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CCSprite解析

CCSprite解析

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/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011      Zynga Inc.
Copyright (c) 2013-2014 Chukong Technologies Inc.

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
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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 __SPRITE_NODE_CCSPRITE_H__
#define __SPRITE_NODE_CCSPRITE_H__

#include <string>
#include "2d/CCNode.h"
#include "2d/CCDrawNode.h"
#include "base/CCProtocols.h"
#include "renderer/CCTextureAtlas.h"
#include "renderer/CCQuadCommand.h"
#include "renderer/CCCustomCommand.h"

NS_CC_BEGIN

class SpriteBatchNode;
class SpriteFrame;
class Animation;
class Rect;
class Size;
class Texture2D;
struct transformValues_;

/**
 * @addtogroup _2d
 * @{
 */

/**
 * Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) ).
 *精靈是一張2D的圖檔
 * Sprite can be created with an image, or with a sub-rectangle of an image.
 *精靈可以通過一張圖或者一張裁剪的圖檔建立
 * To optimize the Sprite rendering, please follow the following best practices:
 *為了優化精靈的渲染,請遵循以下最佳做法:
 *  - Put all your sprites in the same spritesheet (http://www.codeandweb.com/what-is-a-sprite-sheet).
 ×将你所有的精靈放在同一精靈目錄
 *  - Use the same blending function for all your sprites.
 *為所有的精靈使用相同的混合函數
 *  - ...and the Renderer will automatically "batch" your sprites (will draw all of them in one OpenGL call).
 *渲染器将自動批處理你的精靈
 *  To gain an additional 5% ~ 10% more in the rendering, you can parent your sprites into a `SpriteBatchNode`.
 *  But doing so carries the following limitations:
 *為了增加%5-%10的渲染效率,你可以将你的精靈添加到SpriteBathcNode中,注意下面的限制:
 *  - The Alias/Antialias property belongs to `SpriteBatchNode`, so you can't individually set the aliased property.
 *  - The Blending function property belongs to `SpriteBatchNode`, so you can't individually set the blending function property.
 *  - `ParallaxNode` is not supported, but can be simulated with a "proxy" sprite.
 *  - Sprites can only have other Sprites (or subclasses of Sprite) as children.
 *别名和抗鋸齒性能屬于SpriteBatchNode,是以,你不能單獨設定别名屬性
 *混合函數屬于SpriteBatchNode,是以,你不能單獨設定混合函數
 * The default anchorPoint in Sprite is (0.5, 0.5).
 *預設的錨點是(0.5,0.5)
 */
class CC_DLL Sprite : public Node, public TextureProtocol
{
public:
     /** Sprite invalid index on the SpriteBatchNode. */
    static const int INDEX_NOT_INITIALIZED = -1;

    /// @name Creators
    /// @{

    /**
     * Creates an empty sprite without texture. You can call setTexture method subsequently.
     *
     * @memberof Sprite
     * @return An autoreleased sprite object.
     */
	 // 建立一個沒有紋理的精靈
    static Sprite* create();

    /**
     * Creates a sprite with an image filename.
     *
     * After creation, the rect of sprite will be the size of the image,
     * and the offset will be (0,0).
     *
     * @param   filename A path to image file, e.g., "scene1/monster.png".
     * @return  An autoreleased sprite object.
     */
	 // 通過檔案名建立一個精靈
    static Sprite* create(const std::string& filename);

    /**
     * Creates a sprite with an image filename and a rect.
     *
     * @param   filename A path to image file, e.g., "scene1/monster.png".
     * @param   rect     A subrect of the image file.
     * @return  An autoreleased sprite object.
     */
	 // 通過檔案名和矩形區域闖将一個精靈
    static Sprite* create(const std::string& filename, const Rect& rect);

    /**
     * Creates a sprite with a Texture2D object.
     *
     * After creation, the rect will be the size of the texture, and the offset will be (0,0).
     *
     * @param   texture    A pointer to a Texture2D object.
     * @return  An autoreleased sprite object.
     */
	 // 通過紋理建立一個精靈
    static Sprite* createWithTexture(Texture2D *texture);

