mirror of https://github.com/axmolengine/axmol.git
issue #171, modify object-c code in annotate.
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@ -58,11 +58,11 @@ public:
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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: [[TouchDispatcher sharedDispatcher] addStandardDelegate:self priority:0] )
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( Default: CCTouchDispatcher::getSharedDispatcher()->addStandardDelegate(this,0); )
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Example:
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-(void) registerWithTouchDispatcher
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void CCLayer::registerWithTouchDispatcher()
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{
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[[TouchDispatcher sharedDispatcher] addTargetedDelegate:self priority:INT_MIN+1 swallowsTouches:YES];
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CCTouchDispatcher::getSharedDispatcher()->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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@ -124,8 +124,11 @@ class CCX_DLL CCNode : public SelectorProtocol, public NSObject
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/** The rotation (angle) of the node in degrees. 0 is the default rotation angle. Positive values rotate node CW. */
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CCX_PROPERTY(float, m_fRotation, Rotation)
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/** The scale factor of the node. 1.0 is the default scale factor. It modifies the X and Y scale at the same time. */
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/** Get the scale factor of the node.
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@warning: Assert when m_fScaleX != m_fScaleY.
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*/
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float getScale();
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/** The scale factor of the node. 1.0 is the default scale factor. It modifies the X and Y scale at the same time. */
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void setScale(float scale);
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/** The scale factor of the node. 1.0 is the default scale factor. It only modifies the X scale factor. */
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@ -35,7 +35,7 @@ namespace cocos2d {
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* This uses a 3DAction so it's strongly recommended that depth buffering
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* is turned on in CCDirector using:
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*
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* [[CCDirector sharedDirector] setDepthBufferFormat:kDepthBuffer16];
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* CCDirector::getSharedDirector()->setDepthBufferFormat(kDepthBuffer16);
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*
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* @since v0.8.2
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*/
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@ -70,7 +70,7 @@ namespace cocos2d {
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}
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};
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//! A sun particle system
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//! A sun particle system
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class CCX_DLL CCParticleSun : public CCQuadParticleSystem
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{
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public:
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@ -91,7 +91,7 @@ namespace cocos2d {
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}
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};
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//! A galaxy particle system
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//! A galaxy particle system
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class CCX_DLL CCParticleGalaxy : public CCQuadParticleSystem
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{
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public:
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@ -112,7 +112,7 @@ namespace cocos2d {
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}
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};
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//! A flower particle system
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//! A flower particle system
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class CCX_DLL CCParticleFlower : public CCQuadParticleSystem
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{
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public:
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@ -133,7 +133,7 @@ namespace cocos2d {
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}
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};
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//! A meteor particle system
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//! A meteor particle system
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class CCX_DLL CCParticleMeteor : public CCQuadParticleSystem
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{
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public:
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@ -154,7 +154,7 @@ namespace cocos2d {
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}
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};
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//! An spiral particle system
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//! An spiral particle system
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class CCX_DLL CCParticleSpiral : public CCQuadParticleSystem
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{
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public:
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@ -175,7 +175,7 @@ namespace cocos2d {
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}
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};
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//! An explosion particle system
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//! An explosion particle system
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class CCX_DLL CCParticleExplosion : public CCQuadParticleSystem
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{
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public:
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@ -196,7 +196,7 @@ namespace cocos2d {
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}
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};
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//! An smoke particle system
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//! An smoke particle system
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class CCX_DLL CCParticleSmoke : public CCQuadParticleSystem
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{
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public:
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@ -217,7 +217,7 @@ namespace cocos2d {
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}
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};
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//! An snow particle system
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//! An snow particle system
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class CCX_DLL CCParticleSnow : public CCQuadParticleSystem
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{
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public:
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@ -238,7 +238,7 @@ namespace cocos2d {
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}
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};
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//! A rain particle system
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//! A rain particle system
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class CCX_DLL CCParticleRain : public CCQuadParticleSystem
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{
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public:
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@ -331,7 +331,7 @@ namespace cocos2d {
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*/
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CCX_PROPERTY(tCCPositionType, m_ePositionType, PositionType)
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/** whether or not the node will be auto-removed when it has no particles left.
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By default it is NO.
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By default it is false.
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@since v0.8
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*/
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CCX_PROPERTY(bool, m_bIsAutoRemoveOnFinish, IsAutoRemoveOnFinish)
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@ -383,6 +383,9 @@ namespace cocos2d {
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virtual void update(ccTime dt);
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private:
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/** Private method, return the string found by key in dict.
