Merge pull request #3640 from dumganhar/makefile-fixes

Makefile fixes
This commit is contained in:
James Chen 2013-09-16 21:10:10 -07:00
commit 06f9f88ad9
12 changed files with 41 additions and 1935 deletions

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/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
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 __CCKEYBOARD_DISPATCHER_H__
#define __CCKEYBOARD_DISPATCHER_H__
#include <vector>
#include <functional>
#include "cocoa/CCArray.h"
NS_CC_BEGIN
/**
* @addtogroup input
* @{
*/
typedef std::function<void(int)> KeyboardDelegate;
/**
@class KeyboardDispatcher
@brief Dispatch the keypad message from the phone
*/
class CC_DLL KeyboardDispatcher : public Object
{
public:
/**
* @js ctor
*/
KeyboardDispatcher();
/**
* @js NA
* @lua NA
*/
~KeyboardDispatcher();
/**
@brief set delagate to key press event
*/
void setKeyPressDelegate(KeyboardDelegate delegate);
/**
@brief set delagate to key release event
*/
void setKeyReleaseDelegate(KeyboardDelegate delegate);
/**
@brief dispatch the key stroke event
*/
bool dispatchKeyboardEvent(int keyCode, bool pressed);
protected:
KeyboardDelegate _keyPressDelegate;
KeyboardDelegate _keyReleaseDelegate;
};
// end of input group
/// @}
NS_CC_END
#endif //__CCKEYBOARD_DISPATCHER_H__

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@ -1,102 +0,0 @@
/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
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 __CCKEYPAD_DELEGATE_H__
#define __CCKEYPAD_DELEGATE_H__
#include "cocoa/CCObject.h"
NS_CC_BEGIN
/**
* @addtogroup input
* @{
*/
class CC_DLL KeypadDelegate
{
public:
/** The back key clicked
* @js NA
* @lua NA
*/
virtual void keyBackClicked() {}
/** The menu key clicked. only available on wophone & android
* @js NA
* @lua NA
*/
virtual void keyMenuClicked() {};
};
/**
@brief
KeypadHandler
Object than contains the KeypadDelegate.
*/
class CC_DLL KeypadHandler : public Object
{
public:
/**
* @js NA
* @lua NA
*/
virtual ~KeypadHandler(void);
/** delegate
* @js NA
* @lua NA
*/
KeypadDelegate* getDelegate();
/**
* @js NA
* @lua NA
*/
void setDelegate(KeypadDelegate *pDelegate);
/** initializes a KeypadHandler with a delegate
* @js NA
* @lua NA
*/
virtual bool initWithDelegate(KeypadDelegate *pDelegate);
public:
/** allocates a KeypadHandler with a delegate
* @js NA
* @lua NA
*/
static KeypadHandler* handlerWithDelegate(KeypadDelegate *pDelegate);
protected:
KeypadDelegate* _delegate;
};
// end of input group
/// @}
NS_CC_END
#endif // __CCKEYPAD_DELEGATE_H__

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@ -1,103 +0,0 @@
/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
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 __CCKEYPAD_DISPATCHER_H__
#define __CCKEYPAD_DISPATCHER_H__
#include "CCKeypadDelegate.h"
#include "cocoa/CCArray.h"
NS_CC_BEGIN
/**
* @addtogroup input
* @{
*/
typedef enum {
// the back key clicked msg
kTypeBackClicked = 1,
kTypeMenuClicked,
} ccKeypadMSGType;
struct _ccCArray;
/**
@class KeypadDispatcher
@brief Dispatch the keypad message from the phone
*/
class CC_DLL KeypadDispatcher : public Object
{
public:
/**
* @js ctor
*/
KeypadDispatcher();
/**
* @js NA
* @lua NA
*/
~KeypadDispatcher();
/**
@brief add delegate to concern keypad msg
*/
void addDelegate(KeypadDelegate* pDelegate);
/**
@brief remove the delegate from the delegates who concern keypad msg
*/
void removeDelegate(KeypadDelegate* pDelegate);
/**
@brief force add the delegate
*/
void forceAddDelegate(KeypadDelegate* pDelegate);
/**
@brief force remove the delegate
*/
void forceRemoveDelegate(KeypadDelegate* pDelegate);
/**
@brief dispatch the key pad msg
*/
bool dispatchKeypadMSG(ccKeypadMSGType nMsgType);
protected:
Array* _delegates;
bool _locked;
bool _toAdd;
bool _toRemove;
struct _ccCArray *_handlersToAdd;
struct _ccCArray *_handlersToRemove;
};
// end of input group
/// @}
NS_CC_END
#endif //__CCKEYPAD_DISPATCHER_H__

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@ -1,179 +0,0 @@
/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2009 Valentin Milea
