2013-06-06 12:02:54 +08:00
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#ifndef __HELLOWORLD_SCENE_H__
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#define __HELLOWORLD_SCENE_H__
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#include "cocos2d.h"
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#include "cocos-ext.h"
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#include "../../VisibleRect.h"
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#include "../../testBasic.h"
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#include "armature/CCArmature.h"
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2013-06-06 12:02:54 +08:00
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2013-09-13 18:07:37 +08:00
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#if ENABLE_PHYSICS_BOX2D_DETECT
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#include "../../Box2DTestBed/GLES-Render.h"
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#include "Box2D/Box2D.h"
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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#include "chipmunk.h"
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#endif
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2013-06-06 12:02:54 +08:00
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class ArmatureTestScene : public TestScene
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{
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public:
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ArmatureTestScene(bool bPortrait = false);
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virtual void runThisTest();
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// The CallBack for back to the main menu scene
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virtual void MainMenuCallback(Object* pSender);
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};
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enum {
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TEST_ASYNCHRONOUS_LOADING = 0,
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TEST_COCOSTUDIO_WITH_SKELETON,
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TEST_DRAGON_BONES_2_0,
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TEST_PERFORMANCE,
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TEST_CHANGE_ZORDER,
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TEST_ANIMATION_EVENT,
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TEST_PARTICLE_DISPLAY,
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TEST_USE_DIFFERENT_PICTURE,
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TEST_BCOLLIDER_DETECTOR,
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TEST_BOUDINGBOX,
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TEST_ANCHORPOINT,
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TEST_ARMATURE_NESTING,
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TEST_LAYER_COUNT
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};
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class ArmatureTestLayer : public Layer
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{
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public:
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virtual void onEnter();
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virtual void onExit();
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virtual std::string title();
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virtual std::string subtitle();
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virtual void restartCallback(Object* pSender);
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virtual void nextCallback(Object* pSender);
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virtual void backCallback(Object* pSender);
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virtual void draw();
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protected:
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MenuItemImage *restartItem;
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MenuItemImage *nextItem;
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MenuItemImage *backItem;
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};
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class TestAsynchronousLoading : public ArmatureTestLayer
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{
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public:
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virtual void onEnter();
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virtual std::string title();
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virtual std::string subtitle();
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void dataLoaded(float percent);
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};
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class TestCSWithSkeleton : public ArmatureTestLayer
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{
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virtual void onEnter();
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virtual std::string title();
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};
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class TestDragonBones20 : public ArmatureTestLayer
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{
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public:
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virtual void onEnter();
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virtual std::string title();
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};
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class TestPerformance : public ArmatureTestLayer
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{
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public:
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~TestPerformance();
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virtual void onEnter();
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virtual std::string title();
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virtual std::string subtitle();
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virtual void addArmature(cocostudio::Armature *armature);
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void update(float delta);
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int armatureCount;
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int frames;
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float times;
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float lastTimes;
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bool generated;
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};
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class TestChangeZorder : public ArmatureTestLayer
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{
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virtual void onEnter();
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virtual std::string title();
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void changeZorder(float dt);
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int currentTag;
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};
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class TestAnimationEvent : public ArmatureTestLayer
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{
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public:
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virtual void onEnter();
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virtual std::string title();
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void animationEvent(cocostudio::Armature *armature, cocostudio::MovementEventType movementType, const char *movementID);
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void callback1();
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void callback2();
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cocostudio::Armature *armature;
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};
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class TestUseMutiplePicture : public ArmatureTestLayer
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{
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virtual void onEnter();
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virtual void onExit();
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virtual std::string title();
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virtual std::string subtitle();
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virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event* event) override;
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int displayIndex;
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cocostudio::Armature *armature;
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};
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class TestParticleDisplay : public ArmatureTestLayer
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{
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virtual void onEnter();
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virtual void onExit();
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virtual std::string title();
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virtual std::string subtitle();
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virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event* event);
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int animationID;
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cocostudio::Armature *armature;
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};
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2013-09-13 18:07:37 +08:00
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#if ENABLE_PHYSICS_BOX2D_DETECT
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class ContactListener;
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class TestColliderDetector : public ArmatureTestLayer
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{
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public:
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~TestColliderDetector();
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virtual void onEnter();
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virtual void onExit();
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virtual std::string title();
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virtual void draw();
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virtual void update(float delta);
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void onFrameEvent(cocostudio::Bone *bone, const char *evt, int originFrameIndex, int currentFrameIndex);
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void initWorld();
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cocostudio::Armature *armature;
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cocostudio::Armature *armature2;
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cocos2d::extension::PhysicsSprite *bullet;
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b2World *world;
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ContactListener *listener;
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GLESDebugDraw *debugDraw;
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};
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#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
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class TestColliderDetector : public ArmatureTestLayer
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{
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public:
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~TestColliderDetector();
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virtual void onEnter();
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virtual void onExit();
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virtual std::string title();
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virtual void update(float delta);
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void onFrameEvent(cocostudio::Bone *bone, const char *evt, int originFrameIndex, int currentFrameIndex);
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void initWorld();
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cocostudio::Armature *armature;
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cocostudio::Armature *armature2;
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cocos2d::extension::PhysicsSprite *bullet;
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cpSpace *space;
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static int beginHit(cpArbiter *arb, cpSpace *space, void *unused);
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static void endHit(cpArbiter *arb, cpSpace *space, void *unused);
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void destroyCPBody(cpBody *body);
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};
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#endif
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class TestBoundingBox : public ArmatureTestLayer
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{
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public:
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virtual void onEnter();
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virtual std::string title();
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virtual void draw();
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cocostudio::Armature *armature;
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Rect rect;
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};
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class TestAnchorPoint : public ArmatureTestLayer
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{
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public:
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virtual void onEnter();
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virtual std::string title();
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};
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class TestArmatureNesting : public ArmatureTestLayer
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{
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public:
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virtual void onEnter();
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virtual void onExit();
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virtual std::string title();
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virtual void onTouchesEnded(const std::vector<Touch*>& touches, Event* event);
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cocostudio::Armature *armature;
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int weaponIndex;
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};
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#endif // __HELLOWORLD_SCENE_H__
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