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@return "" if not found; return the string if found.
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*/
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inline const char * valueForKey(const char *key, NSDictionary<std::string, NSObject*> *dict)
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{
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if (dict)
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@ -35,8 +35,8 @@ namespace cocos2d {
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class CCX_DLL CCRadialCCWTransition : public CCTransitionScene
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{
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public:
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CCRadialCCWTransition();
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virtual ~CCRadialCCWTransition();
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CCRadialCCWTransition(){}
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virtual ~CCRadialCCWTransition(){}
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virtual void onEnter();
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virtual void onExit();
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@ -54,8 +54,8 @@ protected:
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class CCX_DLL CCRadialCWTransition : public CCRadialCCWTransition
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{
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public:
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// CCRadialCWTransition();
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// virtual ~CCRadialCWTransition();
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CCRadialCWTransition(){}
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virtual ~CCRadialCWTransition(){}
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static CCRadialCWTransition* transitionWithDuration(ccTime t, CCScene* scene);
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protected:
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@ -56,7 +56,7 @@ namespace cocos2d {
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bool initWithWidthAndHeight(int width, int height);
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void begin();
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void end();
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/* get buffer as UIImage */
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/** get buffer as UIImage */
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UIImage *getUIImageFromBuffer();
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/** saves the texture into a file */
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bool saveBuffer(const char *name);
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@ -82,7 +82,7 @@ namespace cocos2d {
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/** dealloc the map that contains the tile position from memory.
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Unless you want to know at runtime the tiles positions, you can safely call this method.
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If you are going to call [layer tileGIDAt:] then, don't release the map
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If you are going to call layer->tileGIDAt() then, don't release the map
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*/
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void releaseMap();
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@ -90,14 +90,14 @@ namespace cocos2d {
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The returned CCSprite will be already added to the CCTMXLayer. Don't add it again.
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The CCSprite can be treated like any other CCSprite: rotated, scaled, translated, opacity, color, etc.
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You can remove either by calling:
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- [layer removeChild:sprite cleanup:cleanup];
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- or [layer removeTileAt:ccp(x,y)];
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- layer->removeChild(sprite, cleanup);
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- or layer->removeTileAt(ccp(x,y));
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*/
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CCSprite* tileAt(CGPoint tileCoordinate);
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/** returns the tile gid at a given tile coordinate.
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if it returns 0, it means that the tile is empty.
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This method requires the the tile map has not been previously released (eg. don't call [layer releaseMap])
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This method requires the the tile map has not been previously released (eg. don't call layer->releaseMap())
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*/
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unsigned int tileGIDAt(CGPoint tileCoordinate);
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@ -120,7 +120,7 @@ namespace cocos2d {
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void setupTiles();
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/** CCTMXLayer doesn't support adding a CCSprite manually.
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@warning addchild:z:tag: is not supported on CCTMXLayer. Instead of setTileGID:at:/tileAt:
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@warning addchild(z, tag); is not supported on CCTMXLayer. Instead of setTileGID.
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*/
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CCNode * addChild(CCNode * child, int zOrder, int tag);
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// super method
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@ -149,10 +149,10 @@ namespace cocos2d {
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unsigned int atlasIndexForExistantZ(unsigned int z);
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unsigned int atlasIndexForNewZ(int z);
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protected:
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/** name of the layer */
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// name of the layer
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std::string m_sLayerName;
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unsigned char m_cOpacity; // TMX Layer supports opacity
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// TMX Layer supports opacity
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unsigned char m_cOpacity;
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unsigned int m_uMinGID;
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unsigned int m_uMaxGID;
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@ -55,7 +55,7 @@ namespace cocos2d {
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Features:
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- Each tile will be treated as an CCSprite
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- The sprites are created on demand. They will be created only when you call "[layer tileAt:]"
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- The sprites are created on demand. They will be created only when you call "layer->tileAt(position)"
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- Each tile can be rotated / moved / scaled / tinted / "opacitied", since each tile is a CCSprite
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- Tiles can be added/removed in runtime
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- The z-order of the tiles can be modified in runtime
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@ -79,22 +79,22 @@ namespace cocos2d {
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Each layer is created using an CCTMXLayer (subclass of CCSpriteSheet). If you have 5 layers, then 5 CCTMXLayer will be created,
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unless the layer visibility is off. In that case, the layer won't be created at all.