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 __TOUCH_DISPATHCHER_CCTOUCH_DELEGATE_PROTOCOL_H__
#define __TOUCH_DISPATHCHER_CCTOUCH_DELEGATE_PROTOCOL_H__
#include "cocoa/CCObject.h"
#include "ccConfig.h"
NS_CC_BEGIN
class Touch;
class Event;
class Set;
class TouchDispatcher;
/**
* @addtogroup input
* @{
*/
class CC_DLL TouchDelegate
{
public:
/**
* @js NA
* @lua NA
*/
TouchDelegate() {}
/**
* @js NA
* @lua NA
*/
virtual ~TouchDelegate()
{
}
/**
* @js NA
* @lua NA
*/
virtual bool ccTouchBegan(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent); return false;};
// optional
/**
* @js NA
* @lua NA
*/
virtual void ccTouchMoved(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchEnded(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchCancelled(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
// optional
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesBegan(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesMoved(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesEnded(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesCancelled(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
};
/**
@brief
Using this type of delegate results in two benefits:
- 1. You don't need to deal with Sets, the dispatcher does the job of splitting
them. You get exactly one UITouch per call.
- 2. You can *claim* a UITouch by returning true in ccTouchBegan. Updates of claimed
touches are sent only to the delegate(s) that claimed them. So if you get a move/
ended/canceled update you're sure it's your touch. This frees you from doing a
lot of checks when doing multi-touch.
(The name TargetedTouchDelegate relates to updates "targeting" their specific
handler, without bothering the other handlers.)
@since v0.8
*/
class CC_DLL TargetedTouchDelegate : public TouchDelegate
{
public:
/** Return true to claim the touch.
@since v0
*/
virtual bool ccTouchBegan(Touch *pTouch, Event *pEvent) { CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);return false;};
// optional
/**
* @js NA
* @lua NA
*/
virtual void ccTouchMoved(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchEnded(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchCancelled(Touch *pTouch, Event *pEvent) {CC_UNUSED_PARAM(pTouch); CC_UNUSED_PARAM(pEvent);}
};
/** @brief
This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Canceled).
@since v0.8
*/
class CC_DLL StandardTouchDelegate : public TouchDelegate
{
public:
// optional
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesBegan(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesMoved(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesEnded(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
/**
* @js NA
* @lua NA
*/
virtual void ccTouchesCancelled(Set *pTouches, Event *pEvent) {CC_UNUSED_PARAM(pTouches); CC_UNUSED_PARAM(pEvent);}
};
// end of input group
/// @}
NS_CC_END
#endif // __TOUCH_DISPATHCHER_CCTOUCH_DELEGATE_PROTOCOL_H__

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@ -1,237 +0,0 @@
/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2009 Valentin Milea
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 __TOUCH_DISPATCHER_CCTOUCH_DISPATCHER_H__
#define __TOUCH_DISPATCHER_CCTOUCH_DISPATCHER_H__
#include "CCTouchDelegateProtocol.h"
#include "cocoa/CCObject.h"
#include "cocoa/CCArray.h"
NS_CC_BEGIN
/**
* @addtogroup input
* @{
*/
enum {
CCTOUCHBEGAN,
CCTOUCHMOVED,
CCTOUCHENDED,
CCTOUCHCANCELLED,
ccTouchMax,
};
class Set;
class Event;
struct ccTouchHandlerHelperData {
// we only use the type
// void (StandardTouchDelegate::*touchesSel)(Set*, Event*);
// void (TargetedTouchDelegate::*touchSel)(NSTouch*, Event*);
int _type;
};
class CC_DLL EGLTouchDelegate
{
public:
/**
* @js NA
* @lua NA
*/
virtual void touchesBegan(Set* touches, Event* pEvent) = 0;
/**
* @js NA
* @lua NA
*/
virtual void touchesMoved(Set* touches, Event* pEvent) = 0;
/**
* @js NA
* @lua NA
*/
virtual void touchesEnded(Set* touches, Event* pEvent) = 0;
/**
* @js NA
* @lua NA
*/
virtual void touchesCancelled(Set* touches, Event* pEvent) = 0;
/**
* @js NA
* @lua NA
*/
virtual ~EGLTouchDelegate() {}
};
class TouchHandler;
struct _ccCArray;
/** @brief TouchDispatcher.
