// Reorder will be done in this function, no "lazy" reorder to particles void CCParticleBatchNode::reorderChild(CCNode * child, int zOrder) { CCAssert( child != NULL, "Child must be non-NULL"); CCAssert( dynamic_cast<CCParticleSystem*>(child) != NULL, "CCParticleBatchNode only supports CCQuadParticleSystems as children"); CCAssert( m_pChildren->containsObject(child), "Child doesn't belong to batch" ); CCParticleSystem* pChild = (CCParticleSystem*)(child); if( zOrder == child->getZOrder() ) { return; } // no reordering if only 1 child if( m_pChildren->count() > 1) { unsigned int newIndex = 0, oldIndex = 0; getCurrentIndex(&oldIndex, &newIndex, pChild, zOrder); if( oldIndex != newIndex ) { // reorder m_pChildren->array pChild->retain(); m_pChildren->removeObjectAtIndex(oldIndex); m_pChildren->insertObject(pChild, newIndex); pChild->release(); // save old altasIndex unsigned int oldAtlasIndex = pChild->getAtlasIndex(); // update atlas index updateAllAtlasIndexes(); // Find new AtlasIndex unsigned int newAtlasIndex = 0; for( unsigned int i=0; i < m_pChildren->count(); i++) { CCParticleSystem* pNode = (CCParticleSystem*)m_pChildren->objectAtIndex(i); if( pNode == pChild ) { newAtlasIndex = pChild->getAtlasIndex(); break; } } // reorder textureAtlas quads m_pTextureAtlas->moveQuadsFromIndex(oldAtlasIndex, pChild->getTotalParticles(), newAtlasIndex); pChild->updateWithNoTime(); } } pChild->setZOrder(zOrder); }
// override removeChild: void CCParticleBatchNode::removeChild(CCNode* child, bool cleanup) { // explicit nil handling if (child == NULL) { return; } CCAssert( dynamic_cast<CCParticleSystem*>(child) != NULL, "CCParticleBatchNode only supports CCQuadParticleSystems as children"); CCAssert(m_pChildren->containsObject(child), "CCParticleBatchNode doesn't contain the sprite. Can't remove it"); CCParticleSystem* pChild = (CCParticleSystem*)child; CCNode::removeChild(pChild, cleanup); // remove child helper m_pTextureAtlas->removeQuadsAtIndex(pChild->getAtlasIndex(), pChild->getTotalParticles()); // after memmove of data, empty the quads at the end of array m_pTextureAtlas->fillWithEmptyQuadsFromIndex(m_pTextureAtlas->getTotalQuads(), pChild->getTotalParticles()); // particle could be reused for self rendering pChild->setBatchNode(NULL); updateAllAtlasIndexes(); }
void CCParticleBatchNode::addChild(CCNode * child, int zOrder, int tag) { CCAssert( child != NULL, "Argument must be non-NULL"); CCAssert( dynamic_cast<CCParticleSystem*>(child) != NULL, "CCParticleBatchNode only supports CCQuadParticleSystems as children"); CCParticleSystem* pChild = (CCParticleSystem*)child; CCAssert( pChild->getTexture()->getName() == m_pTextureAtlas->getTexture()->getName(), "CCParticleSystem is not using the same texture id"); // If this is the 1st children, then copy blending function if( m_pChildren->count() == 0 ) { setBlendFunc(pChild->getBlendFunc()); } CCAssert( m_tBlendFunc.src == pChild->getBlendFunc().src && m_tBlendFunc.dst == pChild->getBlendFunc().dst, "Can't add a PaticleSystem that uses a different blending function"); //no lazy sorting, so don't call super addChild, call helper instead unsigned int pos = addChildHelper(pChild,zOrder,tag); //get new atlasIndex unsigned int atlasIndex = 0; if (pos != 0) { CCParticleSystem* p = (CCParticleSystem*)m_pChildren->objectAtIndex(pos-1); atlasIndex = p->getAtlasIndex() + p->getTotalParticles(); } else { atlasIndex = 0; } insertChild(pChild, atlasIndex); // update quad info pChild->setBatchNode(this); }