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You can obtain the layers (CCTMXLayer objects) at runtime by:
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- [map getChildByTag: tag_number]; // 0=1st layer, 1=2nd layer, 2=3rd layer, etc...
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- [map layerNamed: name_of_the_layer];
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- map->getChildByTag(tag_number); // 0=1st layer, 1=2nd layer, 2=3rd layer, etc...
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- map->layerNamed(name_of_the_layer);
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Each object group is created using a CCTMXObjectGroup which is a subclass of NSMutableArray.
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You can obtain the object groups at runtime by:
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- [map objectGroupNamed: name_of_the_object_group];
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- map->objectGroupNamed(name_of_the_object_group);
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Each object is a CCTMXObject.
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Each property is stored as a key-value pair in an NSMutableDictionary.
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You can obtain the properties at runtime by:
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[map propertyNamed: name_of_the_property];
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[layer propertyNamed: name_of_the_property];
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[objectGroup propertyNamed: name_of_the_property];
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[object propertyNamed: name_of_the_property];
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map->propertyNamed(name_of_the_property);
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layer->propertyNamed(name_of_the_property);
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objectGroup->propertyNamed(name_of_the_property);
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object->propertyNamed(name_of_the_property);
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@since v0.8.1
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*/
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@ -37,7 +37,6 @@ namespace cocos2d {
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*
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*/
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enum {
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TMXLayerAttribNone = 1 << 0,
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TMXLayerAttribBase64 = 1 << 1,
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@ -123,27 +122,27 @@ namespace cocos2d {
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class CCX_DLL CCTMXMapInfo : public NSObject
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{
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public:
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// map orientation
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/// map orientation
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CCX_SYNTHESIZE(int, m_nOrientation, Orientation);
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// map width & height
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/// map width & height
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CCX_SYNTHESIZE(CGSize, m_tMapSize, MapSize);
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// tiles width & height
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/// tiles width & height
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CCX_SYNTHESIZE(CGSize, m_tTileSize, TileSize);
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// Layers
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/// Layers
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CCX_PROPERTY(NSMutableArray<CCTMXLayerInfo*>*, m_pLayers, Layers);
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// tilesets
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/// tilesets
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CCX_PROPERTY(NSMutableArray<CCTMXTilesetInfo*>*, m_pTilesets, Tilesets);
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// ObjectGroups
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/// ObjectGroups
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CCX_PROPERTY(NSMutableArray<CCTMXObjectGroup*>*, m_pObjectGroups, ObjectGroups);
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// parent element
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/// parent element
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CCX_SYNTHESIZE(int, m_nParentElement, ParentElement);
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// parent GID
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/// parent GID
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CCX_SYNTHESIZE(unsigned int, m_uParentGID, ParentGID);
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// layer attribs
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/// layer attribs
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CCX_SYNTHESIZE(int, m_nLayerAttribs, LayerAttribs);
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// is stroing characters?
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/// is stroing characters?
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CCX_SYNTHESIZE(bool, m_bStoringCharacters, StoringCharacters);
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// properties
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/// properties
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CCX_PROPERTY(CCXStringToStringDictionary*, m_pProperties, Properties);
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public:
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CCTMXMapInfo();
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@ -152,7 +151,7 @@ namespace cocos2d {
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static CCTMXMapInfo * formatWithTMXFile(const char *tmxFile);
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/** initializes a TMX format witha tmx file */
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bool initWithTMXFile(const char *tmxFile);
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/* initalises parsing of an XML file, either a tmx (Map) file or tsx (Tileset) file */
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/** initalises parsing of an XML file, either a tmx (Map) file or tsx (Tileset) file */
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bool parseXMLFile(const char *xmlFilename);
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NSDictionary<int, CCXStringToStringDictionary*> * getTileProperties();
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/** sets the default pixel format for UIImages that contains alpha channel.
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If the UIImage contains alpha channel, then the options are:
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- generate 32-bit textures: kCCTexture2DPixelFormat_RGBA8888 (default one)
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- generate 24-bit textures: kCCTexture2DPixelFormat_RGB888
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- generate 16-bit textures: kCCTexture2DPixelFormat_RGBA4444
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- generate 16-bit textures: kCCTexture2DPixelFormat_RGB5A1
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- generate 16-bit textures: kCCTexture2DPixelFormat_RGB565
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@ -195,7 +196,7 @@ public:
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How does it work ?
