axmol/cocos/ui/UIText.h

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/****************************************************************************
Copyright (c) 2013-2016 Chukong Technologies Inc.
Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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 __UILABEL_H__
#define __UILABEL_H__
#include "ui/UIWidget.h"
#include "ui/GUIExport.h"
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#include "base/ccTypes.h"
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/**
* @addtogroup ui
* @{
*/
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NS_CC_BEGIN
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class Label;
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class Sprite;
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namespace ui {
/**
* For creating a system font or a TTF font Text
*/
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class CC_GUI_DLL Text : public Widget, public cocos2d::BlendProtocol
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{
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DECLARE_CLASS_GUI_INFO
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public:
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/** Type Text type.
*/
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enum class Type
{
SYSTEM,
TTF
};
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/**
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* Default constructor.
* @js ctor
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* @lua new
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*/
Text();
/**
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* Default destructor.
* @js NA
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* @lua NA
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*/
virtual ~Text();
/**
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* Create a Text object.
*
* @return An autoreleased Text object.
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*/
static Text* create();
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/**
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* Create a Text object with textContent, fontName and fontSize.
* The fontName could be a system font name or a TTF file path.
* Usage:
* @code
* //create a system font UIText.
* Text *text = Text::create("Hello", "Arial", 20);
* //create a TTF font UIText.
* Text *text = Text::create("Hello", "xxx\xxx.ttf", 20);
* @endcode
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*
* @param textContent Text content string.
* @param fontName A given font name.
* @param fontSize A given font size.
* @return An autoreleased Text object.
*/
static Text* create(const std::string& textContent,
const std::string& fontName,
float fontSize);
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/**
* Changes the string value of label.
*
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* @param text String value.
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*/
void setString(std::string_view text);
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/**
* Gets the string value of label.
*
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* @return String value.
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*/
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const std::string& getString()const;
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/**
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* Gets the string length of the label.
* Note: This length will be larger than the raw string length,
* if you want to get the raw string length,
* you should call this->getString().size() instead.
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*
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* @return String length.
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*/
ssize_t getStringLength()const;
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/**
* Sets the font size of label.
*
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* @param size The font size.
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*/
void setFontSize(float size);
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/**
* Gets the font size of label.
*
* @return The font size.
*/
float getFontSize()const;
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/**
* Sets the font name of label.
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* If you are trying to use a system font, you could just pass a font name
* If you are trying to use a TTF, you should pass a file path to the TTF file
* Usage:
* @code
* //create a system font UIText
* Text *text = Text::create("Hello", "Arial", 20);
* // it will change the font to system font no matter the previous font type is TTF or system font
* text->setFontName("Marfelt");
* //it will change the font to TTF font no matter the previous font type is TTF or system font
* text->setFontName("xxxx/xxx.ttf");
* @endcode
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* @param name Font name.
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*/
void setFontName(const std::string& name);
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/** Gets the font name.
*
* @return Font name.
*/
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const std::string& getFontName()const;
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/** Gets the font type.
* @return The font type.
*/
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Type getType() const;
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/**
* Sets the touch scale enabled of label.
*
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* @param enabled Touch scale enabled of label.
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*/
void setTouchScaleChangeEnabled(bool enabled);
/**
* Gets the touch scale enabled of label.
*
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* @return Touch scale enabled of label.
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*/
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bool isTouchScaleChangeEnabled()const;
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//override "getVirtualRendererSize" method of widget.
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virtual Vec2 getVirtualRendererSize() const override;
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//override "getVirtualRenderer" method of widget.
virtual Node* getVirtualRenderer() override;
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/** Gets the render size in auto mode.
*
* @return The size of render size in auto mode.
*/
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virtual Vec2 getAutoRenderSize();
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/**
* Returns the "class name" of widget.
*/
virtual std::string getDescription() const override;
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/**
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* Sets the rendering size of the text, you should call this method
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* along with calling `ignoreContentAdaptWithSize(false)`, otherwise the text area
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* size is calculated by the real size of the text content.
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*
* @param size The text rendering area size.
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*
*/
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void setTextAreaSize(const Vec2 &size);
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/** Return the text rendering area size.
*
* @return The text rendering area size.
*/
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const Vec2& getTextAreaSize()const;
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/** Sets text horizontal alignment.
*
* @param alignment Horizontal text alignment type
*/
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void setTextHorizontalAlignment(TextHAlignment alignment);
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/** Gets text horizontal alignment.
