axmol/cocos2dx/base_nodes/CCAtlasNode.h

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/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCATLAS_NODE_H__
#define __CCATLAS_NODE_H__
#include "CCNode.h"
#include "CCProtocols.h"
#include "ccTypes.h"
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NS_CC_BEGIN
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/**
* @addtogroup base_nodes
* @{
*/
class CCTextureAtlas;
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/** @brief CCAtlasNode is a subclass of CCNode that implements the CCRGBAProtocol and
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CCTextureProtocol protocol
It knows how to render a TextureAtlas object.
If you are going to render a TextureAtlas consider subclassing CCAtlasNode (or a subclass of CCAtlasNode)
All features from CCNode are valid, plus the following features:
- opacity and RGB colors
*/
class CC_DLL CCAtlasNode : public CCNode, public CCRGBAProtocol, public CCTextureProtocol
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{
protected:
//! chars per row
unsigned int m_uItemsPerRow;
//! chars per column
unsigned int m_uItemsPerColumn;
//! width of each char
unsigned int m_uItemWidth;
//! height of each char
unsigned int m_uItemHeight;
ccColor3B m_tColorUnmodified;
CC_PROPERTY(CCTextureAtlas*, m_pTextureAtlas, TextureAtlas);
// protocol variables
bool m_bIsOpacityModifyRGB;
bool isOpacityModifyRGB();
void setOpacityModifyRGB(bool isOpacityModifyRGB);
CC_PROPERTY(ccBlendFunc, m_tBlendFunc, BlendFunc);
CC_PROPERTY(GLubyte, m_cOpacity, Opacity);
CC_PROPERTY_PASS_BY_REF(ccColor3B, m_tColor, Color);
// quads to draw
CC_PROPERTY(unsigned int, m_uQuadsToDraw, QuadsToDraw);
// color uniform
GLint m_nUniformColor;
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public:
CCAtlasNode();
virtual ~CCAtlasNode();
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/** creates a CCAtlasNode with an Atlas file the width and height of each item and the quantity of items to render*/
static CCAtlasNode * create(const char* tile,unsigned int tileWidth, unsigned int tileHeight,
unsigned int itemsToRender);
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/** initializes an CCAtlasNode with an Atlas file the width and height of each item and the quantity of items to render*/
bool initWithTileFile(const char* tile, unsigned int tileWidth, unsigned int tileHeight, unsigned int itemsToRender);
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/** updates the Atlas (indexed vertex array).
* Shall be overridden in subclasses
*/
virtual void updateAtlasValues();
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virtual void draw(void);
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// CC Texture protocol
/** returns the used texture*/
virtual CCTexture2D* getTexture(void);
/** sets a new texture. it will be retained*/
virtual void setTexture(CCTexture2D *texture);
private :
void calculateMaxItems();
void updateBlendFunc();
void updateOpacityModifyRGB();
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};
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// end of base_node group
/// @}
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NS_CC_END
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#endif // __CCATLAS_NODE_H__