axmol/extensions/GUI/CCScrollView/CCScrollView.h

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//
// SWScrollView.h
// SWGameLib
//
// Copyright (c) 2010-2012 cocos2d-x.org
// Copyright (c) 2010 Sangwoo Im
//
// 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.
//
//
// Created by Sangwoo Im on 6/3/10.
// Copyright 2010 Sangwoo Im. All rights reserved.
//
#ifndef __CCSCROLLVIEW_H__
#define __CCSCROLLVIEW_H__
#include "layers_scenes_transitions_nodes/CCLayer.h"
#include "ExtensionMacros.h"
NS_CC_EXT_BEGIN
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/**
* @addtogroup GUI
* @{
*/
typedef enum {
CCScrollViewDirectionHorizontal = 0,
CCScrollViewDirectionVertical,
CCScrollViewDirectionBoth
} CCScrollViewDirection;
class CCScrollView;
class CCScrollViewDelegate
{
public:
virtual ~CCScrollViewDelegate() {}
virtual void scrollViewDidScroll(CCScrollView* view) = 0;
virtual void scrollViewDidZoom(CCScrollView* view) = 0;
};
/**
* ScrollView support for cocos2d for iphone.
* It provides scroll view functionalities to cocos2d projects natively.
*/
class CCScrollView : public CCLayer
{
public:
CCScrollView();
virtual ~CCScrollView();
bool init();
virtual void registerWithTouchDispatcher();
/**
* Returns an autoreleased scroll view object.
* @deprecated: This interface will be deprecated sooner or later.
* @param size view size
* @param container parent object
* @return autoreleased scroll view object
*/
CC_DEPRECATED_ATTRIBUTE static CCScrollView* viewWithViewSize(CCSize size, CCNode* container = NULL);
/**
* Returns an autoreleased scroll view object.
*
* @param size view size
* @param container parent object
* @return autoreleased scroll view object
*/
static CCScrollView* create(CCSize size, CCNode* container = NULL);
/**
* Returns an autoreleased scroll view object.
* @deprecated: This interface will be deprecated sooner or later.
* @param size view size
* @param container parent object
* @return autoreleased scroll view object
*/
CC_DEPRECATED_ATTRIBUTE static CCScrollView* node();
/**
* Returns an autoreleased scroll view object.
*
* @param size view size
* @param container parent object
* @return autoreleased scroll view object
*/
static CCScrollView* create();
/**
* Returns a scroll view object
*
* @param size view size
* @param container parent object
* @return scroll view object
*/
bool initWithViewSize(CCSize size, CCNode* container = NULL);
/**
* Sets a new content offset. It ignores max/min offset. It just sets what's given. (just like UIKit's UIScrollView)
*
* @param offset new offset
* @param If YES, the view scrolls to the new offset
*/
void setContentOffset(CCPoint offset, bool animated = false);
CCPoint getContentOffset();
/**
* Sets a new content offset. It ignores max/min offset. It just sets what's given. (just like UIKit's UIScrollView)
* You can override the animation duration with this method.
*
* @param offset new offset
* @param animation duration
*/
void setContentOffsetInDuration(CCPoint offset, float dt);
void setZoomScale(float s);
/**
* Sets a new scale and does that for a predefined duration.
*
* @param s a new scale vale
* @param animated if YES, scaling is animated
*/
void setZoomScale(float s, bool animated);
CCFloat getZoomScale();
/**
* Sets a new scale for container in a given duration.
*
* @param s a new scale value
* @param animation duration
*/
void setZoomScaleInDuration(float s, float dt);
/**
* Returns the current container's minimum offset. You may want this while you animate scrolling by yourself
*/
CCPoint minContainerOffset();
/**
* Returns the current container's maximum offset. You may want this while you animate scrolling by yourself
*/
CCPoint maxContainerOffset();
/**
* Determines if a given node's bounding box is in visible bounds
*
* @return YES if it is in visible bounds
*/
bool isNodeVisible(CCNode * node);
/**
* Provided to make scroll view compatible with SWLayer's pause method
*/
void pause(CCObject* sender);
/**
* Provided to make scroll view compatible with SWLayer's resume method
*/
void resume(CCObject* sender);
bool isDragging() {return m_bDragging;}
bool isTouchMoved() { return m_bTouchMoved; }
bool isBounceable() { return m_bBounceable; }
void setBounceable(bool bBounceable) { m_bBounceable = bBounceable; }
/**
* size to clip. CCNode boundingBox uses contentSize directly.
