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C++ processParentFlags函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C++中processParentFlags函数的典型用法代码示例。如果您正苦于以下问题:C++ processParentFlags函数的具体用法?C++ processParentFlags怎么用?C++ processParentFlags使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。



在下文中一共展示了processParentFlags函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。

示例1: processParentFlags

// override visit.
// Don't call visit on it's children
void ParticleBatchNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    // CAREFUL:
    // This visit is almost identical to Node#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;
    }
    
    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* director = Director::getInstance();
        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);
    }
}
开发者ID:sebastianleecn,项目名称:Quick-Cocos2dx-Community,代码行数:32,代码来源:CCParticleBatchNode.cpp


示例2: processParentFlags

void BatchNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible || !isVisitableByVisitingCamera())
    {
        return;
    }

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // 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* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

    sortAllChildren();
    draw(renderer, _modelViewTransform, flags);

    // reset for next frame
    _orderOfArrival = 0;

    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
开发者ID:fdmjyoshi3,项目名称:cocos2d-x,代码行数:25,代码来源:CCBatchNode.cpp


示例3: processParentFlags

void BatchNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }

    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* director = Director::getInstance();
        director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
        director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
        
        sortAllChildren();
        draw(renderer, _modelViewTransform, flags);
        
        // FIX ME: Why need to set _orderOfArrival to 0??
        // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
        // setOrderOfArrival(0);
        
        director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    }
}
开发者ID:DominicD,项目名称:Hyperdrive,代码行数:29,代码来源:CCBatchNode.cpp


示例4: processParentFlags

void RenderTexture::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    // override visit.
	// Don't call visit on its children
    if (!_visible || !isVisitableByVisitingCamera())
    {
        return;
    }
	
    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    Director* director = Director::getInstance();
    // 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);

    _sprite->visit(renderer, _modelViewTransform, flags);
    draw(renderer, _modelViewTransform, flags);
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);

    _orderOfArrival = 0;
}
开发者ID:CatalystApps,项目名称:Cocos2dx_WP8ShaderCompiler,代码行数:25,代码来源:CCRenderTexture.cpp


示例5: isVisitableByVisitingCamera

void BillBoard::visit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }
    bool visibleByCamera = isVisitableByVisitingCamera();
    // quick return if not visible by camera and has no children.
    if (!visibleByCamera && _children.empty())
    {
        return;
    }
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);
    
    //Add 3D flag so all the children will be rendered as 3D object
    flags |= FLAGS_RENDER_AS_3D;
    
    //Update Billboard transform
    bool dirty = calculateBillboardTransform();
    if(dirty)
    {
        flags |= FLAGS_TRANSFORM_DIRTY;
    }
    
    Director* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
    
    int i = 0;
    
    if(!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for(auto size = _children.size(); i < size; ++i)
        {
            auto node = _children.at(i);
            
            if (node && node->getLocalZOrder() < 0)
                node->visit(renderer, _modelViewTransform, flags);
            else
                break;
        }
        // self draw
        if (visibleByCamera)
            this->draw(renderer, _modelViewTransform, flags);

        for(auto it=_children.cbegin()+i, itCend = _children.cend(); it != itCend; ++it)
            (*it)->visit(renderer, _modelViewTransform, flags);
    }
    else if (visibleByCamera)
    {
        this->draw(renderer, _modelViewTransform, flags);
    }
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
开发者ID:hugohuang1111,项目名称:Bird,代码行数:59,代码来源:CCBillBoard.cpp


示例6: processParentFlags

void ScrollView::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    // quick return if not visible
    if (!isVisible() || !isVisitableByVisitingCamera())
    {
        return;
    }

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // 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* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

    this->beforeDraw();
    bool visibleByCamera = isVisitableByVisitingCamera();

    if (!_children.empty())
    {
        int i=0;
		
