axmol/cocos2dx/base_nodes/CCAtlasNode.h

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/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
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****************************************************************************/
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#ifndef __CCATLAS_NODE_H__
#define __CCATLAS_NODE_H__
#include "CCNode.h"
#include "CCProtocols.h"
#include "ccTypes.h"
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NS_CC_BEGIN
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/**
* @addtogroup base_nodes
* @{
*/
class TextureAtlas;
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/** @brief AtlasNode is a subclass of Node that implements the RGBAProtocol and TextureProtocol protocol
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It knows how to render a TextureAtlas object.
If you are going to render a TextureAtlas consider subclassing AtlasNode (or a subclass of AtlasNode)
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All features from Node are valid, plus the following features:
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- opacity and RGB colors
*/
class CC_DLL AtlasNode : public NodeRGBA, public TextureProtocol
{
public:
/** creates a AtlasNode with an Atlas file the width and height of each item and the quantity of items to render*/
static AtlasNode * create(const char* tile,unsigned int tileWidth, unsigned int tileHeight,
unsigned int itemsToRender);
/**
* @js ctor
*/
AtlasNode();
/**
* @js NA
* @lua NA
*/
virtual ~AtlasNode();
/** initializes an AtlasNode with an Atlas file the width and height of each item and the quantity of items to render*/
bool initWithTileFile(const char* tile, unsigned int tileWidth, unsigned int tileHeight, unsigned int itemsToRender);
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/** initializes an AtlasNode with a texture the width and height of each item measured in points and the quantity of items to render*/
bool initWithTexture(Texture2D* texture, unsigned int tileWidth, unsigned int tileHeight, unsigned int itemsToRender);
/** updates the Atlas (indexed vertex array).
* Shall be overridden in subclasses
*/
virtual void updateAtlasValues();
void setTextureAtlas(TextureAtlas* textureAtlas);
TextureAtlas* getTextureAtlas() const;
void setQuadsToDraw(unsigned int quadsToDraw);
unsigned int getQuadsToDraw() const;
// Overrides
virtual void draw() override;
virtual Texture2D* getTexture() const override;
virtual void setTexture(Texture2D *texture) override;
virtual bool isOpacityModifyRGB() const override;
virtual void setOpacityModifyRGB(bool isOpacityModifyRGB) override;
virtual const Color3B& getColor(void) const override;
virtual void setColor(const Color3B& color) override;
virtual void setOpacity(GLubyte opacity) override;
/**
* @code
* When this function bound into js or lua,the parameter will be changed
* In js: var setBlendFunc(var src, var dst)
* @endcode
* @lua NA
*/
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virtual void setBlendFunc(const BlendFunc& blendFunc) override;
/**
* @js NA
* @lua NA
*/
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virtual const BlendFunc& getBlendFunc() const override;
private :
void calculateMaxItems();
void updateBlendFunc();
void updateOpacityModifyRGB();
friend class Director;
void setIgnoreContentScaleFactor(bool bIgnoreContentScaleFactor);
protected:
//! chars per row
unsigned int _itemsPerRow;
//! chars per column
unsigned int _itemsPerColumn;
//! width of each char
unsigned int _itemWidth;
//! height of each char
unsigned int _itemHeight;
Color3B _colorUnmodified;
TextureAtlas* _textureAtlas;
// protocol variables
bool _isOpacityModifyRGB;
BlendFunc _blendFunc;
// quads to draw
unsigned int _quadsToDraw;
// color uniform
GLint _uniformColor;
// This varible is only used for LabelAtlas FPS display. So plz don't modify its value.
bool _ignoreContentScaleFactor;
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};
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// end of base_node group
/// @}
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NS_CC_END
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#endif // __CCATLAS_NODE_H__