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dragonbones-runtime

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the tools to build dragonbones file for diffrent framework

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////////////////////////////////////////////////////////////////////////////////////// // // 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; } } }