mirror of https://github.com/axmolengine/axmol.git
309 lines
10 KiB
C
309 lines
10 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 __CCLAYER_H__
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#define __CCLAYER_H__
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#include "CCNode.h"
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#include "CCProtocols.h"
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#include "CCTouchDelegateProtocol.h"
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#include "CCAccelerometerDelegate.h"
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#include "CCKeypadDelegate.h"
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#include "CCMutableArray.h"
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namespace cocos2d {
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class CCTouchScriptHandlerEntry;
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//
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// CCLayer
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//
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/** @brief CCLayer is a subclass of CCNode that implements the TouchEventsDelegate protocol.
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All features from CCNode are valid, plus the following new features:
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- It can receive iPhone Touches
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- It can receive Accelerometer input
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*/
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class CC_DLL CCLayer : public CCNode, public CCTouchDelegate, public CCAccelerometerDelegate, public CCKeypadDelegate
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{
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public:
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CCLayer();
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virtual ~CCLayer();
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bool init();
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static CCLayer *node(void);
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virtual void onEnter();
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virtual void onExit();
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virtual void onEnterTransitionDidFinish();
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// default implements are used to call script callback if exist
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virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
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// default implements are used to call script callback if exist
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virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
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virtual void didAccelerate(CCAcceleration* pAccelerationValue) {CC_UNUSED_PARAM(pAccelerationValue);}
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/** If isTouchEnabled, this method is called onEnter. Override it to change the
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way CCLayer receives touch events.
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( Default: CCTouchDispatcher::sharedDispatcher()->addStandardDelegate(this,0); )
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Example:
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void CCLayer::registerWithTouchDispatcher()
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{
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CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this,INT_MIN+1,true);
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}
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@since v0.8.0
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*/
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virtual void registerWithTouchDispatcher(void);
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/** Register script touch events handler */
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void registerScriptTouchHandler(int nHandler, bool bIsMultiTouches = false, int nPriority = INT_MIN, bool bSwallowsTouches = false);
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/** Unregister script touch events handler */
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void unregisterScriptTouchHandler(void);
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/** whether or not it will receive Touch events.
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You can enable / disable touch events with this property.
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Only the touches of this node will be affected. This "method" is not propagated to it's children.
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@since v0.8.1
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*/
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CC_PROPERTY(bool, m_bIsTouchEnabled, IsTouchEnabled)
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/** whether or not it will receive Accelerometer events
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You can enable / disable accelerometer events with this property.
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@since v0.8.1
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*/
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CC_PROPERTY(bool, m_bIsAccelerometerEnabled, IsAccelerometerEnabled)
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/** whether or not it will receive keypad events
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You can enable / disable accelerometer events with this property.
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it's new in cocos2d-x
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*/
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CC_PROPERTY(bool, m_bIsKeypadEnabled, IsKeypadEnabled)
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private:
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// Script touch events handler
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CCTouchScriptHandlerEntry* m_pScriptHandlerEntry;
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int excuteScriptTouchHandler(int nEventType, CCTouch *pTouch);
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int excuteScriptTouchHandler(int nEventType, CCSet *pTouches);
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};
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// for the subclass of CCLayer, each has to implement the static "node" method
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#define LAYER_NODE_FUNC(layer) \
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static layer* node() \
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{ \
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layer *pRet = new layer(); \
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if (pRet && pRet->init()) \
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{ \
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pRet->autorelease(); \
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return pRet; \
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} \
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else \
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{ \
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delete pRet; \
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pRet = NULL; \
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return NULL; \
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} \
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};
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#define LAYER_NODE_FUNC_PARAM(layer,__PARAMTYPE__,__PARAM__) \
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static layer* node(__PARAMTYPE__ __PARAM__) \
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{ \
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layer *pRet = new layer(); \
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if (pRet && pRet->init(__PARAM__)) \
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{ \
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pRet->autorelease(); \
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return pRet; \
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} \
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else \
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{ \
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delete pRet; \
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pRet = NULL; \
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return NULL; \
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} \
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};
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//
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// CCLayerColor
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//
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/** @brief CCLayerColor is a subclass of CCLayer that implements the CCRGBAProtocol protocol.
