dragonbones-runtime
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the tools to build dragonbones file for diffrent framework
71 lines (65 loc) • 2.91 kB
text/typescript
//////////////////////////////////////////////////////////////////////////////////////
//
// Copyright (c) 2014-present, Egret Technology.
// All rights reserved.
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the Egret nor the
// names of its contributors may be used to endorse or promote products
// derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY EGRET AND CONTRIBUTORS "AS IS" AND ANY EXPRESS
// OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
// IN NO EVENT SHALL EGRET AND CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
// LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;LOSS OF USE, DATA,
// OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
// LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
// NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
// EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
//////////////////////////////////////////////////////////////////////////////////////
namespace egret.sys {
/**
* @private
* 组渲染节点,用于组合多个渲染节点
*/
export class GroupNode extends RenderNode {
/**
* 相对偏移矩阵。
*/
public matrix: egret.Matrix;
public constructor() {
super();
this.type = RenderNodeType.GroupNode;
}
public addNode(node:RenderNode):void {
this.drawData.push(node);
}
/**
* 覆盖父类方法,不自动清空缓存的绘图数据,改为手动调用clear()方法清空。
* 这里只是想清空绘制命令,因此不调用super
*/
public cleanBeforeRender():void {
let data = this.drawData;
for (let i = data.length - 1; i >= 0; i--) {
data[i].cleanBeforeRender();
}
}
public $getRenderCount():number {
let result = 0;
let data = this.drawData;
for (let i = data.length - 1; i >= 0; i--) {
result += data[i].$getRenderCount();
}
return result;
}
}
}