BatchNode and CCMenuItemSprite

Hi,
Is it possible to batch sprites used in CCMenuItemSprite? I have a batchNode created like this:

CCSpriteBatchNode* batchNode = CCSpriteBatchNode::create("atlas.png"); this->addChild(batchNode); CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("atlas.plist");

and some buttons created like this:

CCMenuItemSprite* pMenuItem = CCMenuItemSprite::create( CCSprite::createWithSpriteFrameName("btn_menu.png"), CCSprite::createWithSpriteFrameName("btn_menu_down.png"), CCSprite::createWithSpriteFrameName("btn_menu.png")); pMenuItem->setPosition(firstTopMenuItemX, firstTopMenuItemY); pMenu->addChild(pMenuItem); CCMenuItemSprite* pColorItem = CCMenuItemSprite::create( CCSprite::createWithSpriteFrameName("btn_color.png"), CCSprite::createWithSpriteFrameName("btn_color_down.png"), CCSprite::createWithSpriteFrameName("btn_color.png")); pColorItem->setPosition(firstTopMenuItemX + distanceBetweenTopMenuItems, firstTopMenuItemY); pMenu->addChild(pColorItem);

It works but there is a separate draw call for each button. I have all the textures on one spritesheet so I think that it should be possible to draw all those buttons in a single draw call just like normal sprites but I can’t make it working. Is it possible?