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 };