap( *oldIt, *newIt );
- }
- void SpriteBatchNode::reorderBatch(bool reorder)
- {
- _reorderChildDirty=reorder;
- }
- void SpriteBatchNode::draw(Renderer *renderer, const Mat4 &transform, uint32_t flags)
- {
- // Optimization: Fast Dispatch
- if( _textureAtlas->getTotalQuads() == 0 )
- {
- return;
- }
- for (const auto &child : _children)
- {
- child->updateTransform();
- }
- _batchCommand.init(_globalZOrder, getGLProgram(), _blendFunc, _textureAtlas, transform, flags);
- renderer->addCommand(&_batchCommand);
- }
- void SpriteBatchNode::increaseAtlasCapacity()
- {
- // if we're going beyond the current TextureAtlas's capacity,
- // all the previously initialized sprites will need to redo their texture coords
- // this is likely computationally expensive
- ssize_t quantity = (_textureAtlas->getCapacity() + 1) * 4 / 3;
- CCLOG("cocos2d: SpriteBatchNode: resizing TextureAtlas capacity from [%d] to [%d].",
- static_cast<int>(_textureAtlas->getCapacity()),
- static_cast<int>(quantity));
- if (! _textureAtlas->resizeCapacity(quantity))
- {
- // serious problems
- CCLOGWARN("cocos2d: WARNING: Not enough memory to resize the atlas");
- CCASSERT(false, "Not enough memory to resize the atlas");
- }
- }
- void SpriteBatchNode::reserveCapacity(ssize_t newCapacity)
- {
- if (newCapacity <= _textureAtlas->getCapacity())
- return;
- if (! _textureAtlas->resizeCapacity(newCapacity))
- {
- // serious problems
- CCLOGWARN("cocos2d: WARNING: Not enough memory to resize the atlas");
- CCASSERT(false, "Not enough memory to resize the atlas");
- }
- }
- ssize_t SpriteBatchNode::rebuildIndexInOrder(Sprite *parent, ssize_t index)
- {
- CCASSERT(index>=0 && index < _children.size(), "Invalid index");
- auto& children = parent->getChildren();
- for(const auto &child: children) {
- Sprite* sp = static_cast<Sprite*>(child);
- if (sp && (sp->getLocalZOrder() < 0))
- {
- index = rebuildIndexInOrder(sp, index);
- }
- }
- // ignore self (batch node)
- if (parent != static_cast<Ref*>(this))
- {
- parent->setAtlasIndex(index);
- index++;
- }
- for(const auto &child: children) {
- Sprite* sp = static_cast<Sprite*>(child);
- if (sp && (sp->getLocalZOrder() >= 0))
- {
- index = rebuildIndexInOrder(sp, index);
- }
- }
- return index;
- }
- ssize_t SpriteBatchNode::highestAtlasIndexInChild(Sprite *sprite)
- {
- auto& children = sprite->getChildren();
- if (children.empty())
- {
- return sprite->getAtlasIndex();
- }
- else
- {
- return highestAtlasIndexInChild( static_cast<Sprite*>(children.back()));
- }
- }
- ssize_t SpriteBatchNode::lowestAtlasIndexInChild(Sprite *sprite)
- {
- auto& children = sprite->getChildren();
- if (children.size() == 0)
- {
- return sprite->getAtlasIndex();
- }
- else
- {
- return lowestAtlasIndexInChild(static_cast<Sprite*>(children.at(0)));
- }
- }
- ssize_t SpriteBatchNode::atlasIndexForChild(Sprite *sprite, int nZ)
- {
- auto& siblings = sprite->getParent()->getChildren();
- auto childIndex = siblings.getIndex(sprite);
- // ignore parent Z if parent is spriteSheet
- bool ignoreParent = (SpriteBatchNode*)(sprite->getParent()) == this;
- Sprite *prev = nullptr;
- if (childIndex > 0 && childIndex != -1)
- {
- prev = static_cast<Sprite*>(siblings.at(childIndex - 1));
- }
- // first child of the sprite sheet
- if (ignoreParent)
- {
- if (childIndex == 0)
- {
- return 0;
- }
- return highestAtlasIndexInChild(prev) + 1;
- }
- // parent is a Sprite, so, it must be taken into account
- // first child of an Sprite ?