		// draw children zOrder < 0
        for( ; i < _children.size(); i++ )
        {
            Node *child = _children.at(i);
            if ( child->getLocalZOrder() < 0 )
            {
                child->visit(renderer, _modelViewTransform, flags);
            }
            else
            {
                break;
            }
        }
		
		// this draw
        if (visibleByCamera)
            this->draw(renderer, _modelViewTransform, flags);
        
        // draw children zOrder >= 0
        for( ; i < _children.size(); i++ )
        {
			Node *child = _children.at(i);
			child->visit(renderer, _modelViewTransform, flags);
        }
    }
    else if (visibleByCamera)
    {
        this->draw(renderer, _modelViewTransform, flags);
    }

    this->afterDraw();

    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
开发者ID:1097195326,项目名称:GameAreas,代码行数:59,代码来源:CCScrollView.cpp


示例7: updateContent

void Label::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    if (! _visible || _originalUTF8String.empty())
    {
        return;
    }
    
    if (_systemFontDirty || _contentDirty)
    {
        updateContent();
    }

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    if (_shadowEnabled && _shadowBlurRadius <= 0 && (_shadowDirty || (flags & FLAGS_DIRTY_MASK)))
    {
        _position.x += _shadowOffset.width;
        _position.y += _shadowOffset.height;
        _transformDirty = _inverseDirty = true;

        _shadowTransform = transform(parentTransform);

        _position.x -= _shadowOffset.width;
        _position.y -= _shadowOffset.height;
        _transformDirty = _inverseDirty = true;

        _shadowDirty = false;
    }

    if (!_textSprite && !isVisitableByVisitingCamera())
    {
        return;
    }

    // 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);
    
    if (_textSprite)
    {
        if (_shadowNode)
        {
            _shadowNode->visit(renderer, _modelViewTransform, flags);
        }
        _textSprite->visit(renderer, _modelViewTransform, flags);
    }
    else
    {
        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);
}
开发者ID:Ratel13,项目名称:Cocos2dGame-v3.7,代码行数:59,代码来源:CCLabel.cpp


示例8: processParentFlags

void BoneNode::visit(cocos2d::Renderer *renderer, const cocos2d::Mat4& parentTransform, uint32_t parentFlags)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // 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(cocos2d::MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    _director->loadMatrix(cocos2d::MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

    bool visibleByCamera = isVisitableByVisitingCamera();
    bool isdebugdraw = visibleByCamera && _isRackShow && nullptr == _rootSkeleton;
    int i = 0;

    if (!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for (; i < _children.size(); i++)
        {
            auto node = _children.at(i);
            if (_rootSkeleton != nullptr && _boneSkins.contains(node)) // skip skin when bone is in a skeleton
                continue;
            if (node && node->getLocalZOrder() < 0)
                node->visit(renderer, _modelViewTransform, flags);
            else
                break;
        }
        // self draw
        if (isdebugdraw)
            this->draw(renderer, _modelViewTransform, flags);

        for (auto it = _children.cbegin() + i; it != _children.cend(); ++it)
        {
            auto node = (*it);
            if (_rootSkeleton != nullptr && _boneSkins.contains(node)) // skip skin when bone is in a skeleton
                continue;
            node->visit(renderer, _modelViewTransform, flags);
        }
    }
    else if (isdebugdraw)
    {
        this->draw(renderer, _modelViewTransform, flags);
    }

    _director->popMatrix(cocos2d::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
    // reset for next frame
    // _orderOfArrival = 0;
}
开发者ID:DominicD,项目名称:Hyperdrive,代码行数:58,代码来源:CCBoneNode.cpp


示例9: updateFont

void Label::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    if (! _visible || _originalUTF8String.empty())
    {
        return;
    }
    if (_systemFontDirty)
    {
        updateFont();
    }
    if (_contentDirty)
    {
        updateContent();
    }

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    if (_shadowEnabled && _shadowBlurRadius <= 0 && (_shadowDirty || (flags & FLAGS_DIRTY_MASK)))
    {
        _position.x += _shadowOffset.width;
        _position.y += _shadowOffset.height;
        _transformDirty = _inverseDirty = true;