Singleton that handles all the touch events.
The dispatcher dispatches events to the registered TouchHandlers.
There are 2 different type of touch handlers:
- Standard Touch Handlers
- Targeted Touch Handlers
The Standard Touch Handlers work like the CocoaTouch touch handler: a set of touches is passed to the delegate.
On the other hand, the Targeted Touch Handlers only receive 1 touch at the time, and they can "swallow" touches (avoid the propagation of the event).
Firstly, the dispatcher sends the received touches to the targeted touches.
These touches can be swallowed by the Targeted Touch Handlers. If there are still remaining touches, then the remaining touches will be sent
to the Standard Touch Handlers.
@since v0.8.0
*/
class CC_DLL TouchDispatcher : public Object, public EGLTouchDelegate
{
public:
/**
* @js NA
* @lua NA
*/
~TouchDispatcher();
/**
* @js NA
* @lua NA
*/
bool init(void);
/**
* @js NA
* @lua NA
*/
TouchDispatcher()
: _targetedHandlers(NULL)
, _standardHandlers(NULL)
, _handlersToAdd(NULL)
, _handlersToRemove(NULL)
{}
public:
/** Whether or not the events are going to be dispatched. Default: true
* @js NA
* @lua NA
*/
bool isDispatchEvents(void);
void setDispatchEvents(bool bDispatchEvents);
/** Adds a standard touch delegate to the dispatcher's list.
See StandardTouchDelegate description.
IMPORTANT: The delegate will be retained.
* @js NA
* @lua NA
*/
void addStandardDelegate(TouchDelegate *pDelegate, int nPriority);
/** Adds a targeted touch delegate to the dispatcher's list.
See TargetedTouchDelegate description.
IMPORTANT: The delegate will be retained.
* @js NA
* @lua NA
*/
void addTargetedDelegate(TouchDelegate *pDelegate, int nPriority, bool bSwallowsTouches);
/** Removes a touch delegate.
The delegate will be released
* @js NA
* @lua NA
*/
void removeDelegate(TouchDelegate *pDelegate);
/** Removes all touch delegates, releasing all the delegates
* @js NA
* @lua NA
*/
void removeAllDelegates(void);
/** Changes the priority of a previously added delegate. The lower the number,
the higher the priority
* @js NA
* @lua NA
*/
void setPriority(int nPriority, TouchDelegate *pDelegate);
/**
* @js NA
* @lua NA
*/
void touches(Set *pTouches, Event *pEvent, unsigned int uIndex);
/**
* @js NA
* @lua NA
*/
virtual void touchesBegan(Set* touches, Event* pEvent);
/**
* @js NA
* @lua NA
*/
virtual void touchesMoved(Set* touches, Event* pEvent);
/**
* @js NA
* @lua NA
*/
virtual void touchesEnded(Set* touches, Event* pEvent);
/**
* @js NA
* @lua NA
*/
virtual void touchesCancelled(Set* touches, Event* pEvent);
public:
/**
* @js NA
* @lua NA
*/
TouchHandler* findHandler(TouchDelegate *pDelegate);
protected:
void forceRemoveDelegate(TouchDelegate *pDelegate);
void forceAddHandler(TouchHandler *pHandler, Array* pArray);
void forceRemoveAllDelegates(void);
void rearrangeHandlers(Array* pArray);
TouchHandler* findHandler(Array* pArray, TouchDelegate *pDelegate);
protected:
Array* _targetedHandlers;
Array* _standardHandlers;
bool _locked;
bool _toAdd;
bool _toRemove;
Array* _handlersToAdd;
struct _ccCArray *_handlersToRemove;
bool _toQuit;
bool _dispatchEvents;
// 4, 1 for each type of event
struct ccTouchHandlerHelperData _handlerHelperData[ccTouchMax];
};
// end of input group
/// @}
NS_CC_END
#endif // __TOUCH_DISPATCHER_CCTOUCH_DISPATCHER_H__

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@ -1,138 +0,0 @@
/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2009 Valentin Milea
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 __TOUCH_DISPATCHER_CCTOUCH_HANDLER_H__
#define __TOUCH_DISPATCHER_CCTOUCH_HANDLER_H__
#include "CCTouchDelegateProtocol.h"
#include "CCTouchDispatcher.h"
#include "cocoa/CCObject.h"
#include "cocoa/CCSet.h"
NS_CC_BEGIN
/**
* @addtogroup input
* @{
*/
/**
TouchHandler
Object than contains the delegate and priority of the event handler.
