2012-04-19 14:35:52 +08:00
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/****************************************************************************
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2014-01-07 11:25:07 +08:00
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Copyright (c) 2010 cocos2d-x.org
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2018-01-29 16:25:32 +08:00
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2020-08-25 23:12:26 +08:00
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Copyright (c) 2020 c4games.com
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2021-12-06 13:00:44 +08:00
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Copyright (c) 2021 Bytedance Inc.
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2012-04-19 14:35:52 +08:00
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2021-12-06 13:00:44 +08:00
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https://adxe.org
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2012-04-19 14:35:52 +08:00
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2020-08-25 14:08:17 +08:00
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#ifndef __CC_UTILS_H__
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#define __CC_UTILS_H__
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2014-06-26 14:05:30 +08:00
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#include <vector>
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#include <string>
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#include "2d/CCNode.h"
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2014-05-14 19:42:24 +08:00
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#include "base/ccMacros.h"
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2020-09-11 11:57:55 +08:00
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#include "base/CCRefPtr.h"
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2017-05-04 09:21:22 +08:00
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#include "base/CCData.h"
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
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#include "renderer/backend/Types.h"
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2019-02-15 14:30:10 +08:00
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#include "math/Mat4.h"
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2012-04-19 14:35:52 +08:00
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/** @file ccUtils.h
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Misc free functions
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*/
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2014-05-14 16:25:47 +08:00
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NS_CC_BEGIN
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2012-04-19 14:35:52 +08:00
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/*
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2013-06-20 14:13:12 +08:00
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ccNextPOT function is licensed under the same license that is used in Texture2D.m.
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2012-04-19 14:35:52 +08:00
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*/
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2015-03-18 21:45:00 +08:00
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/** Returns the Next Power of Two value.
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2012-04-19 14:35:52 +08:00
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Examples:
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- If "value" is 15, it will return 16.
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- If "value" is 16, it will return 16.
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- If "value" is 17, it will return 32.
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2015-03-18 21:45:00 +08:00
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@param value The value to get next power of two.
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@return Returns the next power of two value.
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2012-04-19 14:35:52 +08:00
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@since v0.99.5
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*/
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2013-12-05 17:19:01 +08:00
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int ccNextPOT(int value);
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2014-05-14 16:25:47 +08:00
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2015-09-21 15:31:01 +08:00
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class Sprite;
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2016-05-07 22:10:53 +08:00
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class Image;
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2015-09-21 15:31:01 +08:00
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2014-05-27 14:29:52 +08:00
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namespace utils
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2014-05-27 10:44:23 +08:00
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{
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2021-12-06 13:00:44 +08:00
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/** Capture the entire screen.
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* To ensure the snapshot is applied after everything is updated and rendered in the current frame,
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* we need to wrap the operation with a custom command which is then inserted into the tail of the render queue.
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* @param afterCaptured specify the callback function which will be invoked after the snapshot is done.
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* @param filename specify a filename where the snapshot is stored. This parameter can be either an absolute path or a
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* simple base filename ("hello.png" etc.), don't use a relative path containing directory names.("mydir/hello.png"
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* etc.).
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* @since v4.0 with adxe
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*/
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CC_DLL void captureScreen(std::function<void(RefPtr<Image>)> imageCallback);
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/** Capture a specific Node.
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* @param startNode specify the snapshot Node. It should be cocos2d::Scene
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* @param scale
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* @returns: return a Image, then can call saveToFile to save the image as "xxx.png or xxx.jpg".
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* @since v4.0 with adxe
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*/
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CC_DLL void captureNode(Node* startNode, std::function<void(RefPtr<Image>)> imageCallback, float scale = 1.0f);
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/** Capture the entire screen. V4-copmatiable only, [DEPRECATED]
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* To ensure the snapshot is applied after everything is updated and rendered in the current frame,
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* we need to wrap the operation with a custom command which is then inserted into the tail of the render queue.
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* @param afterCaptured specify the callback function which will be invoked after the snapshot is done.
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* @param filename specify a filename where the snapshot is stored. This parameter can be either an absolute path or a
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* simple base filename ("hello.png" etc.), don't use a relative path containing directory names.("mydir/hello.png"
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* etc.).
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* @since v4.0
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*/
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CC_DLL void captureScreen(std::function<void(bool, const std::string&)> afterCap, const std::string& filename);
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/** Find children by name, it will return all child that has the same name.
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* It supports c++ 11 regular expression. It is a helper function of `Node::enumerateChildren()`.
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* You can refer to `Node::enumerateChildren()` for detail information.