    /**
     * Creates a sprite with a texture and a rect.
     *
     * After creation, the offset will be (0,0).
     *
     * @param   texture     A pointer to an existing Texture2D object.
     *                      You can use a Texture2D object for many sprites.
     * @param   rect        Only the contents inside the rect of this texture will be applied for this sprite.
     * @param   rotated     Whether or not the rect is rotated.
     * @return  An autoreleased sprite object.
     */
	 // 通過紋理和矩形區域建立一個精靈
    static Sprite* createWithTexture(Texture2D *texture, const Rect& rect, bool rotated=false);

    /**
     * Creates a sprite with an sprite frame.
     *
     * @param   spriteFrame    A sprite frame which involves a texture and a rect.
     * @return  An autoreleased sprite object.
     */
	 // 通過精靈幀建立一個精靈
    static Sprite* createWithSpriteFrame(SpriteFrame *spriteFrame);

    /**
     * Creates a sprite with an sprite frame name.
     *
     * A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param.
     * If the SpriteFrame doesn't exist it will raise an exception.
     *
     * @param   spriteFrameName A null terminated string which indicates the sprite frame name.
     * @return  An autoreleased sprite object.
     */
	 // 通過精靈幀的名字建立一個精靈
    static Sprite* createWithSpriteFrameName(const std::string& spriteFrameName);

    //  end of creators group
    /// @}


    /// @{
    /// @name BatchNode methods

    /**
     * Updates the quad according the rotation, position, scale values.
     */
	 // 根據旋轉,位置,縮放更新四邊形
    virtual void updateTransform() override;

    /**
     * Returns the batch node object if this sprite is rendered by SpriteBatchNode.
     *
     * @return The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode,
     *         nullptr if the sprite isn't used batch node.
     */
	 // 得到精靈SpriteBatchNode
    virtual SpriteBatchNode* getBatchNode() const;
    /**
     * Sets the batch node to sprite.
     * @warning This method is not recommended for game developers. Sample code for using batch node
     * @code
     * SpriteBatchNode *batch = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
     * Sprite *sprite = Sprite::createWithTexture(batch->getTexture(), Rect(0, 0, 57, 57));
     * batch->addChild(sprite);
     * layer->addChild(batch);
     * @endcode
     */
	 // 設定精靈的SpriteBatchNode 
    virtual void setBatchNode(SpriteBatchNode *spriteBatchNode);

    /// @} end of BatchNode methods


    /// @{
    /// @name Texture / Frame methods

    /** Sets a new texture (from a filename) to the sprite.
     *
     *  @memberof Sprite
     *  It will call `setTextureRect()` with the texture's content size.
     */
	 // 通過名字設定紋理
    virtual void setTexture(const std::string &filename );

    /** @overload
     *
     *  The Texture's rect is not changed.
     */
	 // 設定紋理
    virtual void setTexture(Texture2D *texture) override;

    /** Returns the Texture2D object used by the sprite. */
	// 得到精靈使用的紋理
    virtual Texture2D* getTexture() const override;

    /**
     * Updates the texture rect of the Sprite in points.
     *
     * It will call setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize) with \p rotated = false, and \p utrimmedSize = rect.size.
     */
	 // 設定紋理的Rect
    virtual void setTextureRect(const Rect& rect);

    /** @overload
     *
     * It will update the texture coordinates and the vertex rectangle.
     */
    virtual void setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize);

    /**
     * Sets the vertex rect.
     *
     * It will be called internally by setTextureRect.
     * Useful if you want to create 2x images from SD images in Retina Display.
     * Do not call it manually. Use setTextureRect instead.
     */
	 // 設定頂點Rect
    virtual void setVertexRect(const Rect& rect);

    /** @{
     * Sets a new SpriteFrame to the Sprite.
     */
	 // 設定精靈幀
    virtual void setSpriteFrame(const std::string &spriteFrameName);
    virtual void setSpriteFrame(SpriteFrame* newFrame);
    /** @} */

    /** @deprecated Use `setSpriteFrame()` instead. */
    CC_DEPRECATED_ATTRIBUTE virtual void setDisplayFrame(SpriteFrame *newFrame) { setSpriteFrame(newFrame); }

    /**
     * Returns whether or not a SpriteFrame is being displayed.
     */
	 // 幀是否被顯示
    virtual bool isFrameDisplayed(SpriteFrame *frame) const;

