axmol/samples/Cpp/TestCpp/Classes/ExtensionsTest/CocoStudioSceneTest/SceneEditorTest.h

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#ifndef __SCENEEDITORTESTSCENE_H__
#define __SCENEEDITORTESTSCENE_H__
#include "cocos2d.h"
#include "extensions/cocos-ext.h"
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void runSceneEditorTestLayer();
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class SceneEditorTestLayer : public cocos2d::Layer
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{
public:
SceneEditorTestLayer();
~SceneEditorTestLayer();
// Here's a difference. Method 'init' in cocos2d-x returns bool,
// instead of returning 'id' in cocos2d-iphone
virtual bool init();
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// callback of Scene Enter
virtual void onEnter();
// callback of Scene Exit
virtual void onExit();
// default implements are used to call script callback if exist
virtual bool onTouchBegan(Touch *touch, Event *unused_event);
virtual void onTouchMoved(Touch *touch, Event *unused_event);
virtual void onTouchEnded(Touch *touch, Event *unused_event);
virtual void onTouchCancelled(Touch *touch, Event *unused_event);
// update of game
void gameLogic(float dt);
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// there's no 'id' in cpp, so we recommand to return the exactly class pointer
static cocos2d::Scene* scene();
// implement the "static node()" method manually
CREATE_FUNC(SceneEditorTestLayer);
// init scene
cocos2d::Node* createGameScene();
//back to Extensions Main Layer
void toExtensionsMainLayer(cocos2d::Object *sender);
private:
cocos2d::Node *_curNode;
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cocos2d::EventListener* _touchListener;
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};
#endif // __HELLOWORLD_SCENE_H__