*
* @return Horizontal text alignment type
*/
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TextHAlignment getTextHorizontalAlignment()const;
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/** Sets text vertical alignment.
*
* @param alignment vertical text alignment type
*/
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void setTextVerticalAlignment(TextVAlignment alignment);
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/** Gets text vertical alignment.
*
* @return Vertical text alignment type
*/
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TextVAlignment getTextVerticalAlignment()const;
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/** Sets text color.
*
* @param color Text color.
*/
void setTextColor(const Color4B color);
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/** Gets text color.
*
* @return Text color.
*/
const Color4B& getTextColor() const;
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/**
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* Enable shadow for the label.
*
* @todo support blur for shadow effect
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*
* @param shadowColor The color of shadow effect.
* @param offset The offset of shadow effect.
* @param blurRadius The blur radius of shadow effect.
*/
void enableShadow(const Color4B& shadowColor = Color4B::BLACK,
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const Vec2 &offset = Vec2(2,-2),
int blurRadius = 0);
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/**
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* Enable outline for the label.
* It only works on IOS and Android when you use System fonts.
*
* @param outlineColor The color of outline.
* @param outlineSize The size of outline.
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*/
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void enableOutline(const Color4B& outlineColor,int outlineSize = 1);
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/** Only support for TTF.
*
* @param glowColor The color of glow.
*/
void enableGlow(const Color4B& glowColor);
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/** Disable all text effects, including shadow, outline and glow.
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*/
void disableEffect();
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/**
* Disable specific text effect.
* Use LabelEffect parameter to specify which effect should be disabled.
*
* @see `LabelEffect`
*/
void disableEffect(LabelEffect effect);
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/**
* Return whether the shadow effect is enabled.
*/
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bool isShadowEnabled() const;
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/**
* Return shadow effect offset value.
*/
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Vec2 getShadowOffset() const;
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/**
* Return the shadow effect blur radius.
*/
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float getShadowBlurRadius() const;
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/**
* Return the shadow effect color value.
*/
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Color4B getShadowColor() const;
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/**
* Return the outline effect size value.
*/
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int getOutlineSize() const;
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/**
* Return current effect type.
*/
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LabelEffect getLabelEffectType() const;
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/**
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* Return current effect color value.
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*/
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Color4B getEffectColor() const;
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/**
* Provides a way to treat each character like a Sprite.
* @warning No support system font.
*/
virtual Sprite * getLetter(int lettetIndex);
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/**
* Sets the source blending function.
*
metal support for cocos2d-x (#19305) * remove deprecated files * remove some deprecated codes * remove more deprecated codes * remove ui deprecated codes * remove more deprecated codes * remove deprecated codes in ccmenuitem * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes in ui * remove more deprecated codes * remove more deprecated codes * remove more deprecated codes * remove vr related codes and ignore some modules * remove allocator * remove some config * 【Feature】add back-end project file * [Feature] add back-end file * add pipeline descriptor and shader cache * [Feature] support sprite for backend * [Feature] remove unneeded code * [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture * [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture * [Feature] remove macro define to .cpp file * [Feature] add log info * [Feature] add PipelineDescriptor for TriangleCommand * [Feature] add PipelineDescriptor object as member of TriangleCommand * [Feature] add getPipelineDescriptor method * add renderbackend * complete pipeline descriptor * [Feature] add viewport