axmol/cocos/2d/CCProgressTimer.h

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/****************************************************************************
Copyright (c) 2010 Lam Pham
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies 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.
****************************************************************************/
#ifndef __MISC_NODE_CCPROGRESS_TIMER_H__
#define __MISC_NODE_CCPROGRESS_TIMER_H__
#include "CCSprite.h"
#include "renderer/CCCustomCommand.h"
#ifdef EMSCRIPTEN
#include "CCGLBufferedNode.h"
#endif // EMSCRIPTEN
NS_CC_BEGIN
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/**
* @addtogroup misc_nodes
* @{
*/
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/**
@brief ProgressTimer is a subclass of Node.
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It renders the inner sprite according to the percentage.
The progress can be Radial, Horizontal or vertical.
@since v0.99.1
*/
class CC_DLL ProgressTimer : public Node
#ifdef EMSCRIPTEN
, public GLBufferedNode
#endif // EMSCRIPTEN
{
public:
/** Types of progress
@since v0.99.1
*/
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enum class Type
{
/// Radial Counter-Clockwise
RADIAL,
/// Bar
BAR,
};
/** Creates a progress timer with the sprite as the shape the timer goes through */
static ProgressTimer* create(Sprite* sp);
/** Change the percentage to change progress. */
inline Type getType() const { return _type; }
/** Percentages are from 0 to 100 */
inline float getPercentage() const {return _percentage; }
/** The image to show the progress percentage, retain */
inline Sprite* getSprite() const { return _sprite; }
void setPercentage(float percentage);
void setSprite(Sprite *sprite);
void setType(Type type);
/**
* @js setReverseDirection
* @lua setReverseDirection
*/
void setReverseProgress(bool reverse);
inline bool isReverseDirection() { return _reverseDirection; };
inline void setReverseDirection(bool value) { _reverseDirection = value; };
/**
* Midpoint is used to modify the progress start position.
* If you're using radials type then the midpoint changes the center point
* If you're using bar type the the midpoint changes the bar growth
* it expands from the center but clamps to the sprites edge so:
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* you want a left to right then set the midpoint all the way to Vector2(0,y)
* you want a right to left then set the midpoint all the way to Vector2(1,y)
* you want a bottom to top then set the midpoint all the way to Vector2(x,0)
* you want a top to bottom then set the midpoint all the way to Vector2(x,1)
*/
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void setMidpoint(const Vector2& point);
/** Returns the Midpoint */
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Vector2 getMidpoint() const;
/**
* This allows the bar type to move the component at a specific rate
* Set the component to 0 to make sure it stays at 100%.
* For example you want a left to right bar but not have the height stay 100%
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* Set the rate to be Vector2(0,1); and set the midpoint to = Vector2(0,.5f);
*/
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inline void setBarChangeRate(const Vector2& barChangeRate ) { _barChangeRate = barChangeRate; }
/** Returns the BarChangeRate */
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inline Vector2 getBarChangeRate() const { return _barChangeRate; }
// Overrides
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virtual void draw(Renderer *renderer, const Matrix &transform, bool transformUpdated) override;
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virtual void setAnchorPoint(const Vector2& anchorPoint) override;
virtual void setColor(const Color3B &color) override;
virtual const Color3B& getColor() const override;
virtual void setOpacity(GLubyte opacity) override;
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virtual GLubyte getOpacity() const override;
CC_CONSTRUCTOR_ACCESS:
/**
* @js ctor
*/
ProgressTimer();
/**
* @js NA
* @lua NA
*/
virtual ~ProgressTimer();
/** Initializes a progress timer with the sprite as the shape the timer goes through */
bool initWithSprite(Sprite* sp);
protected:
void onDraw(const Matrix &transform, bool transformUpdated);
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Tex2F textureCoordFromAlphaPoint(Vector2 alpha);
Vector2 vertexFromAlphaPoint(Vector2 alpha);
void updateProgress(void);
void updateBar(void);
void updateRadial(void);
virtual void updateColor(void) override;
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Vector2 boundaryTexCoord(char index);
Type _type;
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Vector2 _midpoint;
Vector2 _barChangeRate;
float _percentage;
Sprite *_sprite;
int _vertexDataCount;
V2F_C4B_T2F *_vertexData;
CustomCommand _customCommand;
bool _reverseDirection;
private:
CC_DISALLOW_COPY_AND_ASSIGN(ProgressTimer);
};
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// end of misc_nodes group
/// @}
NS_CC_END
#endif //__MISC_NODE_CCPROGRESS_TIMER_H__