        _shadowTransform = transform(parentTransform);

        _position.x -= _shadowOffset.width;
        _position.y -= _shadowOffset.height;
        _transformDirty = _inverseDirty = true;

        _shadowDirty = false;
    }

    // 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* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
    

    if (_textSprite)
    {
        drawTextSprite(renderer, flags);
    }
    else
    {
        draw(renderer, _modelViewTransform, flags);
    }

    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
    setOrderOfArrival(0);
}
开发者ID:4an70m,项目名称:Cocos2dxTest,代码行数:55,代码来源:CCLabel.cpp


示例10: processParentFlags

// override visit
// don't call visit on it's children
void SpineBatchNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    if (! _visible)
    {
        return;
    }
    
    // sortAllChildren();
    /*for (auto child : _children) {
        child->visit(renderer, parentTransform, parentFlags);
    }*/
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);
    
    draw(renderer, _modelViewTransform, flags);
}
开发者ID:halx99,项目名称:SpineBatchNode,代码行数:18,代码来源:SpineBatchNode.cpp


示例11: processParentFlags

void Sprite3D::visit(cocos2d::Renderer *renderer, const cocos2d::Mat4 &parentTransform, uint32_t parentFlags)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);
    flags |= FLAGS_RENDER_AS_3D;
    
    //
    Director* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
    
    bool visibleByCamera = isVisitableByVisitingCamera();
    
    int i = 0;
    
    if(!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for( ; i < _children.size(); i++ )
        {
            auto node = _children.at(i);
            
            if (node && node->getLocalZOrder() < 0)
                node->visit(renderer, _modelViewTransform, flags);
            else
                break;
        }
        // self draw
        if (visibleByCamera)
            this->draw(renderer, _modelViewTransform, flags);
        
        for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
            (*it)->visit(renderer, _modelViewTransform, flags);
    }
    else if (visibleByCamera)
    {
        this->draw(renderer, _modelViewTransform, flags);
    }
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
开发者ID:HeavenWesker,项目名称:ContraGame,代码行数:47,代码来源:CCSprite3D.cpp


示例12: processParentFlags

void Node::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // 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);

    int i = 0;

    if(!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for( ; i < _children.size(); i++ )
        {
            auto node = _children.at(i);

            if (node && node->_localZOrder < 0)
                node->visit(renderer, _modelViewTransform, flags);
            else
                break;
        }
        // self draw
        this->draw(renderer, _modelViewTransform, flags);

        for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
            (*it)->visit(renderer, _modelViewTransform, flags);
    }
    else
    {
        this->draw(renderer, _modelViewTransform, flags);
    }

    _director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
开发者ID:2youyou2,项目名称:cocos2d-x-lite,代码行数:44,代码来源:CCNode.cpp


示例13: CC_PROFILER_START_CATEGORY

// 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* director = Director::getInstance();
        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");
    }
}
开发者ID:1414648814,项目名称:AStar-Cocos2dx,代码行数:41,代码来源:CCSpriteBatchNode.cpp


示例14: processParentFlags

void ShaderNode::visit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags)
{
    if (!_visible)
        return;
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);
    
    _director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    _director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
    
    bool visibleByCamera = isVisitableByVisitingCamera();
    int i = 0;
    _rendertTexture->beginWithClear(0, 0, 0, 0);
    if (!_children.empty())
    {
        sortAllChildren();
        for( ; i < _children.size(); i++ )
        {
            auto node = _children.at(i);
            
            if (node && node->getLocalZOrder() < 0)
                node->visit(renderer, Mat4::IDENTITY, flags);
            else
                break;
        }
        
        for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
            (*it)->visit(renderer, Mat4::IDENTITY, flags);
    }
    _rendertTexture->end();
    
    if (visibleByCamera)
    {
        this->draw(renderer, _modelViewTransform, flags);
    }
}
开发者ID:giangchau92,项目名称:Cocos2d-x-Effect,代码行数:36,代码来源:ShaderNode.cpp


