/* * cocos2d for iPhone: http://www.cocos2d-iphone.org * * Copyright (C) 2009 Matt Oswald * * Copyright (c) 2009-2010 Ricardo Quesada * Copyright (c) 2011 Zynga Inc. * * 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 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * 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. * */ #import "CCNode.h" #import "CCProtocols.h" #import "CCTextureAtlas.h" #import "ccMacros.h" #pragma mark CCSpriteBatchNode @class CCSprite; /** CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call * (often known as "batch draw"). * * A CCSpriteBatchNode can reference one and only one texture (one image file, one texture atlas). * Only the CCSprites that are contained in that texture can be added to the CCSpriteBatchNode. * All CCSprites added to a CCSpriteBatchNode are drawn in one OpenGL ES draw call. * If the CCSprites are not added to a CCSpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient. * * * Limitations: * - The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is CCSprite or any subclass of CCSprite. eg: particles, labels and layer can't be added to a CCSpriteBatchNode. * - Either all its children are Aliased or Antialiased. It can't be a mix. This is because "alias" is a property of the texture, and all the sprites share the same texture. * * @since v0.7.1 */ @interface CCSpriteBatchNode : CCNode { CCTextureAtlas *textureAtlas_; ccBlendFunc blendFunc_; // all descendants: chlidren, gran children, etc... CCArray *descendants_; } /** returns the TextureAtlas that is used */ @property (nonatomic,readwrite,retain) CCTextureAtlas * textureAtlas; /** conforms to CCTextureProtocol protocol */ @property (nonatomic,readwrite) ccBlendFunc blendFunc; /** descendants (children, gran children, etc) */ @property (nonatomic,readonly) CCArray *descendants; /** creates a CCSpriteBatchNode with a texture2d and a default capacity of 29 children. The capacity will be increased in 33% in runtime if it run out of space. */ +(id)batchNodeWithTexture:(CCTexture2D *)tex; +(id)spriteSheetWithTexture:(CCTexture2D *)tex DEPRECATED_ATTRIBUTE; /** creates a CCSpriteBatchNode with a texture2d and capacity of children. The capacity will be increased in 33% in runtime if it run out of space. */ +(id)batchNodeWithTexture:(CCTexture2D *)tex capacity:(NSUInteger)capacity; +(id)spriteSheetWithTexture:(CCTexture2D *)tex capacity:(NSUInteger)capacity DEPRECATED_ATTRIBUTE; /** creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) with a default capacity of 29 children. The capacity will be increased in 33% in runtime if it run out of space. The file will be loaded using the TextureMgr. */ +(id)batchNodeWithFile:(NSString*) fileImage; +(id)spriteSheetWithFile:(NSString*) fileImage DEPRECATED_ATTRIBUTE; /** creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children. The capacity will be increased in 33% in runtime if it run out of space. The file will be loaded using the TextureMgr. */ +(id)batchNodeWithFile:(NSString*)fileImage capacity:(NSUInteger)capacity; +(id)spriteSheetWithFile:(NSString*)fileImage capacity:(NSUInteger)capacity DEPRECATED_ATTRIBUTE; /** initializes a CCSpriteBatchNode with a texture2d and capacity of children. The capacity will be increased in 33% in runtime if it run out of space. */ -(id)initWithTexture:(CCTexture2D *)tex capacity:(NSUInteger)capacity; /** initializes a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children. The capacity will be increased in 33% in runtime if it run out of space. The file will be loaded using the TextureMgr. */ -(id)initWithFile:(NSString*)fileImage capacity:(NSUInteger)capacity; -(void) increaseAtlasCapacity; /** creates an sprite with a rect in the CCSpriteBatchNode. It's the same as: - create an standard CCSsprite - set the usingSpriteSheet = YES - set the textureAtlas to the same texture Atlas as the CCSpriteBatchNode @deprecated Use [CCSprite spriteWithBatchNode:rect:] instead; */ -(CCSprite*) createSpriteWithRect:(CGRect)rect DEPRECATED_ATTRIBUTE; /** initializes a previously created sprite with a rect. This sprite will have the same texture as the CCSpriteBatchNode. It's the same as: - initialize an standard CCSsprite - set the usingBatchNode = YES - set the textureAtlas to the same texture Atlas as the CCSpriteBatchNode @since v0.99.0 @deprecated Use [CCSprite initWithBatchNode:rect:] instead; */ -(void) initSprite:(CCSprite*)sprite rect:(CGRect)rect DEPRECATED_ATTRIBUTE; /** removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter. @warning Removing a child from a CCSpriteBatchNode is very slow */ -(void)removeChildAtIndex:(NSUInteger)index cleanup:(BOOL)doCleanup; /** removes a child given a reference. It will also cleanup the running actions depending on the cleanup parameter. @warning Removing a child from a CCSpriteBatchNode is very slow */ -(void)removeChild: (CCSprite *)sprite cleanup:(BOOL)doCleanup; -(void) insertChild:(CCSprite*)child inAtlasAtIndex:(NSUInteger)index; -(void) removeSpriteFromAtlas:(CCSprite*)sprite; -(NSUInteger) rebuildIndexInOrder:(CCSprite*)parent atlasIndex:(NSUInteger)index; -(NSUInteger) atlasIndexForChild:(CCSprite*)sprite atZ:(NSInteger)z; @end