axmol/cocos2dx/CCDirector.h

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/****************************************************************************
Copyright (c) 2010-2011 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
2011-07-05 14:51:17 +08:00
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.
****************************************************************************/
#ifndef __CCDIRECTOR_H__
#define __CCDIRECTOR_H__
#include "platform/CCPlatformMacros.h"
#include "cocoa/CCObject.h"
#include "ccTypes.h"
#include "cocoa/CCGeometry.h"
#include "cocoa/CCArray.h"
#include "CCGL.h"
#include "kazmath/mat4.h"
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NS_CC_BEGIN
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/**
* @addtogroup base_nodes
* @{
*/
/** @typedef ccDirectorProjection
Possible OpenGL projections used by director
*/
typedef enum {
/// sets a 2D projection (orthogonal projection)
kCCDirectorProjection2D,
/// sets a 3D projection with a fovy=60, znear=0.5f and zfar=1500.
kCCDirectorProjection3D,
/// it calls "updateProjection" on the projection delegate.
kCCDirectorProjectionCustom,
/// Detault projection is 3D projection
kCCDirectorProjectionDefault = kCCDirectorProjection3D,
} ccDirectorProjection;
/* Forward declarations. */
class CCLabelAtlas;
class CCScene;
class CCEGLView;
class CCDirectorDelegate;
class CCNode;
class CCScheduler;
class CCActionManager;
class CCTouchDispatcher;
class CCKeypadDispatcher;
class CCAccelerometer;
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/**
@brief Class that creates and handle the main Window and manages how
and when to execute the Scenes.
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The CCDirector is also responsible for:
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- initializing the OpenGL context
- setting the OpenGL pixel format (default on is RGB565)
- setting the OpenGL buffer depth (default one is 0-bit)
- setting the projection (default one is 3D)
- setting the orientation (default one is Protrait)
Since the CCDirector is a singleton, the standard way to use it is by calling:
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_ CCDirector::sharedDirector()->methodName();
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The CCDirector also sets the default OpenGL context:
- GL_TEXTURE_2D is enabled
- GL_VERTEX_ARRAY is enabled
- GL_COLOR_ARRAY is enabled
- GL_TEXTURE_COORD_ARRAY is enabled
*/
class CC_DLL CCDirector : public CCObject
{
public:
CCDirector(void);
virtual ~CCDirector(void);
virtual bool init(void);
// attribute
/** Get current running Scene. Director can only run one Scene at the time */
inline CCScene* getRunningScene(void) { return m_pRunningScene; }
/** Get the FPS value */
inline double getAnimationInterval(void) { return m_dAnimationInterval; }
/** Set the FPS value. */
virtual void setAnimationInterval(double dValue) = 0;
/** Whether or not to display the FPS on the bottom-left corner */
inline bool isDisplayStats(void) { return m_bDisplayStats; }
/** Display the FPS on the bottom-left corner */
inline void setDisplayStats(bool bDisplayStats) { m_bDisplayStats = bDisplayStats; }
/** seconds per frame */
inline float getSecondsPerFrame() { return m_fSecondsPerFrame; }
/** Get the CCEGLView, where everything is rendered */
inline CCEGLView* getOpenGLView(void) { return m_pobOpenGLView; }
void setOpenGLView(CCEGLView *pobOpenGLView);
inline bool isNextDeltaTimeZero(void) { return m_bNextDeltaTimeZero; }
void setNextDeltaTimeZero(bool bNextDeltaTimeZero);
/** Whether or not the Director is paused */
inline bool isPaused(void) { return m_bPaused; }
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/** How many frames were called since the director started */
inline unsigned int getTotalFrames(void) { return m_uTotalFrames; }
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/** Sets an OpenGL projection
@since v0.8.2
*/
inline ccDirectorProjection getProjection(void) { return m_eProjection; }
void setProjection(ccDirectorProjection kProjection);
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/** How many frames were called since the director started */
/** Whether or not the replaced scene will receive the cleanup message.
If the new scene is pushed, then the old scene won't receive the "cleanup" message.
If the new scene replaces the old one, the it will receive the "cleanup" message.