*/
class CC_DLL TouchHandler : public Object
{
public:
/**
* @js NA
* @lua NA
*/
virtual ~TouchHandler(void);
/** delegate
* @js NA
* @lua NA
*/
TouchDelegate* getDelegate();
/**
* @js NA
* @lua NA
*/
void setDelegate(TouchDelegate *pDelegate);
/** priority */
int getPriority(void);
void setPriority(int nPriority);
/** enabled selectors */
int getEnabledSelectors(void);
void setEnalbedSelectors(int nValue);
/** initializes a TouchHandler with a delegate and a priority */
bool initWithDelegate(TouchDelegate *pDelegate, int nPriority);
public:
/** allocates a TouchHandler with a delegate and a priority */
static TouchHandler* handlerWithDelegate(TouchDelegate *pDelegate, int nPriority);
protected:
TouchDelegate *_delegate;
int _priority;
int _enabledSelectors;
};
/** StandardTouchHandler
It forwards each event to the delegate.
*/
class CC_DLL StandardTouchHandler : public TouchHandler
{
public:
/** initializes a TouchHandler with a delegate and a priority */
bool initWithDelegate(TouchDelegate *pDelegate, int nPriority);
public:
/** allocates a TouchHandler with a delegate and a priority */
static StandardTouchHandler* handlerWithDelegate(TouchDelegate *pDelegate, int nPriority);
};
/**
TargetedTouchHandler
Object than contains the claimed touches and if it swallows touches.
Used internally by TouchDispatcher
*/
class CC_DLL TargetedTouchHandler : public TouchHandler
{
public:
/**
* @js NA
* @lua NA
*/
~TargetedTouchHandler(void);
/** whether or not the touches are swallowed */
bool isSwallowsTouches(void);
void setSwallowsTouches(bool bSwallowsTouches);
/** MutableSet that contains the claimed touches */
Set* getClaimedTouches(void);
/** initializes a TargetedTouchHandler with a delegate, a priority and whether or not it swallows touches or not */
bool initWithDelegate(TouchDelegate *pDelegate, int nPriority, bool bSwallow);
public:
/** allocates a TargetedTouchHandler with a delegate, a priority and whether or not it swallows touches or not */
static TargetedTouchHandler* handlerWithDelegate(TouchDelegate *pDelegate, int nPriority, bool bSwallow);
protected:
bool _swallowsTouches;
Set *_claimedTouches;
};
// end of input group
/// @}
NS_CC_END
#endif // __TOUCH_DISPATCHER_CCTOUCH_HANDLER_H__

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@ -43,8 +43,8 @@ CocoStudio/Armature/display/CCDisplayFactory.cpp \
CocoStudio/Armature/display/CCDisplayManager.cpp \
CocoStudio/Armature/display/CCSkin.cpp \
CocoStudio/Armature/physics/CCColliderDetector.cpp \
CocoStudio/Armature/utils/CCArmatureDefine.cpp \
CocoStudio/Armature/utils/CCArmatureDataManager.cpp \
CocoStudio/Armature/utils/CCArmatureDefine.cpp \
CocoStudio/Armature/utils/CCDataReaderHelper.cpp \
CocoStudio/Armature/utils/CCSpriteFrameCacheHelper.cpp \
CocoStudio/Armature/utils/CCTransformHelp.cpp \

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@ -59,8 +59,27 @@ Classes/ExtensionsTest/CocoStudioComponentsTest/GameOverScene.cpp \
Classes/ExtensionsTest/CocoStudioComponentsTest/PlayerController.cpp \
Classes/ExtensionsTest/CocoStudioComponentsTest/ProjectileController.cpp \
Classes/ExtensionsTest/CocoStudioComponentsTest/SceneController.cpp \
