axmol/cocos/scripting/lua-bindings/manual/cocosbuilder/CCBProxy.h

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#ifndef __CCBPROXY_H_
#define __CCBPROXY_H_
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#include "scripting/lua-bindings/manual/CCLuaEngine.h"
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#include "audio/include/SimpleAudioEngine.h"
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#include "extensions/cocos-ext.h"
#include "editor-support/cocosbuilder/CocosBuilder.h"
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USING_NS_CC;
USING_NS_CC_EXT;
using namespace cocosbuilder;
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/**
* @addtogroup lua
* @{
*/
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/**
* CCBProxy is a proxy for cocosbuilder.
* By using CCBProxy we could create a CCBReader object conveniently and set the Lua callback function when some events triggered should be passed onto Lua.
*/
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class CCBProxy : public Layer{
public:
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/**
* Default constructor,do nothing.
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*
* @lua NA
* @js NA
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*/
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CCBProxy() { }
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/**
* Destructor.
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*
* @lua NA
* @js NA
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*/
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virtual ~ CCBProxy(){ }
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/**
* Create a CCBProxy object.
*
* @return a CCBProxy object.
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*
* @lua NA
* @js NA
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*/
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CCB_STATIC_NEW_AUTORELEASE_OBJECT_WITH_INIT_METHOD(CCBProxy, create);
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/**
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* Create a CCBReader object.
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*
* @return a CCBReader object.
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*
* @lua NA
* @js NA
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*/
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CCBReader* createCCBReader();
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/**
* Read a ccb file.
*
* @param pszFileName the string pointer point to the file name.
* @param pCCBReader the CCBreader object pointer.
* @param bSetOwner whether to set the owner or not.
* @return a Node object pointer.
* @js NA
*/
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Node* readCCBFromFile(const char *pszFileName,CCBReader* pCCBReader,bool bSetOwner = false);
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/**
* Get the true type name of pNode.
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* By using the dynamic_cast function, we could get the true type name of pNode.
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*
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* @param pNode the Node object used to query.
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* @return a string pointer point to the true type name otherwise return "No Support".
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* @js NA
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*/
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const char* getNodeTypeName(Node* pNode);
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/**
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* Set relationship between the Lua callback function reference index handle and the node.
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* According to the different controlEvents values,we would choose different ScriptHandlerMgr::HandlerTyp.
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* When node receive the events information should be passed on to Lua, it would find the Lua callback function by the Lua callback function reference index.
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*
* @param node the node object should pass on the events information to Lua,when the events are triggered.
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* @param handle the Lua callback function reference index.
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* @param controlEvents the combination value of Control::EventType, default 0.
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* @js NA
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*/
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void setCallback(Node* node,int handle, int controlEvents = 0);
};
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// end group
/// @}
/// @cond
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class CCBLayerLoader:public LayerLoader{
public:
CCB_STATIC_NEW_AUTORELEASE_OBJECT_METHOD(CCBLayerLoader, loader);
};
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/// @endcond
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#endif // __CCBPROXY_H_