2010-07-16 14:15:06 +08:00
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/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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http://www.cocos2d-x.org
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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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#ifndef __CCTEXTURE_ATLAS_H__
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#define __CCTEXTURE_ATLAS_H__
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#include "CCTexture2D.h"
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#include "ccTypes.h"
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#include "ccConfig.h"
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/** A class that implements a Texture Atlas.
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Supported features:
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* The atlas file can be a PVRTC, PNG or any other fomrat supported by Texture2D
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* Quads can be udpated in runtime
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* Quads can be added in runtime
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* Quads can be removed in runtime
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* Quads can be re-ordered in runtime
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* The TextureAtlas capacity can be increased or decreased in runtime
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* OpenGL component: V3F, C4B, T2F.
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The quads are rendered using an OpenGL ES VBO.
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To render the quads using an interleaved vertex array list, you should modify the ccConfig.h file
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*/
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class CCTextureAtlas : public NSObject
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{
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protected:
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GLushort *m_pIndices;
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#if CC_TEXTURE_ATLAS_USES_VBO
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GLuint m_pBuffersVBO[2]; //0: vertex 1: indices
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#endif // CC_TEXTURE_ATLAS_USES_VBO
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/** quantity of quads that are going to be drawn */
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CCX_PROPERTY_READONLY(UINT32, m_uTotalQuads, TotalQuads)
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/** quantity of quads that can be stored with the current texture atlas size */
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CCX_PROPERTY_READONLY(UINT32, m_uCapacity, Capacity)
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/** Texture of the texture atlas */
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CCX_PROPERTY(CCTexture2D *, m_pTexture, Texture)
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/** Quads that are going to be rendered */
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CCX_PROPERTY(ccV3F_C4B_T2F_Quad *, m_pQuads, Quads)
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public:
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CCTextureAtlas();
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~CCTextureAtlas();
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std::string description();
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/** creates a TextureAtlas with an filename and with an initial capacity for Quads.
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* The TextureAtlas capacity can be increased in runtime.
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*/
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static CCTextureAtlas * textureAtlasWithFile(NSString* file , UINT32 capacity);
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/** initializes a TextureAtlas with a filename and with a certain capacity for Quads.
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* The TextureAtlas capacity can be increased in runtime.
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*
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* WARNING: Do not reinitialize the TextureAtlas because it will leak memory (issue #706)
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*/
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CCTextureAtlas * initWithFile(NSString* file, UINT32 capacity);
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/** creates a TextureAtlas with a previously initialized Texture2D object, and
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* with an initial capacity for n Quads.
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* The TextureAtlas capacity can be increased in runtime.
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*/
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static CCTextureAtlas * textureAtlasWithTexture(CCTexture2D *tex, UINT32 capacity);
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/** initializes a TextureAtlas with a previously initialized Texture2D object, and
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* with an initial capacity for Quads.
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* The TextureAtlas capacity can be increased in runtime.
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*
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* WARNING: Do not reinitialize the TextureAtlas because it will leak memory (issue #706)
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*/
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CCTextureAtlas * initWithTexture(CCTexture2D *tex, UINT32 capacity);
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/** updates a Quad (texture, vertex and color) at a certain index
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* index must be between 0 and the atlas capacity - 1
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@since v0.8
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*/
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void updateQuad(ccV3F_C4B_T2F_Quad* quad, UINT32 index);
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/** Inserts a Quad (texture, vertex and color) at a certain index
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index must be between 0 and the atlas capacity - 1
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@since v0.8
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*/
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void insertQuad(ccV3F_C4B_T2F_Quad* quad, UINT32 index);
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/** Removes the quad that is located at a certain index and inserts it at a new index
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This operation is faster than removing and inserting in a quad in 2 different steps
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@since v0.7.2
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*/
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void insertQuadFromIndex(UINT32 fromIndex, UINT32 newIndex);
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/** removes a quad at a given index number.
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The capacity remains the same, but the total number of quads to be drawn is reduced in 1
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@since v0.7.2
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*/
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void removeQuadAtIndex(UINT32 index);
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/** removes all Quads.
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The TextureAtlas capacity remains untouched. No memory is freed.
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The total number of quads to be drawn will be 0
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@since v0.7.2
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*/
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void removeAllQuads();
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/** resize the capacity of the Texture Atlas.
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* The new capacity can be lower or higher than the current one
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* It returns YES if the resize was successful.
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* If it fails to resize the capacity it will return NO with a new capacity of 0.
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*/
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bool resizeCapacity(UINT32 n);
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/** draws n quads
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* n can't be greater than the capacity of the Atlas
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*/
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void drawNumberOfQuads(UINT32 n);
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/** draws all the Atlas's Quads
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*/
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void drawQuads();
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private:
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void initIndices();
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};
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#endif //__CCTEXTURE_ATLAS_H__
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