1 /****************************************************************************
  2  Copyright (c) 2008-2010 Ricardo Quesada
  3  Copyright (c) 2011-2012 cocos2d-x.org
  4  Copyright (c) 2013-2014 Chukong Technologies 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     /**
 40      * Gets the grid object.
 41      * @returns {cc.GridBase}
 42      */
 43     getGrid: function () {
 44         return this.grid;
 45     },
 46 
 47     /**
 48      * Set the grid object.
 49      * @param {cc.GridBase} grid
 50      */
 51     setGrid: function (grid) {
 52         this.grid = grid;
 53     },
 54 
 55     /**
 56      * Set the target
 57      * @param {cc.Node} target
 58      */
 59     setTarget: function (target) {
 60         //var self = this;
 61         //self._target && self.removeChild(self._target);
 62         this._target = target;
 63         //self.addChild(self._target);
 64     },
 65 
 66     /** <p>"add" logic MUST only be in this method <br/> </p>
 67      *
 68      * <p>If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.</p>
 69      * @function
 70      * @param {cc.Node} child  A child node
 71      * @param {Number} [zOrder=]  Z order for drawing priority. Please refer to setZOrder(int)
 72      * @param {Number} [tag=]  A integer to identify the node easily. Please refer to setTag(int)
 73      */
 74     addChild: function (child, zOrder, tag) {
 75         cc.Node.prototype.addChild.call(this, child, zOrder, tag);
 76 
 77         if (child && !this._target)
 78             this._target = child;
 79     },
 80 
 81     /**
 82      * Recursive method that visit its children and draw them
 83      */
 84     visit: function () {
 85         var self = this;
 86         // quick return if not visible
 87         if (!self._visible)
 88             return;
 89 
 90         var isWebGL = cc._renderType == cc._RENDER_TYPE_WEBGL;
 91         var locGrid = self.grid;
 92         if (isWebGL && locGrid && locGrid._active)
 93             locGrid.beforeDraw();
 94 
 95         self.transform();
 96 
 97         var locChildren = this._children;
 98         if (locChildren && locChildren.length > 0) {
 99             var childLen = locChildren.length;
100             this.sortAllChildren();
101             // draw children
102             for (i = 0; i < childLen; i++) {
103                 var child = locChildren[i];
104                 child && child.visit();
105             }
106         }
107 
108         if (isWebGL && locGrid && locGrid._active)
109             locGrid.afterDraw(self._target);
110     },
111 
112     _transformForWebGL: function () {
113         //optimize performance for javascript
114         var t4x4 = this._transform4x4, topMat4 = cc.current_stack.top;
115 
116         // Convert 3x3 into 4x4 matrix
117         //cc.CGAffineToGL(this.nodeToParentTransform(), this._transform4x4.mat);
118         var trans = this.nodeToParentTransform();
119         var t4x4Mat = t4x4.mat;
120         t4x4Mat[0] = trans.a;
121         t4x4Mat[4] = trans.c;
122         t4x4Mat[12] = trans.tx;
123         t4x4Mat[1] = trans.b;
124         t4x4Mat[5] = trans.d;
125         t4x4Mat[13] = trans.ty;
126 
127         // Update Z vertex manually
128         //this._transform4x4.mat[14] = this._vertexZ;
129         t4x4Mat[14] = this._vertexZ;
130 
131         //optimize performance for Javascript
132         cc.kmMat4Multiply(topMat4, topMat4, t4x4); // = cc.kmGLMultMatrix(this._transform4x4);
133 
134         // XXX: Expensive calls. Camera should be integrated into the cached affine matrix
135         if (this._camera != null && !(this.grid && this.grid.isActive())) {
136             var apx = this._anchorPointInPoints.x, apy = this._anchorPointInPoints.y;
137             var translate = (apx !== 0.0 || apy !== 0.0);
138             if (translate) {
139                 if(!cc.SPRITEBATCHNODE_RENDER_SUBPIXEL) {
140                     apx = 0 | apx;
141                     apy = 0 | apy;
142                 }
143                 cc.kmGLTranslatef(apx, apy, 0);
144                 this._camera.locate();
145                 cc.kmGLTranslatef(-apx, -apy, 0);
146             } else {
147                 this._camera.locate();
148             }
149         }
150     }
151 });
152 
153 var _p = cc.NodeGrid.prototype;
154 if (cc._renderType === cc._RENDER_TYPE_WEBGL) {
155     _p.transform = _p._transformForWebGL;
156     //The parent class method directly from canvas model
157 }
158 // Extended property
159 /** @expose */
160 _p.grid;
161 /** @expose */
162 _p.target;
163 cc.defineGetterSetter(_p, "target", null, _p.setTarget);
164 
165 
166 /**
167  * Creates a NodeGrid. <br />
168  * Implementation cc.NodeGrid
169  * @deprecated since v3.0 please new cc.NodeGrid instead.
170  * @return {cc.NodeGrid}
171  */
172 cc.NodeGrid.create = function () {
173     return new cc.NodeGrid();
174 };