* It's semantically different what it actually means to common scroll views.
* Hence, this scroll view will use a separate size property.
*/
CCSize getViewSize() { return m_tViewSize; }
void setViewSize(CCSize size);
CCNode * getContainer();
void setContainer(CCNode * pContainer);
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/**
* direction allowed to scroll. CCScrollViewDirectionBoth by default.
*/
CCScrollViewDirection getDirection() { return m_eDirection; }
void setDirection(CCScrollViewDirection eDirection) { m_eDirection = eDirection; }
CCScrollViewDelegate* getDelegate() { return m_pDelegate; }
void setDelegate(CCScrollViewDelegate* pDelegate) { m_pDelegate = pDelegate; }
/** override functions */
// optional
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
virtual void setContentSize(const CCSize & size);
virtual const CCSize & getContentSize();
/**
* Determines whether it clips its children or not.
*/
bool isClippingToBounds() { return m_bClippingToBounds; }
void setClippingToBounds(bool bClippingToBounds) { m_bClippingToBounds = bClippingToBounds; }
virtual void visit();
virtual void addChild(CCNode * child, int zOrder, int tag);
virtual void addChild(CCNode * child, int zOrder);
virtual void addChild(CCNode * child);
void setTouchEnabled(bool e);
private:
/**
* Init this object with a given size to clip its content.
*
* @param size view size
* @return initialized scroll view object
*/
bool initWithViewSize(CCSize size);
/**
* Relocates the container at the proper offset, in bounds of max/min offsets.
*
* @param animated If YES, relocation is animated
*/
void relocateContainer(bool animated);
/**
* implements auto-scrolling behavior. change SCROLL_DEACCEL_RATE as needed to choose
* deacceleration speed. it must be less than 1.0f.
*
* @param dt delta
*/
void deaccelerateScrolling(float dt);
/**
* This method makes sure auto scrolling causes delegate to invoke its method
*/
void performedAnimatedScroll(float dt);
/**
* Expire animated scroll delegate calls
*/
void stoppedAnimatedScroll(CCNode* node);
/**
* clip this view so that outside of the visible bounds can be hidden.
*/
void beforeDraw();
/**
* retract what's done in beforeDraw so that there's no side effect to
* other nodes.
*/
void afterDraw();
/**
* Zoom handling
*/
void handleZoom();
protected:
/**
* current zoom scale
*/
CCFloat m_fZoomScale;
/**
* min zoom scale
*/
CCFloat m_fMinZoomScale;
/**
* max zoom scale
*/
CCFloat m_fMaxZoomScale;
/**
* scroll view delegate
*/
CCScrollViewDelegate* m_pDelegate;
CCScrollViewDirection m_eDirection;
/**
* If YES, the view is being dragged.
*/
bool m_bDragging;
/**
* Content offset. Note that left-bottom point is the origin
*/
CCPoint m_tContentOffset;
/**
* Container holds scroll view contents, Sets the scrollable container object of the scroll view
*/
CCNode* m_pContainer;
/**
* Determiens whether user touch is moved after begin phase.
*/
bool m_bTouchMoved;
/**
* max inset point to limit scrolling by touch
*/
CCPoint m_fMaxInset;
/**
* min inset point to limit scrolling by touch
*/
CCPoint m_fMinInset;
/**
* Determines whether the scroll view is allowed to bounce or not.
*/
bool m_bBounceable;
bool m_bClippingToBounds;
/**
* scroll speed
*/
CCPoint m_tScrollDistance;
/**
* Touch point
*/
CCPoint m_tTouchPoint;
/**
* length between two fingers
*/
CCFloat m_fTouchLength;
/**
* UITouch objects to detect multitouch
*/
CCArray* m_pTouches;
/**
* size to clip. CCNode boundingBox uses contentSize directly.
* It's semantically different what it actually means to common scroll views.
* Hence, this scroll view will use a separate size property.
*/
CCSize m_tViewSize;
/**
* max and min scale
*/
CCFloat m_fMinScale, m_fMaxScale;
};
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// end of GUI group
/// @}
NS_CC_EXT_END
#endif /* __CCSCROLLVIEW_H__ */