示例15: processParentFlags

 void Scale9Sprite::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
 {
     
     // quick return if not visible. children won't be drawn.
     if (!_visible)
     {
         return;
     }
     
     uint32_t flags = processParentFlags(parentTransform, parentFlags);
     
     // 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* director = Director::getInstance();
     CCASSERT(nullptr != director, "Director is null when seting matrix stack");
     director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
     director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
     
     int i = 0;      // used by _children
     int j = 0;      // used by _protectedChildren
     
     sortAllChildren();
     sortAllProtectedChildren();
     
     //
     // draw children and protectedChildren zOrder < 0
     //
     for( ; i < _children.size(); i++ )
     {
         auto node = _children.at(i);
         
         if ( node && node->getLocalZOrder() < 0 )
             node->visit(renderer, _modelViewTransform, flags);
         else
             break;
     }
     
     if (_scale9Enabled)
     {
         for( ; j < _protectedChildren.size(); j++ )
         {
             auto node = _protectedChildren.at(j);
             
             if ( node && node->getLocalZOrder() < 0 )
                 node->visit(renderer, _modelViewTransform, flags);
             else
                 break;
         }
     }
     else
     {
         if (_scale9Image && _scale9Image->getLocalZOrder() < 0 )
         {
             _scale9Image->visit(renderer, _modelViewTransform, flags);
         }
     }
     
     //
     // draw self
     //
     if (isVisitableByVisitingCamera())
         this->draw(renderer, _modelViewTransform, flags);
     
     //
     // draw children and protectedChildren zOrder >= 0
     //
     if (_scale9Enabled)
     {
         for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
             (*it)->visit(renderer, _modelViewTransform, flags);
     }
     else
     {
         if (_scale9Image && _scale9Image->getLocalZOrder() >= 0 )
         {
             _scale9Image->visit(renderer, _modelViewTransform, flags);
         }
     }
     
     
     for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
         (*it)->visit(renderer, _modelViewTransform, flags);
     
     // FIX ME: Why need to set _orderOfArrival to 0??
     // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
     // setOrderOfArrival(0);
     
     director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
     
 }
开发者ID:27629678,项目名称:cocos2d,代码行数:91,代码来源:UIScale9Sprite.cpp


示例16: processParentFlags

void Layout::stencilClippingVisit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags)
{
    if(!_visible)
        return;
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // 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* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when seting matrix stack");
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
    //Add group command

    _groupCommand.init(_globalZOrder);
    renderer->addCommand(&_groupCommand);
    
    renderer->pushGroup(_groupCommand.getRenderQueueID());
    
    _beginStencilCommand.init(_globalZOrder, false, 1, _clippingStencil);
    renderer->addCommand(&_beginStencilCommand);
    
    _clippingStencil->visit(renderer, _modelViewTransform, flags);
    
    _afterStencilCommand.init(_globalZOrder);
    renderer->addCommand(&_afterStencilCommand);
    
    int i = 0;      // used by _children
    int j = 0;      // used by _protectedChildren
    
    sortAllChildren();
    sortAllProtectedChildren();
    
    //
    // draw children and protectedChildren zOrder < 0
    //
    for( ; i < _children.size(); i++ )
    {
        auto node = _children.at(i);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, flags);
        else
            break;
    }
    
    for( ; j < _protectedChildren.size(); j++ )
    {
        auto node = _protectedChildren.at(j);
        
        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, flags);
        else
            break;
    }
    
    //
    // draw self
    //
    this->draw(renderer, _modelViewTransform, flags);
    
    //
    // draw children and protectedChildren zOrder >= 0
    //
    for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, flags);
    
    for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, flags);

    
    _endStencilCommand.init(_globalZOrder);
    renderer->addCommand(&_endStencilCommand);
    
    renderer->popGroup();
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
开发者ID:HeavenWesker,项目名称:ContraGame,代码行数:80,代码来源:UILayout.cpp


