一、聲明
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筆者使用cocos2d框架的cocos2d-x-3.3rc0版本的源代碼做分析。這篇文章承接上篇《Cocos2d之Node類詳解之節點樹(一)》。
二、簡介
節點
一個Node對象。
節點樹
上篇文章介紹到,Node類有一個成員變量 Vector<Node*> _children,這是一個保存所有子節點的數組,因為Node類采用遍歷樹的方式獲取子節點進行渲染,所以我管這兩個東西的結合叫節點樹。
三、源碼詳解
《Cocos2d之Node類詳解之節點樹(一)》一文中已經介紹了Node對象如何往節點樹中添加子節點,現在介紹從節點樹中獲取節點和刪除節點的實現過程。
獲取子節點
相關函數的聲明:
/** * Gets a child from the container with its tag * * @param tag An identifier to find the child node. * * @return a Node object whose tag equals to the input parameter * * Please use `getChildByName()` instead */ virtual Node * getChildByTag(int tag) const; /** * Gets a child from the container with its name * * @param name An identifier to find the child node. * * @return a Node object whose name equals to the input parameter * * @since v3.2 */ virtual Node* getChildByName(const std::string& name) const;
相關函數實現:
Node* Node::getChildByTag(int tag) const { CCASSERT( tag != Node::INVALID_TAG, "Invalid tag"); for (auto& child : _children) { if(child && child->_tag == tag) return child; } return nullptr; } Node* Node::getChildByName(const std::string& name) const { CCASSERT(name.length() != 0, "Invalid name"); std::hash<std::string> h; size_t hash = h(name); for (const auto& child : _children) { // Different strings may have the same hash code, but can use it to compare first for speed if(child->_hashOfName == hash && child->_name.compare(name) == 0) return child; } return nullptr; }
從源碼可以看出,Node類提供分別以name、tag為關鍵字查詢子節點的方式。每種方式的實現都是對 _children 子節點數組進行遍歷匹配。值得注意的是,在 getChildByName 函數中,為了提高字符串匹配的效率,先進行哈希匹配再進行字符串內容對比。
刪除子節點
相關函數聲明。
/** * Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter. * * @param child The child node which will be removed. * @param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise. */ virtual void removeChild(Node* child, bool cleanup = true); /** * Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter * * @param tag An interger number that identifies a child node * @param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise. * * Please use `removeChildByName` instead. */ virtual void removeChildByTag(int tag, bool cleanup = true); /** * Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter * * @param name A string that identifies a child node * @param cleanup true if all running actions and callbacks on the child node will be cleanup, false otherwise. */ virtual void removeChildByName(const std::string &name, bool cleanup = true); /** * Removes all children from the container with a cleanup. * * @see `removeAllChildrenWithCleanup(bool)` */ virtual void removeAllChildren();
刪除子節點函數實現。
void Node::removeChild(Node* child, bool cleanup /* = true */) { // explicit nil handling if (_children.empty()) { return; } ssize_t index = _children.getIndex(child); if( index != CC_INVALID_INDEX ) this->detachChild( child, index, cleanup ); } void Node::removeChildByTag(int tag, bool cleanup/* = true */) { CCASSERT( tag != Node::INVALID_TAG, "Invalid tag"); Node *child = this->getChildByTag(tag); if (child == nullptr) { CCLOG("cocos2d: removeChildByTag(tag = %d): child not found!", tag); } else { this->removeChild(child, cleanup); } } void Node::removeChildByName(const std::string &name, bool cleanup) { CCASSERT(name.length() != 0, "Invalid name"); Node *child = this->getChildByName(name); if (child == nullptr) { CCLOG("cocos2d: removeChildByName(name = %s): child not found!", name.c_str()); } else { this->removeChild(child, cleanup); } } void Node::removeAllChildren() { this->removeAllChildrenWithCleanup(true); }
