text: /****************************************************************************
   Copyright (c) 2013-2016 Chukong Technologies Inc.
   Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
  
   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.
   ****************************************************************************/
  #include "2d/CCNodeGrid.h"
  #include "2d/CCGrid.h"
  #include "renderer/CCRenderer.h"
  
  NS_CC_BEGIN
  
  NodeGrid* NodeGrid::create()
  {
      NodeGrid* ret = new NodeGrid();
      if (ret->init())
      {
          ret->autorelease();
      }
      else
      {
          CC_SAFE_DELETE(ret);
      }
      return ret;
  }
  
  NodeGrid* NodeGrid::create(const cocos2d::Rect& rect)
  {
      NodeGrid* ret = NodeGrid::create();
      if (ret)
      {
          ret->setGridRect(rect);
      }
      return ret;
  }
  
  NodeGrid::NodeGrid() {}
  
  void NodeGrid::setTarget(Node* target)
  {
  #if CC_ENABLE_GC_FOR_NATIVE_OBJECTS
      auto sEngine = ScriptEngineManager::getInstance()->getScriptEngine();
      if (sEngine)
      {
          if (_gridTarget)
              sEngine->releaseScriptObject(this, _gridTarget);
          if (target)
              sEngine->retainScriptObject(this, target);
      }
  #endif  // CC_ENABLE_GC_FOR_NATIVE_OBJECTS
      CC_SAFE_RELEASE(_gridTarget);
      CC_SAFE_RETAIN(target);
      _gridTarget = target;
  }
  
  NodeGrid::~NodeGrid()
  {
      CC_SAFE_RELEASE(_nodeGrid);
      CC_SAFE_RELEASE(_gridTarget);
  }
  
  void NodeGrid::onGridBeginDraw()
  {
      if (_nodeGrid && _nodeGrid->isActive())
      {
          _nodeGrid->beforeDraw();
      }
  }
  
  void NodeGrid::onGridEndDraw()
  {
      if (_nodeGrid && _nodeGrid->isActive())
      {
          _nodeGrid->afterDraw(this);
      }
  }
  
  void NodeGrid::visit(Renderer* renderer, const Mat4& parentTransform, uint32_t parentFlags)
  {
      // quick return if not visible. children won't be drawn.
      if (!_visible)
      {
          return;
      }
  
      bool dirty = (parentFlags & FLAGS_TRANSFORM_DIRTY) || _transformUpdated;
      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->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
      _director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, _modelViewTransform);
  
      Director::Projection beforeProjectionType = Director::Projection::DEFAULT;
      if (_nodeGrid && _nodeGrid->isActive())
      {
          beforeProjectionType = _director->getProjection();
          _nodeGrid->set2DProjection();
      }
  
      onGridBeginDraw();
  
      if (_gridTarget)
      {
          _gridTarget->visit(renderer, _modelViewTransform, dirty);
      }
  
      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, dirty);
              else
                  break;
          }
          // self draw,currently we have nothing to draw on NodeGrid, so there is no need to add render command
          if (visibleByCamera)
              this->draw(renderer, _modelViewTransform, dirty);
  
          for (auto it = _children.cbegin() + i, itCend = _children.cend(); it != itCend; ++it)
          {
              (*it)->visit(renderer, _modelViewTransform, dirty);
          }
      }
      else if (visibleByCamera)
      {
          this->draw(renderer, _modelViewTransform, dirty);
      }
  
      // FIX ME: Why need to set _orderOfArrival to 0??
      // Please refer to https://github.com/cocos2d/cocos2d-x/pull/6920
      // setOrderOfArrival(0);
  
      if (_nodeGrid && _nodeGrid->isActive())
      {
          // restore projection
          _director->setProjection(beforeProjectionType);
      }
  
      onGridEndDraw();
  
      _director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW);
  }
  
  void NodeGrid::setGrid(GridBase* grid)
  {
      CC_SAFE_RELEASE(_nodeGrid);
      CC_SAFE_RETAIN(grid);
      _nodeGrid = grid;
  }
  
  NS_CC_END
  