其实原理和别的引擎都差不多,基于zorder的先后来控制2d层级的先后。
void CCNode::sortAllChildren()
{
if (m_bReorderChildDirty)
{
int i,j,length = m_pChildren->data->num;
CCNode ** x = (CCNode**)m_pChildren->data->arr;
CCNode *tempItem;
// insertion sort
for(i=1; i<length; i++)
{
tempItem = x[i];
j = i-1;
//continue moving element downwards while zOrder is smaller or when zOrder is the same but mutatedIndex is smaller
while(j>=0 && ( tempItem->m_nZOrder < x[j]->m_nZOrder || ( tempItem->m_nZOrder== x[j]->m_nZOrder && tempItem->m_nOrderOfArrival < x[j]->m_nOrderOfArrival ) ) )
{
x[j+1] = x[j];
j = j-1;
}
x[j+1] = tempItem;
}
//don't need to check children recursively, that's done in visit of each child
m_bReorderChildDirty = false;
}
}
上面为渲染前排序的代码,优先使用元素的zorder进行排序,m_nOrderOfArrival则是一个全局的递增的一个数值,每当有addchild发生时,这个数值会自增,用来区分同级zorder元素的层级。总体来说,zorder越大的元素离用户越近,同zorder的话m_nOrderOfArrival越大的元素离用户越近。