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C++ sortAllChildren函数代码示例

本文整理汇总了C++中sortAllChildren函数的典型用法代码示例。如果您正苦于以下问题:C++ sortAllChildren函数的具体用法?C++ sortAllChildren怎么用?C++ sortAllChildren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sortAllChildren函数的15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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: begin

void RenderTexture::draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated)
{
    if (_autoDraw)
    {
        //Begin will create a render group using new render target
        begin();

        //clear screen
        _clearCommand.init(_globalZOrder);
        _clearCommand.func = CC_CALLBACK_0(RenderTexture::onClear, this);
        renderer->addCommand(&_clearCommand);

        //! make sure all children are drawn
        sortAllChildren();

        for(const auto &child: _children)
        {
            if (child != _sprite)
                child->visit(renderer, transform, transformUpdated);
        }

        //End will pop the current render group
        end();
    }
}
开发者ID:253627764,项目名称:WagonWar,代码行数:25,代码来源:CCRenderTexture.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: transform

void BatchNode::visit(Renderer *renderer, const kmMat4 &parentTransform, bool parentTransformUpdated)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }

    bool dirty = parentTransformUpdated || _transformUpdated;
    if(dirty)
        _modelViewTransform = transform(parentTransform);
    _transformUpdated = false;

    // IMPORTANT:
    // To ease the migration to v3.0, we still support the kmGL stack,
    // but it is deprecated and your code should not rely on it
    kmGLPushMatrix();
    kmGLLoadMatrix(&_modelViewTransform);

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

    // reset for next frame
    _orderOfArrival = 0;

    kmGLPopMatrix();
}
开发者ID:BellyWong,项目名称:EarthWarrior3D,代码行数:27,代码来源:CCBatchNode.cpp

示例4: CC_PROFILER_START_CATEGORY

// override visit
// don't call visit on it's children
void SpriteBatchNode::visit(void)
{
    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;
    }

    kmGLPushMatrix();

    sortAllChildren();
    transform();

    draw();

    kmGLPopMatrix();
    setOrderOfArrival(0);

    CC_PROFILER_STOP_CATEGORY(kProfilerCategoryBatchSprite, "CCSpriteBatchNode - visit");
}
开发者ID:6520874,项目名称:pipiGame,代码行数:30,代码来源:CCSpriteBatchNode.cpp

示例5: transform

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

    bool dirty = parentTransformUpdated || _transformUpdated;
    if(dirty)
        _modelViewTransform = transform(parentTransform);
    _transformUpdated = false;

    // IMPORTANT:
    // To ease the migration to v3.0, we still support the Matrix 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);

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

    // reset for next frame
    _orderOfArrival = 0;

    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
开发者ID:JeeLiu,项目名称:tutorial-puzzle,代码行数:29,代码来源:CCBatchNode.cpp

示例6: kmGLPushMatrix

void CCBatchNode::visit()
{
    m_drawOrder = ++g_drawOrder;

    // quick return if not visible. children won't be drawn.
    if (!m_bVisible)
    {
        return;
    }
    kmGLPushMatrix();

    if (m_pGrid && m_pGrid->isActive())
    {
        m_pGrid->beforeDraw();
    }

    transform();
    sortAllChildren();
    draw();

    // reset for next frame
    m_uOrderOfArrival = 0;

    if (m_pGrid && m_pGrid->isActive())
    {
        m_pGrid->afterDraw(this);
    }

    kmGLPopMatrix();
}
开发者ID:13609594236,项目名称:quick-cocos2d-x,代码行数:30,代码来源:CCBatchNode.cpp

示例7: 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8: processParentFlags

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

	if (!_children.empty())
	{
		int i=0;

		sortAllChildren();
		// 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
		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
	{
		this->draw(renderer, _modelViewTransform, flags);
	}

	this->afterDraw();

	director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
}
开发者ID:110440,项目名称:Tui-x,代码行数:59,代码来源:ScrollView.cpp

示例9: 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10: 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11: CCASSERT