Classes/ExtensionsTest/CocoStudioSceneTest/SceneEditorTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/CocosGUIScene.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UIScene.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UISceneManager.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UIButtonTest/UIButtonTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UICheckBoxTest/UICheckBoxTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UIDragPanelTest/UIDragPanelTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UIImageViewTest/UIImageViewTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UILabelAtlasTest/UILabelAtlasTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UILabelBMFontTest/UILabelBMFontTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UILabelTest/UILabelTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UIListViewTest/UIListViewTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UILoadingBarTest/UILoadingBarTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UINodeContainerTest/UINodeContainerTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UIPageViewTest/UIPageViewTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UIPanelTest/UIPanelTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UIScrollViewTest/UIScrollViewTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UISliderTest/UISliderTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UITextAreaTest/UITextAreaTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UITextButtonTest/UITextButtonTest.cpp \
Classes/ExtensionsTest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest.cpp \
Classes/ExtensionsTest/CocoStudioSceneTest/SceneEditorTest.cpp \
Classes/ExtensionsTest/ControlExtensionTest/CCControlScene.cpp \
Classes/ExtensionsTest/ControlExtensionTest/CCControlSceneManager.cpp \
Classes/ExtensionsTest/ControlExtensionTest/CCControlButtonTest/CCControlButtonTest.cpp \

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@ -1,873 +0,0 @@
#include "ArmatureScene.h"
#include "../../testResource.h"
using namespace cocos2d;
using namespace cocos2d::extension;
CCLayer* NextTest();
CCLayer* BackTest();
CCLayer* RestartTest();
static int s_nActionIdx = -1;
CCLayer *CreateLayer(int index)
{
CCLayer *pLayer = NULL;
switch(index)
{
case TEST_DRAGON_BONES_2_0:
pLayer = new TestDragonBones20(); break;
case TEST_COCOSTUDIO_WITH_SKELETON:
pLayer = new TestCSWithSkeleton(); break;
case TEST_COCOSTUDIO_WITHOUT_SKELETON:
pLayer = new TestCSWithoutSkeleton(); break;
case TEST_PERFORMANCE:
pLayer = new TestPerformance(); break;
case TEST_CHANGE_ZORDER:
pLayer = new TestChangeZorder(); break;
case TEST_ANIMATION_EVENT:
pLayer = new TestAnimationEvent(); break;
case TEST_PARTICLE_DISPLAY:
pLayer = new TestParticleDisplay(); break;
case TEST_USE_DIFFERENT_PICTURE:
pLayer = new TestUseMutiplePicture(); break;
case TEST_BCOLLIDER_DETECTOR:
pLayer = new TestColliderDetector(); break;
case TEST_BOUDINGBOX:
pLayer = new TestBoundingBox(); break;
case TEST_ANCHORPOINT:
pLayer = new TestAnchorPoint(); break;
case TEST_ARMATURE_NESTING:
pLayer = new TestArmatureNesting(); break;
default:
break;
}
return pLayer;
}
CCLayer* NextTest()
{
++s_nActionIdx;
s_nActionIdx = s_nActionIdx % TEST_LAYER_COUNT;
CCLayer* pLayer = CreateLayer(s_nActionIdx);
pLayer->autorelease();
return pLayer;
}
CCLayer* BackTest()
{
--s_nActionIdx;
if( s_nActionIdx < 0 )
s_nActionIdx += TEST_LAYER_COUNT;
CCLayer* pLayer = CreateLayer(s_nActionIdx);
pLayer->autorelease();
return pLayer;
}
CCLayer* RestartTest()
{
CCLayer* pLayer = CreateLayer(s_nActionIdx);
pLayer->autorelease();
return pLayer;
}
