1 /**************************************************************************** 2 Copyright (c) 2010-2014 cocos2d-x.org 3 Copyright (c) 2008-2010 Ricardo Quesada 4 Copyright (c) 2011 Zynga Inc. 5 6 http://www.cocos2d-x.org 7 8 Permission is hereby granted, free of charge, to any person obtaining a copy 9 of this software and associated documentation files (the "Software"), to deal 10 in the Software without restriction, including without limitation the rights 11 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 12 copies of the Software, and to permit persons to whom the Software is 13 furnished to do so, subject to the following conditions: 14 15 The above copyright notice and this permission notice shall be included in 16 all copies or substantial portions of the Software. 17 18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 20 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 21 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 22 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 23 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 24 THE SOFTWARE. 25 ****************************************************************************/ 26 27 /** 28 * <p>NodeGrid class is a class serves as a decorator of cc.Node,<br/> 29 * Grid node can run grid actions over all its children</p> 30 * @type {Class} 31 * 32 * @property {cc.GridBase} grid - Grid object that is used when applying effects 33 * @property {cc.Node} target - <@writeonly>Target 34 */ 35 cc.NodeGrid = cc.Node.extend({ 36 grid: null, 37 _target: null, 38 39 getGrid: function() { 40 return this.grid; 41 }, 42 43 setGrid: function(grid) { 44 this.grid = grid; 45 }, 46 47 setTarget: function(target) { 48 //var self = this; 49 //self._target && self.removeChild(self._target); 50 this._target = target; 51 //self.addChild(self._target); 52 }, 53 54 addChild: function(child, zOrder, tag) { 55 cc.Node.prototype.addChild.call(this, child, zOrder, tag); 56 57 if (child && !this._target) 58 this._target = child; 59 }, 60 61 visit: function() { 62 var self = this; 63 // quick return if not visible 64 if (!self._visible) 65 return; 66 67 var isWebGL = cc._renderType == cc._RENDER_TYPE_WEBGL; 68 var locGrid = self.grid; 69 if (isWebGL && locGrid && locGrid._active) 70 locGrid.beforeDraw(); 71 72 self.transform(); 73 74 var locChildren = this._children; 75 if (locChildren && locChildren.length > 0) { 76 var childLen = locChildren.length; 77 this.sortAllChildren(); 78 // draw children 79 for (i = 0; i < childLen; i++) { 80 var child = locChildren[i]; 81 child && child.visit(); 82 } 83 } 84 85 if (isWebGL && locGrid && locGrid._active) 86 locGrid.afterDraw(self._target); 87 }, 88 89 _transformForWebGL: function () { 90 //optimize performance for javascript 91 var t4x4 = this._transform4x4, topMat4 = cc.current_stack.top; 92 93 // Convert 3x3 into 4x4 matrix 94 //cc.CGAffineToGL(this.nodeToParentTransform(), this._transform4x4.mat); 95 var trans = this.nodeToParentTransform(); 96 var t4x4Mat = t4x4.mat; 97 t4x4Mat[0] = trans.a; 98 t4x4Mat[4] = trans.c; 99 t4x4Mat[12] = trans.tx; 100 t4x4Mat[1] = trans.b; 101 t4x4Mat[5] = trans.d; 102 t4x4Mat[13] = trans.ty; 103 104 // Update Z vertex manually 105 //this._transform4x4.mat[14] = this._vertexZ; 106 t4x4Mat[14] = this._vertexZ; 107 108 //optimize performance for Javascript 109 cc.kmMat4Multiply(topMat4, topMat4, t4x4); // = cc.kmGLMultMatrix(this._transform4x4); 110 111 // XXX: Expensive calls. Camera should be integrated into the cached affine matrix 112 if (this._camera != null && !(this.grid && this.grid.isActive())) { 113 var apx = this._anchorPointInPoints.x, apy = this._anchorPointInPoints.y; 114 var translate = (apx !== 0.0 || apy !== 0.0); 115 if (translate){ 116 cc.kmGLTranslatef(cc.RENDER_IN_SUBPIXEL(apx), cc.RENDER_IN_SUBPIXEL(apy), 0); 117 this._camera.locate(); 118 cc.kmGLTranslatef(cc.RENDER_IN_SUBPIXEL(-apx), cc.RENDER_IN_SUBPIXEL(-apy), 0); 119 } else { 120 this._camera.locate(); 121 } 122 } 123 } 124 }); 125 126 window._p = cc.NodeGrid.prototype; 127 if (cc._renderType === cc._RENDER_TYPE_WEBGL) { 128 _p.transform = _p._transformForWebGL; 129 }else{ 130 _p.transform = _p._transformForCanvas; 131 } 132 // Extended property 133 /** @expose */ 134 _p.grid; 135 /** @expose */ 136 _p.target; 137 cc.defineGetterSetter(_p, "target", null, _p.setTarget); 138 delete window._p; 139 140 /** 141 * Creates a NodeGrid 142 * Implementation cc.NodeGrid 143 * @return {cc.NodeGrid|null} 144 */ 145 cc.NodeGrid.create = function() { 146 return new cc.NodeGrid(); 147 };