從源碼中可以看出,addChild函數並沒有直接將子節點從 _children 數組中刪除,而是獲取子節點在 _children 數組中的位置,然后調用 detachChild( child, index, cleanup )函數。detachChild函數的聲明如下:
/// Removes a child, call child->onExit(), do cleanup, remove it from children array. void detachChild(Node *child, ssize_t index, bool doCleanup);
該函數的實現如下:
void Node::detachChild(Node *child, ssize_t childIndex, bool doCleanup) { // IMPORTANT: // -1st do onExit // -2nd cleanup if (_running) { child->onExitTransitionDidStart(); child->onExit(); } #if CC_USE_PHYSICS child->removeFromPhysicsWorld(); #endif // If you don't do cleanup, the child's actions will not get removed and the // its scheduledSelectors_ dict will not get released! if (doCleanup) { child->cleanup(); } // set parent nil at the end child->setParent(nullptr); _children.erase(childIndex); }
detachChild 函數其實就是去釋放子節點擁有的資源,這種設置是很合理的。
節點樹重排序
相關函數聲明:
/** * Reorders a child according to a new z value. * * @param child An already added child node. It MUST be already added. * @param localZOrder Z order for drawing priority. Please refer to setLocalZOrder(int) */ virtual void reorderChild(Node * child, int localZOrder); /** * Sorts the children array once before drawing, instead of every time when a child is added or reordered. * This appraoch can improves the performance massively. * @note Don't call this manually unless a child added needs to be removed in the same frame */ virtual void sortAllChildren();
函數實現:
void Node::reorderChild(Node *child, int zOrder) { CCASSERT( child != nullptr, "Child must be non-nil"); _reorderChildDirty = true; child->setOrderOfArrival(s_globalOrderOfArrival++); child->_localZOrder = zOrder; } void Node::sortAllChildren() { if( _reorderChildDirty ) { std::sort( std::begin(_children), std::end(_children), nodeComparisonLess ); _reorderChildDirty = false; } }
值得注意的是, reorderChild 函數只是改變子節點 _localZOrder 的值,還有將父節點的 _reorderChildDirty 標志位置true。_reorderChildDirty 標志位為true說明子節點的 _localZOrder 發生了改變,因此需要調用 sortAllChildren 函數對所有子節點進行排序。還有一點要注意的是,改變一次子節點的_localZOrder時,s_globalOrderOfArrival屬性加1(這個屬性的介紹在《Cocos2d之Node類詳解之節點樹(一)》添加子節點部分由介紹)。
sortAllChildren函數使用了C++標准庫提供的 sort函數對所有子節點進行排序。筆者通過下面這個例子詳細為讀者解釋這個函數的用法。
#include <iostream> // std::cout #include <algorithm> // std::sort #include <vector> // std::vector bool myfunction (int i,int j) { return (i<j); } struct myclass { bool operator() (int i,int j) { return (i<j);} } myobject; int main () { int myints[] = {32,71,12,45,26,80,53,33}; std::vector<int> myvector (myints, myints+8); // 32 71 12 45 26 80 53 33 // using default comparison (operator <): std::sort (myvector.begin(), myvector.begin()+4); //(12 32 45 71)26 80 53 33 // using function as comp std::sort (myvector.begin()+4, myvector.end(), myfunction); // 12 32 45 71(26 33 53 80) // using object as comp std::sort (myvector.begin(), myvector.end(), myobject); //(12 26 32 33 45 53 71 80) return 0; }
了解了 sort 函數的用法之后,我們看Node類是怎么具體使用sort函數的吧。
void Node::sortAllChildren() { if( _reorderChildDirty ) { std::sort( std::begin(_children), std::end(_children), nodeComparisonLess ); _reorderChildDirty = false; } } bool nodeComparisonLess(Node* n1, Node* n2) { return( n1->getLocalZOrder() < n2->getLocalZOrder() || ( n1->getLocalZOrder() == n2->getLocalZOrder() && n1->getOrderOfArrival() < n2->getOrderOfArrival() ) ); }
四、結束
介紹Node類實現節點樹的添加、獲取、刪除子節點等功能的內容就到此結束咯。