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All features from CCLayer are valid, plus the following new features:
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- opacity
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- RGB colors
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*/
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class CC_DLL CCLayerColor : public CCLayer , public CCRGBAProtocol, public CCBlendProtocol
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{
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protected:
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ccVertex2F m_pSquareVertices[4];
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ccColor4B m_pSquareColors[4];
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public:
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CCLayerColor();
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virtual ~CCLayerColor();
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virtual void draw();
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virtual void setContentSize(const CCSize& var);
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/** creates a CCLayer with color, width and height in Points */
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static CCLayerColor * layerWithColorWidthHeight(const ccColor4B& color, GLfloat width, GLfloat height);
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/** creates a CCLayer with color. Width and height are the window size. */
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static CCLayerColor * layerWithColor(const ccColor4B& color);
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/** initializes a CCLayer with color, width and height in Points */
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virtual bool initWithColorWidthHeight(const ccColor4B& color, GLfloat width, GLfloat height);
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/** initializes a CCLayer with color. Width and height are the window size. */
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virtual bool initWithColor(const ccColor4B& color);
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/** change width in Points*/
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void changeWidth(GLfloat w);
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/** change height in Points*/
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void changeHeight(GLfloat h);
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/** change width and height in Points
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@since v0.8
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*/
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void changeWidthAndHeight(GLfloat w ,GLfloat h);
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/** Opacity: conforms to CCRGBAProtocol protocol */
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CC_PROPERTY(GLubyte, m_cOpacity, Opacity)
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/** Color: conforms to CCRGBAProtocol protocol */
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CC_PROPERTY_PASS_BY_REF(ccColor3B, m_tColor, Color)
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/** BlendFunction. Conforms to CCBlendProtocol protocol */
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CC_PROPERTY(ccBlendFunc, m_tBlendFunc, BlendFunc)
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virtual void setIsOpacityModifyRGB(bool bValue) {CC_UNUSED_PARAM(bValue);}
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virtual bool getIsOpacityModifyRGB(void) { return false;}
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LAYER_NODE_FUNC(CCLayerColor);
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protected:
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virtual void updateColor();
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};
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//
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// CCLayerGradient
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//
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/** CCLayerGradient is a subclass of CCLayerColor that draws gradients across
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the background.
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All features from CCLayerColor are valid, plus the following new features:
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- direction
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- final color
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- interpolation mode
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Color is interpolated between the startColor and endColor along the given
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vector (starting at the origin, ending at the terminus). If no vector is
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supplied, it defaults to (0, -1) -- a fade from top to bottom.
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If 'compressedInterpolation' is disabled, you will not see either the start or end color for
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non-cardinal vectors; a smooth gradient implying both end points will be still
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be drawn, however.
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If ' compressedInterpolation' is enabled (default mode) you will see both the start and end colors of the gradient.
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@since v0.99.5
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*/
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class CC_DLL CCLayerGradient : public CCLayerColor
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{
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public:
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/** Creates a full-screen CCLayer with a gradient between start and end. */
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static CCLayerGradient* layerWithColor(const ccColor4B& start, const ccColor4B& end);
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/** Creates a full-screen CCLayer with a gradient between start and end in the direction of v. */
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static CCLayerGradient* layerWithColor(const ccColor4B& start, const ccColor4B& end, const CCPoint& v);
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/** Initializes the CCLayer with a gradient between start and end. */
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virtual bool initWithColor(const ccColor4B& start, const ccColor4B& end);
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/** Initializes the CCLayer with a gradient between start and end in the direction of v. */
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virtual bool initWithColor(const ccColor4B& start, const ccColor4B& end, const CCPoint& v);
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CC_PROPERTY_PASS_BY_REF(ccColor3B, m_startColor, StartColor)
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CC_PROPERTY_PASS_BY_REF(ccColor3B, m_endColor, EndColor)
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CC_PROPERTY(GLubyte, m_cStartOpacity, StartOpacity)
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CC_PROPERTY(GLubyte, m_cEndOpacity, EndOpacity)
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CC_PROPERTY_PASS_BY_REF(CCPoint, m_AlongVector, Vector)
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/** Whether or not the interpolation will be compressed in order to display all the colors of the gradient both in canonical and non canonical vectors
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Default: YES
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*/
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CC_PROPERTY(bool, m_bCompressedInterpolation, IsCompressedInterpolation)
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LAYER_NODE_FUNC(CCLayerGradient);
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protected:
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virtual void updateColor();
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};
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/** @brief CCMultipleLayer is a CCLayer with the ability to multiplex it's children.
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Features:
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- It supports one or more children
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- Only one children will be active a time
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*/
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class CC_DLL CCLayerMultiplex : public CCLayer
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{
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protected:
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unsigned int m_nEnabledLayer;
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CCMutableArray<CCLayer *> * m_pLayers;
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public:
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CCLayerMultiplex();
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virtual ~CCLayerMultiplex();
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/** creates a CCLayerMultiplex with one or more layers using a variable argument list. */
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static CCLayerMultiplex * layerWithLayers(CCLayer* layer, ... );
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/**
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* lua script can not init with undetermined number of variables
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* so add these functinons to be used with lua.
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*/
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static CCLayerMultiplex * layerWithLayer(CCLayer* layer);
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void addLayer(CCLayer* layer);
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bool initWithLayer(CCLayer* layer);
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/** initializes a MultiplexLayer with one or more layers using a variable argument list. */
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bool initWithLayers(CCLayer* layer, va_list params);
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/** switches to a certain layer indexed by n.
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The current (old) layer will be removed from it's parent with 'cleanup:YES'.
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*/
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void switchTo(unsigned int n);
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/** release the current layer and switches to another layer indexed by n.
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The current (old) layer will be removed from it's parent with 'cleanup:YES'.
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*/
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void switchToAndReleaseMe(unsigned int n);
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LAYER_NODE_FUNC(CCLayerMultiplex);
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};
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}//namespace cocos2d
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#endif // __CCLAYER_H__
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