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- If the image is an RGBA (with Alpha) then the default pixel format will be used (it can be a 8-bit, 16-bit or 32-bit texture)
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- If the image is an RGB (without Alpha) then an RGB565 texture will be used (16-bit texture)
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- If the image is an RGB (without Alpha) then an RGB565 or RGB888 texture will be used (16-bit texture)
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@since v0.8
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*/
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NSLock *m_pContextLock;
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private:
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void addImageWithAsyncObject(CCAsyncObject* async);
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// @todo void addImageWithAsyncObject(CCAsyncObject* async);
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public:
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*/
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CCTexture2D* addImage(const char* fileimage);
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/** Returns a Texture2D object given a file image
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/* Returns a Texture2D object given a file image
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* If the file image was not previously loaded, it will create a new CCTexture2D object and it will return it.
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* Otherwise it will load a texture in a new thread, and when the image is loaded, the callback will be called with the Texture2D as a parameter.
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* The callback will be called from the main thread, so it is safe to create any cocos2d object from the callback.
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* Supported image extensions: .png, .bmp, .tiff, .jpeg, .pvr, .gif
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* Supported image extensions: .png, .jpg
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* @since v0.8
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*/
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/// @todo selector
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void addImageAsync(const char* filename, NSObject*target, fpAsyncCallback func);
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// @todo void addImageAsync(const char* filename, NSObject*target, fpAsyncCallback func);
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#if _POWERVR_SUPPORT_
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/** Returns a Texture2D object given an PVRTC RAW filename
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CCTexture2D* addPVRTCImage(const char* fileimage);
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#endif
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/** Returns a Texture2D object given an CGImageRef image
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/* Returns a Texture2D object given an CGImageRef image
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* If the image was not previously loaded, it will create a new CCTexture2D object and it will return it.
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* Otherwise it will return a reference of a previously loaded image
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* The "key" parameter will be used as the "key" for the cache.
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* If "key" is nil, then a new texture will be created each time.
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* @since v0.8
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*/
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/// @todo CGImageRef CCTexture2D* addCGImage(CGImageRef image, string & key);
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// @todo CGImageRef CCTexture2D* addCGImage(CGImageRef image, string & key);
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/** Returns a Texture2D object given an UIImage image
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* If the image was not previously loaded, it will create a new CCTexture2D object and it will return it.
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* Otherwise it will return a reference of a previously loaded image
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@ -78,9 +78,9 @@ namespace cocos2d {
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void updateAtlasValues();
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protected:
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/// x,y to altas dicctionary
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// x,y to altas dicctionary
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StringToIntegerDictionary *m_pPosToAtlasIndex;
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/// numbers of tiles to render
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// numbers of tiles to render
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int m_nItemsToRender;
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};
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@ -42,10 +42,10 @@ class CCNode;
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*/
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class CCX_DLL CCTransitionEaseScene// : public NSObject
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{
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public:
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/** returns the Ease action that will be performed on a linear action.
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@since v0.8.2
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*/
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public:
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virtual CCIntervalAction * easeActionWithAction(CCIntervalAction * action) = 0;
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};
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@ -404,7 +404,7 @@ public:
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virtual ~CCFadeTransition();
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/** creates the transition with a duration and with an RGB color
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* Example: [FadeTransition transitionWithDuration:2 scene:s withColor:ccc3(255,0,0)]; // red color
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* Example: FadeTransition::transitionWithDuration(2, scene, ccc3(255,0,0); // red color
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*/
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static CCFadeTransition* transitionWithDuration(ccTime duration,CCScene* scene, ccColor3B color = ccBLACK);
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/** initializes the transition with a duration and with an RGB color */
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@ -42,13 +42,6 @@ enum {
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kSceneRadial = 0xc001,
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};
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CCRadialCCWTransition::CCRadialCCWTransition()
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{
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}
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CCRadialCCWTransition::~CCRadialCCWTransition()
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{
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}
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void CCRadialCCWTransition::sceneOrder()
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{
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m_bIsInSceneOnTop = false;
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@ -34,7 +34,7 @@ THE SOFTWARE.