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*
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* @param node The node to find
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* @param name The name to search for, it supports c++ 11 expression
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* @return Array of Nodes that matches the name
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* @since v3.2
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*/
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CC_DLL std::vector<Node*> findChildren(const Node& node, const std::string& name);
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/** Same to ::atof, but strip the string, remain 7 numbers after '.' before call atof.
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* Why we need this? Because in android c++_static, atof ( and std::atof ) is unsupported for numbers have long decimal
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* part and contain several numbers can approximate to 1 ( like 90.099998474121094 ), it will return inf. This function
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* is used to fix this bug.
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* @param str The string be to converted to double.
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* @return Returns converted value of a string.
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*/
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CC_DLL double atof(const char* str);
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/** Get current exact time, accurate to nanoseconds.
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* @return Returns the time in seconds since the Epoch.
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*/
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CC_DLL double gettime();
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/**
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* Get current time in milliseconds, accurate to nanoseconds
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*
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* @return Returns the time in milliseconds since the Epoch.
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*/
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CC_DLL long long getTimeInMilliseconds();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Calculate unionof bounding box of a node and its children.
|
|
|
|
* @return Returns unionof bounding box of a node and its children.
|
|
|
|
*/
|
|
|
|
CC_DLL Rect getCascadeBoundingBox(Node* node);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a sprite instance from base64 encoded image and adds the texture to the Texture Cache.
|
|
|
|
|
|
|
|
* @return Returns an instance of sprite
|
|
|
|
*/
|
|
|
|
CC_DLL Sprite* createSpriteFromBase64Cached(const char* base64String, const char* key);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a sprite instance from base64 encoded image.
|
|
|
|
|
|
|
|
* @return Returns an instance of sprite
|
|
|
|
*/
|
|
|
|
CC_DLL Sprite* createSpriteFromBase64(const char* base64String);
|
2016-05-04 09:46:00 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
/**
|
|
|
|
* Find a child by name recursively
|
2016-05-04 09:46:00 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
* @return Returns found node or nullptr
|
|
|
|
*/
|
|
|
|
CC_DLL Node* findChild(Node* levelRoot, const std::string& name);
|
2017-03-16 13:47:45 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
/**
|
|
|
|
* Find a child by tag recursively
|
2020-09-04 11:28:16 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
* @return Returns found node or nullptr
|
|
|
|
*/
|
|
|
|
CC_DLL Node* findChild(Node* levelRoot, int tag);
|
2020-09-04 11:28:16 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
/**
|
|
|
|
* Find a child by name recursively
|
2020-09-04 11:28:16 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
* @return Returns found node or nullptr with specified type 'T'
|
|
|
|
*/
|
|
|
|
template <typename T>
|
|
|
|
inline T findChild(Node* levelRoot, const std::string& name)
|
|
|
|
{
|
|
|
|
return dynamic_cast<T>(findChild(levelRoot, name));
|
|
|
|
}
|
2020-09-04 11:28:16 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
/**
|
|
|
|
* Find a child by tag recursively
|
2020-09-04 11:28:16 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
* @return Returns found node or nullptr with specified type 'T'
|
|
|
|
*/
|
|
|
|
template <typename T>
|
|
|
|
inline T findChild(Node* levelRoot, int tag)
|
|
|
|
{
|
|
|
|
return dynamic_cast<T>(findChild(levelRoot, tag));
|
|
|
|
}
|
2020-09-04 11:28:16 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
/**
|
|
|
|
* Gets the md5 hash for the given file.
|
|
|
|
* @param filename The file to calculate md5 hash.
|
|
|
|
* @return The md5 hash for the file
|
|
|
|
*/
|
|
|
|
CC_DLL std::string getFileMD5Hash(const std::string& filename);
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Gets the md5 hash for the given buffer.
|
|
|
|
* @param data The buffer to calculate md5 hash.
|
|
|
|
* @return The md5 hash for the data
|
|
|
|
*/
|
|
|
|
CC_DLL std::string getDataMD5Hash(const Data& data);
|
|
|
|
|
2021-12-16 11:14:39 +08:00
|
|
|
/**
|
|
|
|
* Gets the hash for the given buffer with specific algorithm.
|
|
|
|
* @param data The buffer to calculate md5 hash.
|
|
|
|
* @param algorithm The hash algorithm, support "md5", "sha1", "sha256", "sha512" and more
|
|
|
|
* @return The hash for the data
|
|
|
|
*/
|
|
|
|
CC_DLL std::string computeDigest(cxx17::string_view data, cxx17::string_view algorithm);
|
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
/**
|
|
|
|
@brief Converts language iso 639-1 code to LanguageType enum.
|
|
|
|
@return LanguageType enum.