示例17: processParentFlags

void ProtectedNode::visit(Renderer* renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }

    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // 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
    CCASSERT(nullptr != _director, "Director is null when setting matrix stack");
    _director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    _director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

    int i = 0;      // used by _children
    int j = 0;      // used by _protectedChildren

    sortAllChildren();
    sortAllProtectedChildren();

    //
    // draw children and protectedChildren zOrder < 0
    //
    for( ; i < _children.size(); i++ )
    {
        auto node = _children.at(i);

        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, flags);
        else
            break;
    }

    for( ; j < _protectedChildren.size(); j++ )
    {
        auto node = _protectedChildren.at(j);

        if ( node && node->getLocalZOrder() < 0 )
            node->visit(renderer, _modelViewTransform, flags);
        else
            break;
    }

    //
    // draw self
    //
    draw(renderer, _modelViewTransform, flags);

    //
    // draw children and protectedChildren zOrder >= 0
    //
    for(auto it=_protectedChildren.cbegin()+j; it != _protectedChildren.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, flags);

    for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
        (*it)->visit(renderer, _modelViewTransform, flags);

    _director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
开发者ID:253056965,项目名称:cocos2d-x-lite,代码行数:62,代码来源:CCProtectedNode.cpp


示例18: processParentFlags

//裁切
void CNFServerChangeScrollLayer::visit(Renderer *renderer, const Mat4& parentTransform, uint32_t parentFlags)
{
    if (!_visible)
    {
        return;
    }
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);
    
    
    // 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* director = Director::getInstance();
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
    
    bool visibleByCamera = isVisitableByVisitingCamera();
    
 
    
    
    glEnable(GL_SCISSOR_TEST);
    
    Size size=Director::getInstance()->getOpenGLView()->getFrameSize();
    
    float fScaleX=size.width/SCREEN_WIDTH;
    float fScaleY=size.height/SCREEN_HEIGHT;
    
    glScissor(m_DisPlayRect.origin.x*fScaleX,m_DisPlayRect.origin.y*fScaleY,m_DisPlayRect.size.width*fScaleX,m_DisPlayRect.size.height*fScaleY);
    
    
    
    int i = 0;
    
    if(!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for( ; i < _children.size(); i++ )
        {
            auto node = _children.at(i);
            
            if ( node && node->getLocalZOrder() < 0 )
                node->visit(renderer, _modelViewTransform, flags);
            else
                break;
        }
        // self draw
        if (visibleByCamera)
            this->draw(renderer, _modelViewTransform, flags);
        
        for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
            (*it)->visit(renderer, _modelViewTransform, flags);
    }
    else if (visibleByCamera)
    {
        this->draw(renderer, _modelViewTransform, flags);
    }
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
    glDisable(GL_SCISSOR_TEST);
    
   
}
开发者ID:domzhaosh,项目名称:NCF2,代码行数:67,代码来源:NFServerChangeScrollLayer.cpp


示例19: updateContent

void Label::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    if (! _visible || (_utf8Text.empty() && _children.empty()) )
    {
        return;
    }
    
    if (_systemFontDirty || _contentDirty)
    {
        updateContent();
    }
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    if (!_utf8Text.empty() && _shadowEnabled && (_shadowDirty || (flags & FLAGS_DIRTY_MASK)))
    {
        _position.x += _shadowOffset.width;
        _position.y += _shadowOffset.height;
        _transformDirty = _inverseDirty = true;

        _shadowTransform = transform(parentTransform);

        _position.x -= _shadowOffset.width;
        _position.y -= _shadowOffset.height;
        _transformDirty = _inverseDirty = true;

        _shadowDirty = false;
    }

    bool visibleByCamera = isVisitableByVisitingCamera();
    if (_children.empty() && !_textSprite && !visibleByCamera)
    {
        return;
    }