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#include "CCXFileUtils.h"
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#include "CCXUIImage.h"
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/// @todo EAGLContext static EAGLContext *auxEAGLcontext = NULL;
|
||||
// @todo EAGLContext static EAGLContext *auxEAGLcontext = NULL;
|
||||
namespace cocos2d {
|
||||
|
||||
class CCAsyncObject : NSObject
|
||||
|
@ -82,7 +82,7 @@ CCTextureCache::~CCTextureCache()
|
|||
CCX_SAFE_RELEASE(m_pTextures);
|
||||
CCX_SAFE_DELETE(m_pDictLock);
|
||||
CCX_SAFE_DELETE(m_pContextLock);
|
||||
/// @todo release
|
||||
// @todo release
|
||||
// [auxEAGLcontext release];
|
||||
// auxEAGLcontext = nil;
|
||||
}
|
||||
|
@ -102,9 +102,10 @@ char * CCTextureCache::description()
|
|||
|
||||
|
||||
// TextureCache - Add Images
|
||||
/* @todo EAGLContext
|
||||
void CCTextureCache::addImageWithAsyncObject(CCAsyncObject* async)
|
||||
{
|
||||
/** @todo EAGLContext
|
||||
|
||||
NSAutoreleasePool *autoreleasepool = [[NSAutoreleasePool alloc] init];
|
||||
|
||||
// textures will be created on the main OpenGL context
|
||||
|
@ -134,42 +135,42 @@ sharegroup:[[[[CCDirector sharedDirector] openGLView] context] sharegroup]];
|
|||
}
|
||||
[contextLock unlock];
|
||||
|
||||
[autoreleasepool release];*/
|
||||
}
|
||||
[autoreleasepool release];
|
||||
}*/
|
||||
|
||||
/** @todo selector, NSThread*/
|
||||
/* @todo selector, NSThread
|
||||
void CCTextureCache::addImageAsync(const char* filename, NSObject *target, fpAsyncCallback func)
|
||||
{
|
||||
NSAssert(filename != NULL , "TextureCache: fileimage MUST not be nill");
|
||||
|
||||
// optimization
|
||||
|
||||
// CCTexture2D * tex;
|
||||
//
|
||||
// if ( (tex = m_pTextures->objectForKey(filename)) )
|
||||
CCTexture2D * tex;
|
||||
|
||||
// {
|
||||
if ( (tex = m_pTextures->objectForKey(filename)) )
|
||||
|
||||
// target->
|
||||
{
|
||||
|
||||
// }
|
||||
target->
|
||||
|
||||
//
|
||||
// if( (tex=[textures objectForKey: filename] ) ) {
|
||||
// [target performSelector:selector withObject:tex];
|
||||
// return;
|
||||
// }
|
||||
//
|
||||
// // schedule the load
|
||||
//
|
||||
// CCAsyncObject *asyncObject = [[CCAsyncObject alloc] init];
|
||||
// asyncObject.selector = selector;
|
||||
// asyncObject.target = target;
|
||||
// asyncObject.data = filename;
|
||||
//
|
||||
// [NSThread detachNewThreadSelector:@selector(addImageWithAsyncObject:) toTarget:self withObject:asyncObject];
|
||||
// [asyncObject release];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if( (tex=[textures objectForKey: filename] ) ) {
|
||||
[target performSelector:selector withObject:tex];
|
||||
return;
|
||||
}
|
||||
|
||||
// schedule the load
|
||||
|
||||
CCAsyncObject *asyncObject = [[CCAsyncObject alloc] init];
|
||||
asyncObject.selector = selector;
|
||||
asyncObject.target = target;
|
||||
asyncObject.data = filename;
|
||||
|
||||
[NSThread detachNewThreadSelector:@selector(addImageWithAsyncObject:) toTarget:self withObject:asyncObject];
|
||||
[asyncObject release];
|
||||
}*/
|
||||
|
||||
CCTexture2D * CCTextureCache::addImage(const char * path)
|
||||
{
|
||||
|
@ -320,7 +321,7 @@ CCTexture2D * CCTextureCache::addPVRTCImage(const char* fileimage)
|
|||
}
|
||||
#endif
|
||||
|
||||
/** @todo CGImageRef
|
||||
/* @todo CGImageRef
|
||||
-(CCTexture2D*) addCGImage: (CGImageRef) imageref forKey: (string & )key
|
||||
{
|
||||
NSAssert(imageref != nil, @"TextureCache: image MUST not be nill");
|
||||
|
|
Loading…
Reference in New Issue