    /**
     * Returns the current displayed frame.
     */
	 // 得到精靈幀
    virtual SpriteFrame* getSpriteFrame() const;
    /** @deprecated Use `getSpriteFrame()` instead.
     * @js NA
     */
    CC_DEPRECATED_ATTRIBUTE virtual SpriteFrame* getDisplayFrame() const { return getSpriteFrame(); }
    /** @deprecated Use `getSpriteFrame()` instead. */
    CC_DEPRECATED_ATTRIBUTE virtual SpriteFrame* displayFrame() const { return getSpriteFrame(); };

    /// @} End of frames methods


    /// @{
    /// @name Animation methods
    /**
     * Changes the display frame with animation name and index.
     * The animation name will be get from the AnimationCache.
     */
	 // 通過動畫名字設定精靈幀
    virtual void setDisplayFrameWithAnimationName(const std::string& animationName, ssize_t frameIndex);
    /// @}


    /// @{
    /// @name Sprite Properties' setter/getters.

    /**
     * Whether or not the Sprite needs to be updated in the Atlas.
     *
     * @return True if the sprite needs to be updated in the Atlas, false otherwise.
     */
	 // 在地圖集中是否需要更新精靈
    virtual bool isDirty() const { return _dirty; }

    /**
     * Makes the Sprite to be updated in the Atlas.
     */
	 // 設定在地圖集中是否需要更新精靈
    virtual void setDirty(bool dirty) { _dirty = dirty; }

    /**
     * Returns the quad (tex coords, vertex coords and color) information.
     * @js  NA
     * @lua NA
     */
    inline V3F_C4B_T2F_Quad getQuad() const { return _quad; }

    /**
     * Returns whether or not the texture rectangle is rotated.
     */
	 // 紋理矩形是否被旋轉
    inline bool isTextureRectRotated() const { return _rectRotated; }

    /**
     * Returns the index used on the TextureAtlas.
     */
	 // 得到紋理地圖集的索引
    inline ssize_t getAtlasIndex() const { return _atlasIndex; }

    /**
     * Sets the index used on the TextureAtlas.
     *
     * @warning Don't modify this value unless you know what you are doing.
     */
	 // 設定紋理地圖集的索引
    inline void setAtlasIndex(ssize_t atlasIndex) { _atlasIndex = atlasIndex; }

    /**
     * Returns the rect of the Sprite in points.
     */
	 // 得到紋理的Rect
    inline const Rect& getTextureRect() const { return _rect; }

    /**
     * Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
     */
	 // 得到紋理的地圖集
    inline TextureAtlas* getTextureAtlas() const { return _textureAtlas; }

    /**
     * Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode.
     */
	 // 設定紋理的地圖集
    inline void setTextureAtlas(TextureAtlas *textureAtlas) { _textureAtlas = textureAtlas; }

    /**
     * Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
     */
	 // 得到偏移的距離
    inline const Vec2& getOffsetPosition() const { return _offsetPosition; }


    /**
     * Returns the flag which indicates whether the sprite is flipped horizontally or not.
     *
     * It only flips the texture of the sprite, and not the texture of the sprite's children.
     * Also, flipping the texture doesn't alter the anchorPoint.
     * If you want to flip the anchorPoint too, and/or to flip the children too use:
     * sprite->setScaleX(sprite->getScaleX() * -1);
     *
     * @return true if the sprite is flipped horizontally, false otherwise.
     */
	 //是否在水準方向翻轉
    bool isFlippedX() const;
    /**
     * Sets whether the sprite should be flipped horizontally or not.
     *
     * @param flippedX true if the sprite should be flipped horizontally, false otherwise.
     */
	 // 設定是否在水準方向翻轉
    void setFlippedX(bool flippedX);

    /** @deprecated Use isFlippedX() instead.
    * @js NA
    * @lua NA
    */
    CC_DEPRECATED_ATTRIBUTE bool isFlipX() { return isFlippedX(); };
    /** @deprecated Use setFlippedX() instead
     * @js NA
     */
    CC_DEPRECATED_ATTRIBUTE void setFlipX(bool flippedX) { setFlippedX(flippedX); };

    /**
     * Return the flag which indicates whether the sprite is flipped vertically or not.
     *
     * It only flips the texture of the sprite, and not the texture of the sprite's children.
     * Also, flipping the texture doesn't alter the anchorPoint.
     * If you want to flip the anchorPoint too, and/or to flip the children too use:
     * sprite->setScaleY(sprite->getScaleY() * -1);
     *
     * @return true if the sprite is flipped vertically, false otherwise.
     */
	 // 是否在豎直方向翻轉
    bool isFlippedY() const;
    /**
     * Sets whether the sprite should be flipped vertically or not.
     *
     * @param flippedY true if the sprite should be flipped vertically, false otherwise.
     */
	 // 設定是否在豎直方向翻轉
    void setFlippedY(bool flippedY);