- if (childIndex == 0)
- {
- Sprite *p = static_cast<Sprite*>(sprite->getParent());
- // less than parent and brothers
- if (nZ < 0)
- {
- return p->getAtlasIndex();
- }
- else
- {
- return p->getAtlasIndex() + 1;
- }
- }
- else
- {
- // previous & sprite belong to the same branch
- if ((prev->getLocalZOrder() < 0 && nZ < 0) || (prev->getLocalZOrder() >= 0 && nZ >= 0))
- {
- return highestAtlasIndexInChild(prev) + 1;
- }
- // else (previous < 0 and sprite >= 0 )
- Sprite *p = static_cast<Sprite*>(sprite->getParent());
- return p->getAtlasIndex() + 1;
- }
- // Should not happen. Error calculating Z on SpriteSheet
- CCASSERT(0, "should not run here");
- return 0;
- }
- // addChild helper, faster than insertChild
- void SpriteBatchNode::appendChild(Sprite* sprite)
- {
- _reorderChildDirty=true;
- sprite->setBatchNode(this);
- sprite->setDirty(true);
- if(_textureAtlas->getTotalQuads() == _textureAtlas->getCapacity()) {
- increaseAtlasCapacity();
- }
- _descendants.push_back(sprite);
- int index = static_cast<int>(_descendants.size()-1);
- sprite->setAtlasIndex(index);
- V3F_C4B_T2F_Quad quad = sprite->getQuad();
- _textureAtlas->insertQuad(&quad, index);
- // add children recursively
- auto& children = sprite->getChildren();
- for(const auto &child: children) {
- #if CC_SPRITE_DEBUG_DRAW
- // when using CC_SPRITE_DEBUG_DRAW, a DrawNode is appended to sprites. remove it since only Sprites can be used
- // as children in SpriteBatchNode
- // Github issue #14730
- if (dynamic_cast<DrawNode*>(child)) {
- // to avoid calling Sprite::removeChild()
- sprite->Node::removeChild(child, true);
- }
- else
- #else
- CCASSERT(dynamic_cast<Sprite*>(child) != nullptr, "You can only add Sprites (or subclass of Sprite) to SpriteBatchNode");
- #endif
- appendChild(static_cast<Sprite*>(child));
- }
- }
- void SpriteBatchNode::removeSpriteFromAtlas(Sprite *sprite)
- {
- // remove from TextureAtlas
- _textureAtlas->removeQuadAtIndex(sprite->getAtlasIndex());
- // Cleanup sprite. It might be reused (issue #569)
- sprite->setBatchNode(nullptr);
- auto it = std::find(_descendants.begin(), _descendants.end(), sprite );
- if( it != _descendants.end() )
- {
- auto next = std::next(it);
- Sprite *spr = nullptr;
- for(auto nextEnd = _descendants.end(); next != nextEnd; ++next) {
- spr = *next;
- spr->setAtlasIndex( spr->getAtlasIndex() - 1 );
- }
- _descendants.erase(it);
- }
- // remove children recursively
- auto& children = sprite->getChildren();
- for(const auto &obj: children) {
- Sprite* child = static_cast<Sprite*>(obj);
- if (child)
- {
- removeSpriteFromAtlas(child);
- }
- }
- }
- void SpriteBatchNode::updateBlendFunc()
- {
- if (! _textureAtlas->getTexture()->hasPremultipliedAlpha())
- {
- _blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
- setOpacityModifyRGB(false);
- }
- else
- {
- _blendFunc = BlendFunc::ALPHA_PREMULTIPLIED;
- setOpacityModifyRGB(true);
- }
- }
- // CocosNodeTexture protocol
- void SpriteBatchNode::setBlendFunc(const BlendFunc &blendFunc)
- {
- _blendFunc = blendFunc;
- }
- const BlendFunc& SpriteBatchNode::getBlendFunc() const
- {
- return _blendFunc;
- }
- Texture2D* SpriteBatchNode::getTexture() const
- {
- return _textureAtlas->getTexture();
- }
- void SpriteBatchNode::setTexture(Texture2D *texture)
- {
- _textureAtlas->setTexture(texture);
- updateBlendFunc();
- }
- // SpriteSheet Extension
- //implementation SpriteSheet (TMXTiledMapExtension)
- void SpriteBatchNode::insertQuadFromSprite(Sprite *sprite, ssize_t index)
- {
- CCASSERT( sprite != nullptr, "Argument must be non-nullptr");
- CCASSERT( dynamic_cast<Sprite*>(sprite), "CCSpriteBatchNode only supports Sprites as children");
- // make needed room
- while(index >= _textureAtlas->getCapacity() || _textureAtlas->getCapacity() == _textureAtlas->getTotalQuads())
- {
- this->increaseAtlasCapacity();
- }
- //
- // update the quad directly. Don't add the sprite to the scene graph
- //
- sprite->setBatchNode(this);
- sprite->setAtlasIndex(index);
- V3F_C4B_T2F_Quad quad = sprite->getQuad();
- _textureAtlas->insertQuad(&quad, index);
- // FIXME:: updateTransform will update the textureAtlas too, using updateQuad.
- // FIXME:: so, it should be AFTER the insertQuad
- sprite->setDirty(true);
- sprite->updateTransform();
- }
- void SpriteBatchNode::updateQuadFromSprite(Sprite *sprite, ssize_t index)
- {
- CCASSERT(sprite != nullptr, "Argument must be non-nil");
- CCASSERT(dynamic_cast<Sprite*>(sprite) != nullptr, "CCSpriteBatchNode only supports Sprites as children");
-
- // make needed room
- while (index >= _textureAtlas->getCapacity() || _textureAtlas->getCapacity() == _textureAtlas->getTotalQuads())
- {
- this->increaseAtlasCapacity();
- }
-
- //
- // update the quad directly. Don't add the sprite to the scene graph
- //
- sprite->setBatchNode(this);
- sprite->setAtlasIndex(index);
-
- sprite->setDirty(true);
-
- // UpdateTransform updates the textureAtlas quad
- sprite->updateTransform();
- }
- SpriteBatchNode * SpriteBatchNode::addSpriteWithoutQuad(Sprite*child, int z, int aTag)
- {
- CCASSERT( child != nullptr, "Argument must be non-nullptr");
- CCASSERT( dynamic_cast<Sprite*>(child), "CCSpriteBatchNode only supports Sprites as children");
- // quad index is Z
- child->setAtlasIndex(z);
- // FIXME:: optimize with a binary search
- auto it = _descendants.begin();
- for (auto itEnd = _descendants.end(); it != itEnd; ++it)
- {
- if((*it)->getAtlasIndex() >= z)
- break;
- }
- _descendants.insert(it, child);
- // IMPORTANT: Call super, and not self. Avoid adding it to the texture atlas array
- Node::addChild(child, z, aTag);
- //#issue 1262 don't use lazy sorting, tiles are added as quads not as sprites, so sprites need to be added in order
- reorderBatch(false);
- return this;
- }
- std::string SpriteBatchNode::getDescription() const
- {
- return StringUtils::format("<SpriteBatchNode | tag = %d>", _tag);
- }
- NS_CC_END
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