CCScene解析

代码:

/****************************************************************************
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
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.
****************************************************************************/

#ifndef __CCSCENE_H__
#define __CCSCENE_H__

#include <string>
#include "2d/CCNode.h"

NS_CC_BEGIN

class Camera;
class BaseLight;
class Renderer;
class EventListenerCustom;
class EventCustom;
#if CC_USE_PHYSICS
class PhysicsWorld;
#endif
/**
 * @addtogroup _2d
 * @{
 */

/** @class Scene
* @brief Scene is a subclass of Node that is used only as an abstract concept.
场景是Node的一个子类,他只是一个抽象的概念
Scene and Node are almost identical with the difference that Scene has its
anchor point (by default) at the center of the screen.
除了场景有默认的锚点外,他跟Node几乎是一样的
For the moment Scene has no other logic than that, but in future releases it might have
additional logic.
目前Scene还没有其他逻辑,但是将来肯呢个会有附加的逻辑
It is a good practice to use a Scene as the parent of all your nodes.
 将场景作为所有节点的父节点是一个不错的电子
Scene will create a default camera for you.
场景会创建一个默认的摄像机
*/
class CC_DLL Scene : public Node
{
public:
    /** Creates a new Scene object. 
     *
     * @return An autoreleased Scene object.
     */
	 // 创建一个场景
    static Scene *create();

    /** Creates a new Scene object with a predefined Size. 
     *
     * @param size The predefined size of scene.
     * @return An autoreleased Scene object.
     * @js NA
     */
	 // 根据尺寸创建一个场景
    static Scene *createWithSize(const Size& size);

    using Node::addChild;
    virtual std::string getDescription() const override;
    
    /** Get all cameras.
     * 
     * @return The vector of all cameras.
     * @js NA
     */
	 // 得到场景的摄像机
    const std::vector<Camera*>& getCameras() const { return _cameras; }

    /** Get the default camera.
	 * @js NA
     * @return The default camera of scene.
     */
	 // 得到默认的摄像机
    Camera* getDefaultCamera() const { return _defaultCamera; }

    /** Get lights.
     * @return The vector of lights.
     * @js NA
     */
	 // 得到光线的方向矢量
    const std::vector<BaseLight*>& getLights() const { return _lights; }
    
    /** Render the scene.
     * @param renderer The renderer use to render the scene.
     * @js NA
     */
	 // 渲染
    void render(Renderer* renderer);
    
    /** override function */
	// 移除所有的子节点
    virtual void removeAllChildren() override;
    
CC_CONSTRUCTOR_ACCESS:
    Scene();
    virtual ~Scene();
    
    bool init() override;
    bool initWithSize(const Size& size);
    
    void setCameraOrderDirty() { _cameraOrderDirty = true; }
    
    void onProjectionChanged(EventCustom* event);

protected:
    friend class Node;
    friend class ProtectedNode;
    friend class SpriteBatchNode;
    friend class Camera;
    friend class BaseLight;
    friend class Renderer;
    
    std::vector<Camera*> _cameras; //weak ref to Camera
    Camera*              _defaultCamera; //weak ref, default camera created by scene, _cameras[0], Caution that the default camera can not be added to _cameras before onEnter is called
    bool                 _cameraOrderDirty; // order is dirty, need sort
    EventListenerCustom*       _event;

    std::vector<BaseLight *> _lights;
    
private:
    CC_DISALLOW_COPY_AND_ASSIGN(Scene);
    
#if CC_USE_PHYSICS
public:
    virtual void addChild(Node* child, int zOrder, int tag) override;
    virtual void addChild(Node* child, int zOrder, const std::string &name) override;
    /** Get the physics world of the scene.
     * @return The physics world of the scene.
     * @js NA
     */
	 // 得到物理世界
    inline PhysicsWorld* getPhysicsWorld() { return _physicsWorld; }
    
    /** Create a scene with physics.
     * @return An autoreleased Scene object with physics.
     * @js NA
     */
	 // 创建场景时,创建物理世界
    static Scene *createWithPhysics();
    
CC_CONSTRUCTOR_ACCESS:
    bool initWithPhysics();
    
protected:
    void addChildToPhysicsWorld(Node* child);

    PhysicsWorld* _physicsWorld;
#endif // CC_USE_PHYSICS
};

// end of _2d group
/// @}

NS_CC_END

#endif // __CCSCENE_H__


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