@since v0.99.0
*/
inline bool isSendCleanupToScene(void) { return m_bSendCleanupToScene; }
/** This object will be visited after the main scene is visited.
This object MUST implement the "visit" selector.
Useful to hook a notification object, like CCNotifications (http://github.com/manucorporat/CCNotifications)
@since v0.99.5
*/
CCNode* getNotificationNode();
void setNotificationNode(CCNode *node);
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bool enableRetinaDisplay(bool bEnabelRetina);
// window size
/** returns the size of the OpenGL view in points.
*/
CCSize getWinSize(void);
/** returns the size of the OpenGL view in pixels.
*/
CCSize getWinSizeInPixels(void);
/** changes the projection size */
void reshapeProjection(const CCSize& newWindowSize);
/** converts a UIKit coordinate to an OpenGL coordinate
Useful to convert (multi) touches coordinates to the current layout (portrait or landscape)
*/
CCPoint convertToGL(const CCPoint& obPoint);
/** converts an OpenGL coordinate to a UIKit coordinate
Useful to convert node points to window points for calls such as glScissor
*/
CCPoint convertToUI(const CCPoint& obPoint);
/// XXX: missing description
float getZEye(void);
// Scene Management
/**Enters the Director's main loop with the given Scene.
* Call it to run only your FIRST scene.
* Don't call it if there is already a running scene.
*
* It will call pushScene: and then it will call startAnimation
*/
void runWithScene(CCScene *pScene);
/**Suspends the execution of the running scene, pushing it on the stack of suspended scenes.
* The new scene will be executed.
* Try to avoid big stacks of pushed scenes to reduce memory allocation.
* ONLY call it if there is a running scene.
*/
void pushScene(CCScene *pScene);
/**Pops out a scene from the queue.
* This scene will replace the running one.
* The running scene will be deleted. If there are no more scenes in the stack the execution is terminated.
* ONLY call it if there is a running scene.
*/
void popScene(void);
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/**Pops out all scenes from the queue until the root scene in the queue.
* This scene will replace the running one.
* The running scene will be deleted. If there are no more scenes in the stack the execution is terminated.
* ONLY call it if there is a running scene.
*/
void popToRootScene(void);
/** Replaces the running scene with a new one. The running scene is terminated.
* ONLY call it if there is a running scene.
*/
void replaceScene(CCScene *pScene);
/** Ends the execution, releases the running scene.
It doesn't remove the OpenGL view from its parent. You have to do it manually.
*/
/* end is key word of lua, use other name to export to lua. */
inline void endToLua(void){end();}
void end(void);
/** Pauses the running scene.
The running scene will be _drawed_ but all scheduled timers will be paused
While paused, the draw rate will be 4 FPS to reduce CPU consumption
*/
void pause(void);
/** Resumes the paused scene
The scheduled timers will be activated again.
The "delta time" will be 0 (as if the game wasn't paused)
*/
void resume(void);
/** Stops the animation. Nothing will be drawn. The main loop won't be triggered anymore.
If you don't want to pause your animation call [pause] instead.
*/
virtual void stopAnimation(void) = 0;
/** The main loop is triggered again.
Call this function only if [stopAnimation] was called earlier
@warning Don't call this function to start the main loop. To run the main loop call runWithScene
*/
virtual void startAnimation(void) = 0;
/** Draw the scene.
This method is called every frame. Don't call it manually.
*/
void drawScene(void);
// Memory Helper
/** Removes cached all cocos2d cached data.
It will purge the CCTextureCache, CCSpriteFrameCache, CCLabelBMFont cache
@since v0.99.3
*/
void purgeCachedData(void);
// OpenGL Helper
/** sets the OpenGL default values */
void setGLDefaultValues(void);
/** enables/disables OpenGL alpha blending */
void setAlphaBlending(bool bOn);
/** enables/disables OpenGL depth test */
void setDepthTest(bool bOn);
virtual void mainLoop(void) = 0;
/** The size in pixels of the surface. It could be different than the screen size.
High-res devices might have a higher surface size than the screen size.
Only available when compiled using SDK >= 4.0.