in RenderCommand * set viewport when rendrering * [Feature] occur error when using RendererBackend, to be fixed. * a workaround to fix black screen on macOS 10.14 (#19090) * add rendererbackend init function * fix typo * [Feature] modify testFile * [BugFix] modify shader path * [Feature] set default viewport * fix projection * [Feature] modify log info * [BugFix] change viewport data type to int * [BugFix] add BindGroup to PipelienDescriptor * [BugFix] change a_position to vec3 in sprite.vert * [BugFix] set vertexLayout according to V3F_C4B_T2F structure * [Feature] revert a_position to vec4 * [Feature] renderer should not use gl codes directly * [Feature] it's better not use default value parameter * fix depth test setting * rendererbackend -> renderer * clear color and depth at begin * add metal backend * metal support normalized attribute * simplify codes * update external * add render pass desctriptor in pipeline descriptor * fix warnings * fix crash and memeory leak * refactor Texture2D * put pipeline descriptor into render command * simplify codes * [Feature] update Sprite * fix crash when closing app * [Feature] update SpriteBatchNode and TextureAtlas * support render texture(not finish) * [Feature] remove unused code * make tests work on mac * fix download-deps path error * make tests work on iOS * [Feature] support ttf under normal label effect * refactor triangle command processing * let renderer handle more common commands * refactor backend * make render texture work * [Feature] refactor backend for GL * [Feature]Renaming to make it easy to understand * [Feature] change warp mode to CLAMP_TO_EDGE * fix ghost * simplify visit render queue logic * support progress timer without rial mode * support partcile system * Feature/update label (#149) * [BugFix] fix compile error * [Feature] support outline effect in ios * [Feature] add shader file * [BugFix] fix begin and end RenderPass * [Feature] update CustomCommand * [Feature] revert project.pbxproj * [Feature] simplify codes * [BugFix] pack AI88 to RGBA8888 only when outline enable * [Feature] support shadow effect in Label * [Feature] support BMFont * [Feature] support glow effect * [Feature] simplify shader files * LabelAtlas work * handle blend function correctly * support tile map * don't share buffer in metal * alloc buffer size as needed * support more tilemap * Merge branch 'minggo/metal-support' into feature/updateLabel * minggo/metal-support: support tile map handle blend function correctly LabelAtlas work Feature/update label (#149) support partcile system # Conflicts: # cocos/2d/CCLabel.cpp # cocos/2d/CCSprite.cpp # cocos/2d/CCSpriteBatchNode.cpp # cocos/renderer/CCQuadCommand.cpp # cocos/renderer/CCQuadCommand.h * render texture work without saving file * use global viewport * grid3d works * remove grabber * tiled3d works * [BugFix] fix label bug * [Feature] add updateSubData for buffer * [Feature] remove setVertexCount * support depth test * add callback command * [Feature] add UITest * [Feature] update UITest * [Feature] remove unneeded codes * fix custom command issue * fix layer color blend issue * [BugFix] fix iOS compile error * [Feature] remove unneeded codes * [Feature] fix updateVertexBuffer * layerradial works * add draw test back * fix batch issue * fix compiling error * [BugFix] support ETC1 * [BugFix] get the correct pipelineDescriptor * [BugFix] skip draw when backendTexture nullptr * clipping node support * [Feature] add shader files * fix stencil issue in metal * [Feature] update UILayoutTest * [BugFix] skip drawing when vertexCount is zero * refactor renderer * add set global z order for stencil manager commands * fix warnings caused by type * remove viewport in render command * [Feature] fix warnings caused by type * [BugFix] clear vertexCount and indexCount for CustomComand when needed * [Feature] update clear for CustomCommand * ios use metal * fix viewport issue * fix LayerColorGradient crash * [cmake] transport to android and windows (#160) * save point 1 * compile on windows * run on android * revert useless change * android set CC_ENABLE_CACHE_TEXTURE_DATA to 1 * add initGlew * fix android crash * add TODO new-renderer * review update * revert onGLFWWindowPosCallback * fix android compiling error * Impl progress radial (#162) * progresstimer add radial impl * default drawType to element * dec invoke times of createVertexBuffer (#163) * support depth/stencil format for gl backend * simplify progress timer codes * support motionstreak, effect is wrong * fix motionstreak issue * [Feature] update Scissor Test (#161) * [Feature] update Scissor Test * [Feature] update ScissorTest * [Feature] rename function * [Feature] get constant reference if needed * [Feature] show render status (#164) * improve performance * fix depth state * fill error that triangle vertex/index number bigger than buffer * fix compiline error in release mode * fix buffer conflict between CPU and GPU on iOS/macOS * Renderer refactor (#165) * use one vertes/index buffer with opengl * fix error on windows * custom command support index format config * CCLayer: compact vertex data structure * update comment * fix doc * support fast tilemap * pass index format instead * fix some wrong effect * fix render texture error * fix texture per-element size * fix