    // 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);
    
    if (!_children.empty())
    {
        sortAllChildren();

        int i = 0;
        // draw children zOrder < 0
        for (; i < _children.size(); i++)
        {
            auto node = _children.at(i);

            if (node && node->getLocalZOrder() < 0)
                node->visit(renderer, _modelViewTransform, flags);
            else
                break;
        }
        
        this->drawSelf(visibleByCamera, renderer, flags);

        for (auto it = _children.cbegin() + i; it != _children.cend(); ++it)
        {
            (*it)->visit(renderer, _modelViewTransform, flags);
        }
            
    }
    else
    {
        this->drawSelf(visibleByCamera, renderer, flags);
    }

    _director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
开发者ID:wade0317,项目名称:Calc,代码行数:72,代码来源:CCLabel.cpp


示例20: processParentFlags

void ClippingNode::visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags)
{
    if (!_visible || !hasContent())
        return;
    
    uint32_t flags = processParentFlags(parentTransform, parentFlags);

    // 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* director = Director::getInstance();
    CCASSERT(nullptr != director, "Director is null when setting matrix stack");
    director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);

    //Add group command
        
    _groupCommand.init(_globalZOrder);
    renderer->addCommand(&_groupCommand);

    renderer->pushGroup(_groupCommand.getRenderQueueID());

    _beforeVisitCmd.init(_globalZOrder);
    _beforeVisitCmd.func = CC_CALLBACK_0(StencilStateManager::onBeforeVisit, _stencilStateManager);
    renderer->addCommand(&_beforeVisitCmd);
    
    auto alphaThreshold = this->getAlphaThreshold();
    if (alphaThreshold < 1)
    {
#if CC_CLIPPING_NODE_OPENGLES
        // since glAlphaTest do not exists in OES, use a shader that writes
        // pixel only if greater than an alpha threshold
        GLProgram *program = GLProgramCache::getInstance()->getGLProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_ALPHA_TEST_NO_MV);
        GLint alphaValueLocation = glGetUniformLocation(program->getProgram(), GLProgram::UNIFORM_NAME_ALPHA_TEST_VALUE);
        // set our alphaThreshold
        program->use();
        program->setUniformLocationWith1f(alphaValueLocation, alphaThreshold);
        // we need to recursively apply this shader to all the nodes in the stencil node
        // FIXME: we should have a way to apply shader to all nodes without having to do this
        setProgram(_stencil, program);
#endif

    }
    _stencil->visit(renderer, _modelViewTransform, flags);

    _afterDrawStencilCmd.init(_globalZOrder);
    _afterDrawStencilCmd.func = CC_CALLBACK_0(StencilStateManager::onAfterDrawStencil, _stencilStateManager);
    renderer->addCommand(&_afterDrawStencilCmd);

    int i = 0;
    bool visibleByCamera = isVisitableByVisitingCamera();
    
    if(!_children.empty())
    {
        sortAllChildren();
        // draw children zOrder < 0
        for(auto size = _children.size(); i < size; ++i)
        {
            auto node = _children.at(i);
            
            if ( node && node->getLocalZOrder() < 0 )
                node->visit(renderer, _modelViewTransform, flags);
            else
                break;
        }
        // self draw
        if (visibleByCamera)
            this->draw(renderer, _modelViewTransform, flags);

        for(auto it=_children.cbegin()+i, itCend = _children.cend(); it != itCend; ++it)
            (*it)->visit(renderer, _modelViewTransform, flags);
    }
    else if (visibleByCamera)
    {
        this->draw(renderer, _modelViewTransform, flags);
    }

    _afterVisitCmd.init(_globalZOrder);
    _afterVisitCmd.func = CC_CALLBACK_0(StencilStateManager::onAfterVisit, _stencilStateManager);
    renderer->addCommand(&_afterVisitCmd);

    renderer->popGroup();
    
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
开发者ID:MinhHTML5,项目名称:FocusFire,代码行数:85,代码来源:CCClippingNode.cpp



注:本文中的processParentFlags函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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