mirror of https://github.com/axmolengine/axmol.git
110 lines
3.5 KiB
C
110 lines
3.5 KiB
C
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/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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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 __CCATLAS_NODE_H__
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#define __CCATLAS_NODE_H__
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#include "CCNode.h"
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#include "CCProtocols.h"
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#include "ccTypes.h"
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namespace cocos2d {
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class CCTextureAtlas;
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/** @brief CCAtlasNode is a subclass of CCNode that implements the CCRGBAProtocol and
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CCTextureProtocol protocol
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It knows how to render a TextureAtlas object.
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If you are going to render a TextureAtlas consider subclassing CCAtlasNode (or a subclass of CCAtlasNode)
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All features from CCNode are valid, plus the following features:
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- opacity and RGB colors
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*/
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class CC_DLL CCAtlasNode : public CCNode, public CCRGBAProtocol, public CCTextureProtocol
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{
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protected:
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//! chars per row
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unsigned int m_uItemsPerRow;
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//! chars per column
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unsigned int m_uItemsPerColumn;
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//! width of each char
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unsigned int m_uItemWidth;
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//! height of each char
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unsigned int m_uItemHeight;
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ccColor3B m_tColorUnmodified;
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CC_PROPERTY(CCTextureAtlas*, m_pTextureAtlas, TextureAtlas);
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// protocol variables
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CC_PROPERTY(bool, m_bIsOpacityModifyRGB, IsOpacityModifyRGB)
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CC_PROPERTY(ccBlendFunc, m_tBlendFunc, BlendFunc);
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CC_PROPERTY(GLubyte, m_cOpacity, Opacity);
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CC_PROPERTY_PASS_BY_REF(ccColor3B, m_tColor, Color);
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// quads to draw
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CC_PROPERTY(unsigned int, m_uQuadsToDraw, QuadsToDraw);
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public:
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CCAtlasNode();
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virtual ~CCAtlasNode();
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/** creates a CCAtlasNode with an Atlas file the width and height of each item and the quantity of items to render*/
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static CCAtlasNode * atlasWithTileFile(const char* tile,unsigned int tileWidth, unsigned int tileHeight,
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unsigned int itemsToRender);
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/** initializes an CCAtlasNode with an Atlas file the width and height of each item and the quantity of items to render*/
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bool initWithTileFile(const char* tile, unsigned int tileWidth, unsigned int tileHeight, unsigned int itemsToRender);
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/** updates the Atlas (indexed vertex array).
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* Shall be overriden in subclasses
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*/
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virtual void updateAtlasValues();
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virtual void draw();
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// CC Texture protocol
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/** returns the used texture*/
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virtual CCTexture2D* getTexture(void);
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/** sets a new texture. it will be retained*/
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virtual void setTexture(CCTexture2D *texture);
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private :
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void calculateMaxItems();
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void updateBlendFunc();
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void updateOpacityModifyRGB();
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};
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}//namespace cocos2d
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#endif // __CCATLAS_NODE_H__
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