texture format error * BlendFunc type refactor, GLenum -> backend::BlendFactor (#167) * BlendFunc use backend::BlendFactor as inner field * update comments * use int to replace GLenum * update xcode project fiel * rename to GLBlendConst * add ccConstants.h * update xcode project file * update copyright * remove primitive command * remove CCPrimitive.cpp/.h * remove deprecated files * remove unneeded files * remove multiple view support * remove multiple view support * remove the usage of frame buffer in camera * director don't use frame buffer * remove FrameBuffer * remove BatchCommand * add some api reference * add physics2d back * fix crash when close app on mac * improve render texture * fix rendertexture issue * fix rendertexture issue * simplify codes * CMake support for mac & ios (#169) * update cmake * fix compile error * update 3rd libs version * remove CCThread.h/.cpp * remove ccthread * use audio engine to implement simple audio engine * remove unneeded codes * remove deprecated codes * remove winrt macro * remove CC_USE_WIC * set partcile blend function in more elegant way * remove unneeded codes * remove unneeded codes * cmake works on windows * update project setting * improve performance * GLFloat -> float * sync v3 cmake improvements into metal-support (#172) * pick: modern cmake, compile definitions improvement (#19139) * modern cmake, use target_compile_definitions partly * simplify macro define, remove USE_* * modern cmake, macro define * add physics 2d macro define into ccConfig.h * remove USE_CHIPMUNK macro in build.gradle * remove CocosSelectModule.cmake * shrink useless define * simplify compile options config, re-add if necessary * update external for tmp CI test * un-quote target_compile_options value * add "-g" parameter only when debug mode * keep single build type when generator Xcode & VS projecy * update external for tmp CI tes * add static_cast<char>(-1), fix -Wc++11-narrowing * simplify win32 compile define * not modify code, only improve compile options # Conflicts: # .gitignore # cmake/Modules/CocosConfigDepend.cmake # cocos/CMakeLists.txt # external/config.json # tests/cpp-tests/CMakeLists.txt * modern cmake, improve cmake_compiler_flags (#19145) * cmake_compiler_flags * Fix typo * Fix typo2 * Remove chanages from Android.mk * correct lua template cmake build (#19149) * don't add -Wno-deprecated into jsb target * correct lua template cmake build * fix win32 lua template compile error * prevent cmake in-source-build friendly (#19151) * pick: Copy resources to "Resources/" on win32 like in linux configuration * add "/Z7" for cpp-tests on windows * [cmake] fix iOS xcode property setting failed (#19208) * fix iOS xcode property setting failed * use search_depend_libs_recursive at dlls collect * fix typo * [cmake] add find_host_library into iOS toolchain file (#19230) * pick: [lua android] use luajit & template cmake update (#19239) * increase cmake stability , remove tests/CMakeLists.txt (#19261) * cmake win32 Precompiled header (#19273) * Precompiled header * Fix * Precompiled header for cocos * Precompiled header jscocos2d * Fix for COCOS2D_DEBUG is always 1 on Android (#19291) Related #19289 * little build fix, tests cpp-tests works on mac * sync v3 build related codes into metal-support (#173) * strict initialization for std::array * remove proj.win32 project configs * modern cmake, cmake_cleanup_remove_unused_variables (#19146) * Switch travis CI to xenial (#19207) * Switch travis CI to xenial * Remove language: android * Set language: cpp * Fix java problem * Update sdkmanager * Fix sdkmanger * next sdkmanager fix * Remove xenial from android * revert to sdk-tools-{system}-3859397 * Remove linux cmake install * Update before-install.sh * Update .travis.yml * Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212) * Simplify install-deps-linux.sh * Cleanup * pick: install ninja * update cocos2d-console submodule * for metal-support alpha release, we only test cpp * add HelloCpp into project(Cocos2d-x) for tmp test * update extenal metal-support-4 * update uniform setting * [Feature] update BindGroup * [Feature] empty-test * [Feature] cpp-test * [Feature] fix GL compiler error * [Feature] fix GL crash * [Feature] empty-test * [Feature] cpp-tests * [feature] improve frameRate * [feature] fix opengl compile error * [feature] fix opengl compile error * [BugFix] fix compute maxLocation error * [Feature] update setting unifrom * [Feature] fix namespace * [Feature] remove unneeded code * [Bugfix] fix project file * [Feature] update review * [texture2d] impl texture format support (#175) * texture update * update * update texture * commit * compile on windows * ddd * rename * rename methods * no crash * save gl * save * save * rename * move out pixel format convert functions * metal crash * update * update android * support gles compressed texture format * support more compress format * add more conversion methods * ss * save * update conversion methods * add PVRTC format support * reformat * add marco linux * fix GL marcro * pvrtc supported only by ios 8.0+ * remove unused cmake * revert change * refactor Texture2D::initWithData * fix conversion log * refactor Texture2D::initWithData * remove some OpenGL constants for PVRTC * add todo * fix typo * AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174) * review cpp-tests, and fix part issues on start auto test * sync png format fix: Node:Particle3D abnormal texture effects #19204 * fix cpp-tests SpritePolygon crash, wrong png format (#19170) * fix wrong png convert format from sRGB to Gray * erase plist index if all frames was erased * test_A8.png have I8 format, fix it * [CCSpriteCache] allow re-add plist & add testcase (#19175) * allow re-add plist & add testcase * remove comments/rename method/update testcase * fix isSpriteFramesWithFileLoaded & add testcase * remove used variable * remove unused variable * fix double free issues when js/lua-tests exit on iOS (#19236) * disable part cases, AutoTest works without crash on mac * update cocos2dx files json, to test cocos new next * fix spritecache plist parsing issue (#19269) * [linux] Fix FileUtils::getContents with folder (#19157) * fix FileUtils::getContents on linux/mac * use stat.st_mode * simplify * [CCFileUtils] win32 getFileSize (#19176) * win32 getFileSize * fix stat * [cpp test-Android]20:FileUtils/2 change title (#19197) * sync #19200 * sync #19231 * [android lua] improve performance of lua loader (#19234) * [lua] improve performance of lua loader * remove cache fix * Revert "fix spritecache plist parsing issue (#19269)" This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf. * remove win32 project files ref in template.json * add metal framework lnk ref into cpp template * test on iOS, and disable part cases * alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227) * changes AudioCache to use alBufferData instead of alBufferDataStatic (also makes test 19 faster to trigger openal bugs faster) The original problem: CrashIfClientProvidedBogusAudioBufferList https://github.com/cocos2d/cocos2d-x/issues/18948 is not happening anymore, but there's still a not very frequent issue that makes OpenAL crash with a call stack like this. AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList It happes more frequently when the device is "cold", which means after half an hour of not using the device (locked). I could not find the actual source code for iOS OpenAL, so I used the macOS versions: https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html They seem to use CAGuard.h to make sure the dead buffer list has no threading issues. I'm worried because the CAGuard code I found has macos and win32 define but no iOS, so I'm not sure. I guess the iOS version is different and has the guard. I could not find a place in the code that's unprotected by the locks except the InitializeBufferMap() which should not be called more than once from cocos, and there's a workaround in AudioEngine-impl for it. I reduced the occurence of the CleanUpDeadBufferList crash by moving the guard in ~AudioCache to cover the alDeleteBuffers call. * remove hack method "setTimeout" on audio * AutoTest works on iOS * support set ios deployment target for root project * enable all texture2d cases, since Jiang have fixed * add CCTextureUtils to xcode project file (#176) * add leak cases for SpriteFrameCache (#177) * re-add SpriteFrameCache cases * update template file json * Update SpriteFrameCacheTest.cpp * fix compiling error
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* @param blendFunc A structure with source and destination factor to specify pixel arithmetic. e.g. {BlendFactor::ONE, BlendFactor::ONE}, {BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA}.
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* @js NA
* @lua NA
*/
virtual void setBlendFunc(const BlendFunc &blendFunc) override;
/**
* Returns the blending function that is currently being used.
*
* @return A BlendFunc structure with source and destination factor which specified pixel arithmetic.
* @js NA
* @lua NA
*/
virtual const BlendFunc &getBlendFunc() const override;
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CC_CONSTRUCTOR_ACCESS:
virtual bool init() override;
virtual bool init(const std::string& textContent,
const std::string& fontName,
float fontSize);
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protected:
virtual void initRenderer() override;
virtual void onPressStateChangedToNormal() override;
virtual void onPressStateChangedToPressed() override;
virtual void onPressStateChangedToDisabled() override;
virtual void onSizeChanged() override;
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void labelScaleChangedWithSize();
virtual Widget* createCloneInstance() override;
virtual void copySpecialProperties(Widget* model) override;
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virtual void adaptRenderers() override;
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protected:
bool _touchScaleChangeEnabled;
float _normalScaleValueX;
float _normalScaleValueY;
std::string _fontName;
float _fontSize;
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float _onSelectedScaleOffset;
Label* _labelRenderer;
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bool _labelRendererAdaptDirty;
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Type _type;
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};
}
NS_CC_END
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// end of ui group
/// @}
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#endif /* defined(__CocoGUI__Label__) */