    /// @} End of Sprite properties getter/setters

    /** @deprecated Use isFlippedY() instead.
     * @js NA
     */
    CC_DEPRECATED_ATTRIBUTE bool isFlipY() { return isFlippedY(); };
    /** @deprecated Use setFlippedY() instead.
     * @js NA
     */
    CC_DEPRECATED_ATTRIBUTE void setFlipY(bool flippedY) { setFlippedY(flippedY); };

    //
    // Overrides
    //
    /// @{
    /// @name Functions inherited from TextureProtocol.
    /**
    *@code
    *When this function bound into js or lua,the parameter will be changed.
    *In js: var setBlendFunc(var src, var dst).
    *In lua: local setBlendFunc(local src, local dst).
    *@endcode
    */
	// 設定混合函數
    inline void setBlendFunc(const BlendFunc &blendFunc) override { _blendFunc = blendFunc; }
    /**
    * @js  NA
    * @lua NA
    */
	// 得到混合函數
    inline const BlendFunc& getBlendFunc() const override { return _blendFunc; }
    /// @}

    /**
     * @js NA
     */
	 // 得到描述
    virtual std::string getDescription() const override;

    /// @{
    /// @name Functions inherited from Node.
    virtual void setScaleX(float scaleX) override;
    virtual void setScaleY(float scaleY) override;
    virtual void setScale(float scaleX, float scaleY) override;
    /**
    * @js  NA
    * @lua NA
    */
    virtual void setPosition(const Vec2& pos) override;
    virtual void setPosition(float x, float y) override;
    virtual void setRotation(float rotation) override;
    virtual void setRotationSkewX(float rotationX) override;
    virtual void setRotationSkewY(float rotationY) override;
    virtual void setSkewX(float sx) override;
    virtual void setSkewY(float sy) override;
    virtual void removeChild(Node* child, bool cleanup) override;
    virtual void removeAllChildrenWithCleanup(bool cleanup) override;
    virtual void reorderChild(Node *child, int zOrder) override;
    using Node::addChild;
    virtual void addChild(Node *child, int zOrder, int tag) override;
    virtual void addChild(Node *child, int zOrder, const std::string &name) override;
    virtual void sortAllChildren() override;
    virtual void setScale(float scale) override;
    virtual void setPositionZ(float positionZ) override;
    virtual void setAnchorPoint(const Vec2& anchor) override;
    virtual void ignoreAnchorPointForPosition(bool value) override;
    virtual void setVisible(bool bVisible) override;
    virtual void draw(Renderer *renderer, const Mat4 &transform, uint32_t flags) override;
    virtual void setOpacityModifyRGB(bool modify) override;
    virtual bool isOpacityModifyRGB() const override;
    /// @}

CC_CONSTRUCTOR_ACCESS:
	/**
     * @js ctor
     */
    Sprite();
    virtual ~Sprite();

    /* Initializes an empty sprite with nothing init. */
    virtual bool init() override;

    /**
     * Initializes a sprite with a texture.
     *
     * After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
     *
     * @param   texture    A pointer to an existing Texture2D object.
     *                      You can use a Texture2D object for many sprites.
     * @return  True if the sprite is initialized properly, false otherwise.
     */
	 // 初始化
    virtual bool initWithTexture(Texture2D *texture);

    /**
     * Initializes a sprite with a texture and a rect.
     *
     * After initialization, the offset will be (0,0).
     *
     * @param   texture    A pointer to an exisiting Texture2D object.
     *                      You can use a Texture2D object for many sprites.
     * @param   rect        Only the contents inside rect of this texture will be applied for this sprite.
     * @return  True if the sprite is initialized properly, false otherwise.
     */
    virtual bool initWithTexture(Texture2D *texture, const Rect& rect);