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
|
|
|
CC_DLL LanguageType getLanguageTypeByISO2(const char* code);
|
2020-09-04 11:28:16 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
CC_DLL backend::BlendFactor toBackendBlendFactor(int factor);
|
2020-09-04 11:28:16 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
CC_DLL int toGLBlendFactor(backend::BlendFactor blendFactor);
|
2020-09-04 11:28:16 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
CC_DLL backend::SamplerFilter toBackendSamplerFilter(int mode);
|
2020-10-04 23:43:57 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
CC_DLL backend::SamplerAddressMode toBackendAddressMode(int mode);
|
2020-10-04 23:43:57 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
// Adjust matrix for metal.
|
|
|
|
CC_DLL const Mat4& getAdjustMatrix();
|
|
|
|
|
|
|
|
/**
|
|
|
|
Get the Normal Matrix of matrixMV
|
|
|
|
*/
|
|
|
|
CC_DLL std::vector<float> getNormalMat3OfMat4(const Mat4& mat);
|
|
|
|
|
|
|
|
/**
|
|
|
|
@brief Parses a list of space-separated integers.
|
|
|
|
@return Vector of ints.
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
|
|
|
CC_DLL std::vector<int> parseIntegerList(std::string_view intsString);
|
|
|
|
|
|
|
|
/**
|
|
|
|
@brief translate charstring/binarystream to hexstring.
|
|
|
|
@return hexstring.
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
|
|
|
CC_DLL std::string bin2hex(std::string_view binary /*charstring also regard as binary in C/C++*/,
|
|
|
|
int delim = -1,
|
|
|
|
bool prefix = false);
|
|
|
|
|
|
|
|
/**
|
|
|
|
@brief killCurrentProcess immidiately, any object's destructor never call
|
|
|
|
@return NA.
|
|
|
|
* @js NA
|
|
|
|
* @lua NA
|
|
|
|
*/
|
|
|
|
CC_DLL void killCurrentProcess();
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a Game Object, like CREATE_FUNC, but more powerful
|
|
|
|
|
|
|
|
* @return Returns a RefPtr<T> game object
|
|
|
|
* @remark Auto manage cocos2d::Ref reference count, use std::unique_ptr
|
|
|
|
* @limition The init function finit must be public
|
|
|
|
*/
|
|
|
|
template <typename T, typename F, typename... Ts>
|
|
|
|
static RefPtr<T> makeInstance(F&& memf, Ts&&... args)
|
|
|
|
{
|
2021-12-08 00:11:53 +08:00
|
|
|
RefPtr<T> pRet(ReferencedObject<T>{new T()});
|
2021-12-06 13:00:44 +08:00
|
|
|
if (pRet && std::mem_fn(memf)(pRet.get(), std::forward<Ts>(args)...))
|
|
|
|
return pRet;
|
2021-10-05 09:50:01 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
pRet.reset();
|
|
|
|
return pRet;
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
|
|
|
|
|
|
|
|
* @return Returns a autorelease game object
|
|
|
|
* @remark Auto manage cocos2d::Ref reference count, use std::unique_ptr
|
|
|
|
* @limition The init function finit must be public
|
|
|
|
*/
|
|
|
|
template <typename T>
|
|
|
|
inline static RefPtr<T> makeInstance()
|
|
|
|
{
|
|
|
|
return makeInstance<T>(&T::init);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a Game Object, like CREATE_FUNC, but more powerful
|
|
|
|
|
|
|
|
* @return Returns a autorelease game object
|
|
|
|
* @remark Auto manage cocos2d::Ref reference count, use AutoReleasePool
|
|
|
|
* @limition The init function finit must be public
|
|
|
|
*/
|
|
|
|
template <typename T, typename F, typename... Ts>
|
|
|
|
inline T* createInstance(F&& finit, Ts&&... args)
|
|
|
|
{
|
2021-12-08 00:11:53 +08:00
|
|
|
T* pRet = new T();
|
|
|
|
if (std::mem_fn(finit)(pRet, std::forward<Ts>(args)...))