@since v0.99.4
*/
void setContentScaleFactor(float scaleFactor);
float getContentScaleFactor(void);
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typedef void(*WatcherCallbackFun)(void *pSender);
void setWatcherCallbackFun(void *pSender, WatcherCallbackFun fun);
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public:
/** CCScheduler associated with this director
@since v2.0
*/
CC_PROPERTY(CCScheduler*, m_pScheduler, Scheduler);
/** CCActionManager associated with this director
@since v2.0
*/
CC_PROPERTY(CCActionManager*, m_pActionManager, ActionManager);
/** CCTouchDispatcher associated with this director
@since v2.0
*/
CC_PROPERTY(CCTouchDispatcher*, m_pTouchDispatcher, TouchDispatcher);
/** CCKeypadDispatcher associated with this director
@since v2.0
*/
CC_PROPERTY(CCKeypadDispatcher*, m_pKeypadDispatcher, KeypadDispatcher);
/** CCAccelerometer associated with this director
@since v2.0
*/
CC_PROPERTY(CCAccelerometer*, m_pAccelerometer, Accelerometer);
/** returns a shared instance of the director */
static CCDirector* sharedDirector(void);
protected:
void purgeDirector();
bool m_bPurgeDirecotorInNextLoop; // this flag will be set to true in end()
void updateContentScaleFactor(void);
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void setNextScene(void);
void showStats();
void createStatsLabel();
void calculateMPF();
/** calculates delta time since last time it was called */
void calculateDeltaTime();
protected:
/* The CCEGLView, where everything is rendered */
CCEGLView *m_pobOpenGLView;
double m_dAnimationInterval;
double m_dOldAnimationInterval;
/* landscape mode ? */
bool m_bLandscape;
bool m_bDisplayStats;
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float m_fAccumDt;
float m_fFrameRate;
CCLabelAtlas *m_pFPSLabel;
CCLabelAtlas *m_pSPFLabel;
CCLabelAtlas *m_pDrawsLabel;
/** Whether or not the Director is paused */
bool m_bPaused;
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/* How many frames were called since the director started */
unsigned int m_uTotalFrames;
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unsigned int m_uFrames;
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float m_fSecondsPerFrame;
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/* The running scene */
CCScene *m_pRunningScene;
/* will be the next 'runningScene' in the next frame
nextScene is a weak reference. */
CCScene *m_pNextScene;
/* If YES, then "old" scene will receive the cleanup message */
bool m_bSendCleanupToScene;
/* scheduled scenes */
CCArray* m_pobScenesStack;
/* last time the main loop was updated */
struct cc_timeval *m_pLastUpdate;
/* delta time since last tick to main loop */
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float m_fDeltaTime;
/* whether or not the next delta time will be zero */
bool m_bNextDeltaTimeZero;
/* projection used */
ccDirectorProjection m_eProjection;
/* window size in points */
CCSize m_obWinSizeInPoints;
/* window size in pixels */
CCSize m_obWinSizeInPixels;
/* content scale factor */
float m_fContentScaleFactor;
/* store the fps string */
char *m_pszFPS;
/* This object will be visited after the scene. Useful to hook a notification node */
CCNode *m_pNotificationNode;
/* Projection protocol delegate */
CCDirectorDelegate *m_pProjectionDelegate;
/* contentScaleFactor could be simulated */
bool m_bIsContentScaleSupported;
WatcherCallbackFun m_pWatcherFun;
void *m_pWatcherSender;
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// CCEGLViewProtocol will recreate stats labels to fit visible rect
friend class CCEGLViewProtocol;
};
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/**
@brief DisplayLinkDirector is a Director that synchronizes timers with the refresh rate of the display.
Features and Limitations:
- Scheduled timers & drawing are synchronizes with the refresh rate of the display
- Only supports animation intervals of 1/60 1/30 & 1/15
@since v0.8.2
*/
class CCDisplayLinkDirector : public CCDirector
{
public:
CCDisplayLinkDirector(void)
: m_bInvalid(false)
{}
virtual void mainLoop(void);
virtual void setAnimationInterval(double dValue);
virtual void startAnimation(void);
virtual void stopAnimation();
protected:
bool m_bInvalid;
};
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// end of base_node group
/// @}
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NS_CC_END
#endif // __CCDIRECTOR_H__