    /**
     * Initializes a sprite with a texture and a rect in points, optionally rotated.
     *
     * After initialization, the offset will be (0,0).
     * @note    This is the designated initializer.
     *
     * @param   texture    A Texture2D object whose texture will be applied to this sprite.
     * @param   rect        A rectangle assigned the contents of texture.
     * @param   rotated     Whether or not the texture rectangle is rotated.
     * @return  True if the sprite is initialized properly, false otherwise.
     */
    virtual bool initWithTexture(Texture2D *texture, const Rect& rect, bool rotated);

    /**
     * Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite.
     *
     * @param   spriteFrame  A SpriteFrame object. It should includes a valid texture and a rect.
     * @return  True if the sprite is initialized properly, false otherwise.
     */
    virtual bool initWithSpriteFrame(SpriteFrame *spriteFrame);

    /**
     * Initializes a sprite with an sprite frame name.
     *
     * A SpriteFrame will be fetched from the SpriteFrameCache by name.
     * If the SpriteFrame doesn't exist it will raise an exception.
     *
     * @param   spriteFrameName  A key string that can fected a volid SpriteFrame from SpriteFrameCache.
     * @return  True if the sprite is initialized properly, false otherwise.
     */
    virtual bool initWithSpriteFrameName(const std::string& spriteFrameName);

    /**
     * Initializes a sprite with an image filename.
     *
     * This method will find filename from local file system, load its content to Texture2D,
     * then use Texture2D to create a sprite.
     * After initialization, the rect used will be the size of the image. The offset will be (0,0).
     *
     * @param   filename The path to an image file in local file system.
     * @return  True if the sprite is initialized properly, false otherwise.
     * @lua     init
     */
    virtual bool initWithFile(const std::string& filename);

    /**
     * Initializes a sprite with an image filename, and a rect.
     *
     * This method will find filename from local file system, load its content to Texture2D,
     * then use Texture2D to create a sprite.
     * After initialization, the offset will be (0,0).
     *
     * @param   filename The path to an image file in local file system.
     * @param   rect        The rectangle assigned the content area from texture.
     * @return  True if the sprite is initialized properly, false otherwise.
     * @lua     init
     */
    virtual bool initWithFile(const std::string& filename, const Rect& rect);

protected:

    void updateColor() override;
    virtual void setTextureCoords(Rect rect);
    virtual void updateBlendFunc();
    virtual void setReorderChildDirtyRecursively();
    virtual void setDirtyRecursively(bool value);

    //
    // Data used when the sprite is rendered using a SpriteSheet
    //
    TextureAtlas*       _textureAtlas;      /// SpriteBatchNode texture atlas (weak reference)
    ssize_t             _atlasIndex;        /// Absolute (real) Index on the SpriteSheet
    SpriteBatchNode*    _batchNode;         /// Used batch node (weak reference)

    bool                _dirty;             /// Whether the sprite needs to be updated
    bool                _recursiveDirty;    /// Whether all of the sprite's children needs to be updated
    bool                _shouldBeHidden;    /// should not be drawn because one of the ancestors is not visible
    Mat4              _transformToBatch;

    //
    // Data used when the sprite is self-rendered
    //
    BlendFunc        _blendFunc;            /// It's required for TextureProtocol inheritance
    Texture2D*       _texture;              /// Texture2D object that is used to render the sprite
    SpriteFrame*     _spriteFrame;
    QuadCommand      _quadCommand;          /// quad command
#if CC_SPRITE_DEBUG_DRAW
    DrawNode *_debugDrawNode;
#endif //CC_SPRITE_DEBUG_DRAW
    //
    // Shared data
    //

    // texture
    Rect _rect;                             /// Retangle of Texture2D
    bool   _rectRotated;                    /// Whether the texture is rotated

    // Offset Position (used by Zwoptex)
    Vec2 _offsetPosition;
    Vec2 _unflippedOffsetPositionFromCenter;

    // vertex coords, texture coords and color info
    V3F_C4B_T2F_Quad _quad;

    // opacity and RGB protocol
    bool _opacityModifyRGB;

    // image is flipped
    bool _flippedX;                         /// Whether the sprite is flipped horizontally or not
    bool _flippedY;                         /// Whether the sprite is flipped vertically or not

    bool _insideBounds;                     /// whether or not the sprite was inside bounds the previous frame
private:
    CC_DISALLOW_COPY_AND_ASSIGN(Sprite);
};


// end of sprite_nodes group
/// @}

NS_CC_END

#endif // __SPRITE_NODE_CCSPRITE_H__