|
2021-12-06 13:00:44 +08:00
|
|
|
pRet->autorelease();
|
|
|
|
else
|
2021-10-05 09:50:01 +08:00
|
|
|
{
|
2021-12-06 13:00:44 +08:00
|
|
|
delete pRet;
|
|
|
|
pRet = nullptr;
|
2021-10-05 09:50:01 +08:00
|
|
|
}
|
2021-12-08 00:11:53 +08:00
|
|
|
return pRet;
|
2021-12-06 13:00:44 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
|
|
|
|
|
|
|
|
* @return Returns a autorelease game object
|
|
|
|
* @remark Auto manage cocos2d::Ref reference count, use AutoReleasePool
|
|
|
|
* @limition The init function finit must be public
|
|
|
|
*/
|
|
|
|
template <typename T>
|
|
|
|
inline T* createInstance()
|
|
|
|
{
|
|
|
|
return ::cocos2d::utils::createInstance<T>(&T::init);
|
|
|
|
}
|
|
|
|
|
|
|
|
/**
|
|
|
|
* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
|
2021-10-05 09:50:01 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
* @return Returns a game object
|
|
|
|
* @remark You need call release after you don't want use it manually
|
|
|
|
* @limition The init function finit must be public
|
|
|
|
*/
|
|
|
|
template <typename T, typename F, typename... Ts>
|
|
|
|
static T* newInstance(F&& memf, Ts&&... args)
|
|
|
|
{
|
2021-12-08 00:11:53 +08:00
|
|
|
T* pRet = new T();
|
|
|
|
if (std::mem_fn(memf)(pRet, std::forward<Ts>(args)...))
|
2021-12-06 13:00:44 +08:00
|
|
|
return pRet;
|
|
|
|
else
|
2021-10-05 09:50:01 +08:00
|
|
|
{
|
2021-12-06 13:00:44 +08:00
|
|
|
delete pRet;
|
|
|
|
pRet = nullptr;
|
|
|
|
return nullptr;
|
2021-10-05 09:50:01 +08:00
|
|
|
}
|
2014-05-27 10:44:23 +08:00
|
|
|
}
|
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
/**
|
|
|
|
* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
|
|
|
|
|
|
|
|
* @return Returns a game object
|
|
|
|
* @remark You need call release after you don't want use it manually
|
|
|
|
* @limition The init function finit must be public
|
|
|
|
*/
|
|
|
|
template <typename T>
|
|
|
|
inline static T* newInstance()
|
|
|
|
{
|
|
|
|
return newInstance<T>(&T::init);
|
|
|
|
}
|
|
|
|
|
|
|
|
// check a number is power of two.
|
|
|
|
inline bool isPOT(int number)
|
|
|
|
{
|
|
|
|
return ((number > 0) && (number & (number - 1)) == 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Convert ASCII hex digit to a nibble (four bits, 0 - 15).
|
|
|
|
//
|
|
|
|
// Use unsigned to avoid signed overflow UB.
|
2021-12-06 15:02:53 +08:00
|
|
|
inline unsigned char hex2nibble(unsigned char c)
|
|
|
|
{
|
|
|
|
if (c >= '0' && c <= '9')
|
|
|
|
{
|
|
|
|
return c - '0';
|
|
|
|
}
|
|
|
|
else if (c >= 'a' && c <= 'f')
|
|
|
|
{
|
|
|
|
return 10 + (c - 'a');
|
|
|
|
}
|
|
|
|
else if (c >= 'A' && c <= 'F')
|
|
|
|
{
|
|
|
|
return 10 + (c - 'A');
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Convert a nibble ASCII hex digit
|
|
|
|
inline unsigned char nibble2hex(unsigned char c, unsigned char a = 'a')
|
|
|
|
{
|
|
|
|
return ((c) < 0xa ? ((c) + '0') : ((c) + a - 10));
|
|
|
|
}
|
2021-12-06 13:00:44 +08:00
|
|
|
|
|
|
|
// Convert ASCII hex string (two characters) to byte.
|
|
|
|
//
|
|
|
|
// E.g., "0B" => 0x0B, "af" => 0xAF.
|
|
|
|
inline char hex2char(const char* p)
|
|
|
|
{
|
2021-12-06 15:02:53 +08:00
|
|
|
return hex2nibble((uint8_t)p[0]) << 4 | hex2nibble(p[1]);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Convert byte to ASCII hex string (two characters).
|
|
|
|
inline char* char2hex(char* p, unsigned char c, unsigned char a = 'a')
|
|
|
|
{
|
|
|
|
p[0] = nibble2hex(c >> 4, a);
|
|
|
|
p[1] = nibble2hex(c & (uint8_t)0xf, a);
|
|
|
|
return p;
|
2021-12-06 13:00:44 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
CC_DLL std::string urlEncode(std::string_view s);
|
|
|
|
|
|
|
|
CC_DLL std::string urlDecode(std::string_view st);
|
|
|
|
} // namespace utils
|
|
|
|
|
2014-05-14 16:25:47 +08:00
|
|
|
NS_CC_END
|
2012-04-19 14:35:52 +08:00
|
|
|
|
2021-12-06 13:00:44 +08:00
|
|
|
#endif // __SUPPORT_CC_UTILS_H__
|