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

    bool dirty = _transformUpdated || parentTransformUpdated;
    if(dirty)
        _modelViewTransform = this->transform(parentTransform);
    _transformUpdated = 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);

    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, dirty);
            else
                break;
        }
        // self draw
        this->draw(renderer, _modelViewTransform, dirty);

        for(auto it=_children.cbegin()+i; it != _children.cend(); ++it)
            (*it)->visit(renderer, _modelViewTransform, dirty);
    }
    else
    {
        this->draw(renderer, _modelViewTransform, dirty);
    }
   
    // reset for next frame
    _orderOfArrival = 0;
 
    director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
    
}
开发者ID:tuyuer,项目名称:actioneditor,代码行数:54,代码来源:CCNode.cpp

示例12: kmGLPushMatrix

void CC3DSprite::visit( void )
{
	m_drawOrder = ++g_drawOrder;
	// quick return if not visible. children won't be drawn.
	if (!m_bVisible) return;
	kmGLPushMatrix();

	this->transform();

	CCNode* pNode = NULL;
	unsigned int i = 0;

	if(m_pChildren && m_pChildren->count() > 0)
	{
		sortAllChildren();
		// draw children zOrder < 0
		ccArray *arrayData = m_pChildren->data;
		for( ; i < arrayData->num; i++ )
		{
			pNode = (CCNode*) arrayData->arr[i];

			if ( pNode && pNode->getZOrder() < 0 )
			{
				pNode->visit();
			}
			else
			{
				break;
			}
		}
		// self draw
		this->draw();

		for( ; i < arrayData->num; i++ )
		{
			pNode = (CCNode*) arrayData->arr[i];
			if (pNode)
			{
				pNode->visit();
			}
		}
	}
	else
	{
		this->draw();
	}

	// reset for next frame
	m_uOrderOfArrival = 0;

	kmGLPopMatrix();
}
开发者ID:ElmerNing,项目名称:Cocos2d-x-ParticleEditor-for-Windows,代码行数:52,代码来源:CC3DSprite.cpp

示例13: kmGLPushMatrix

void Node::visit(Renderer* renderer, const kmMat4 &parentTransform, bool parentTransformUpdated)
{
    // quick return if not visible. children won't be drawn.
    if (!_visible)
    {
        return;
    }

    bool dirty = _transformUpdated || parentTransformUpdated;
    if(dirty)
        _modelViewTransform = this->transform(parentTransform);
    _transformUpdated = false;


    // IMPORTANT:
    // To ease the migration to v3.0, we still support the kmGL stack,
    // but it is deprecated and your code should not rely on it
    kmGLPushMatrix();
    kmGLLoadMatrix(&_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, dirty);
            else
                break;
        }
        // self draw
        this->draw(renderer, _modelViewTransform, dirty);

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

    // reset for next frame
    _orderOfArrival = 0;
 
    kmGLPopMatrix();
}
开发者ID:khanhbui,项目名称:ThreeDots,代码行数:51,代码来源:CCNode.cpp

示例14: sortAllChildren

void CCNode::visit()
{
    // quick return if not visible. children won't be drawn.
    if (!m_bVisible)
    {
        return;
    }
//    kmGLPushMatrix();

    CCNode* pNode = NULL;
    unsigned int i = 0;

    if(m_Children.size() > 0)
    {
        sortAllChildren();
        // draw children zOrder < 0
		for( ; i < m_Children.size(); i++ )
        {
            pNode = (CCNode*) m_Children[i];

            if ( pNode && pNode->m_nZOrder < 0 ) 
            {
                pNode->visit();
            }
            else
            {
                break;
            }
        }
        // self draw
        this->draw();

        for( ; i < m_Children.size(); i++ )
        {
            pNode = (CCNode*) m_Children[i];
            if (pNode)
            {
                pNode->visit();
            }
        }        
    }
    else
    {
        this->draw();
    }

    //kmGLPopMatrix();
}
开发者ID:yinjimmy,项目名称:opengles-practice,代码行数:48,代码来源:CCNode.cpp

示例15: 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


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