ArmatureTestScene::ArmatureTestScene(bool bPortrait)
{
TestScene::init();
CCSprite *bg = CCSprite::create("armature/bg.jpg");
bg->setPosition(VisibleRect::center());
float scaleX = VisibleRect::getVisibleRect().size.width / bg->getContentSize().width;
float scaleY = VisibleRect::getVisibleRect().size.height / bg->getContentSize().height;
bg->setScaleX(scaleX);
bg->setScaleY(scaleY);
addChild(bg);
}
void ArmatureTestScene::runThisTest()
{
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/TestBone0.png", "armature/TestBone0.plist", "armature/TestBone.json");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/Cowboy0.png", "armature/Cowboy0.plist", "armature/Cowboy.ExportJson");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/knight.png", "armature/knight.plist", "armature/knight.xml");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/weapon.png", "armature/weapon.plist", "armature/weapon.xml");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/robot.png", "armature/robot.plist", "armature/robot.xml");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/cyborg.png", "armature/cyborg.plist", "armature/cyborg.xml");
CCArmatureDataManager::sharedArmatureDataManager()->addArmatureFileInfo("armature/Dragon.png", "armature/Dragon.plist", "armature/Dragon.xml");
s_nActionIdx = -1;
addChild(NextTest());
CCDirector::sharedDirector()->replaceScene(this);
}
void ArmatureTestScene::MainMenuCallback(CCObject* pSender)
{
TestScene::MainMenuCallback(pSender);
removeAllChildren();
CCArmatureDataManager::sharedArmatureDataManager()->purgeArmatureSystem();
}
void ArmatureTestLayer::onEnter()
{
CCLayer::onEnter();
// add title and subtitle
std::string str = title();
const char * pTitle = str.c_str();
CCLabelTTF* label = CCLabelTTF::create(pTitle, "Arial", 18);
label->setColor(ccc3(0, 0, 0));
addChild(label, 1, 10000);
label->setPosition( ccp(VisibleRect::center().x, VisibleRect::top().y - 30) );
std::string strSubtitle = subtitle();
if( ! strSubtitle.empty() )
{
CCLabelTTF* l = CCLabelTTF::create(strSubtitle.c_str(), "Arial", 18);
l->setColor(ccc3(0, 0, 0));
addChild(l, 1, 10001);
l->setPosition( ccp(VisibleRect::center().x, VisibleRect::top().y - 60) );
}
// add menu
CCMenuItemImage *item1 = CCMenuItemImage::create(s_pPathB1, s_pPathB2, this, menu_selector(ArmatureTestLayer::backCallback) );
CCMenuItemImage *item2 = CCMenuItemImage::create(s_pPathR1, s_pPathR2, this, menu_selector(ArmatureTestLayer::restartCallback) );
CCMenuItemImage *item3 = CCMenuItemImage::create(s_pPathF1, s_pPathF2, this, menu_selector(ArmatureTestLayer::nextCallback) );
CCMenu *menu = CCMenu::create(item1, item2, item3, NULL);
menu->setPosition(CCPointZero);
item1->setPosition(ccp(VisibleRect::center().x - item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
item2->setPosition(ccp(VisibleRect::center().x, VisibleRect::bottom().y+item2->getContentSize().height/2));
item3->setPosition(ccp(VisibleRect::center().x + item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2));
addChild(menu, 100);
setShaderProgram(CCShaderCache::sharedShaderCache()->programForKey(kCCShader_PositionTextureColor));
}
void ArmatureTestLayer::onExit()
{
}
std::string ArmatureTestLayer::title()
{
return "CSArmature Test Bed";
}
std::string ArmatureTestLayer::subtitle()
{
return "";
}
void ArmatureTestLayer::restartCallback(CCObject* pSender)
{
CCScene* s = new ArmatureTestScene();
s->addChild( RestartTest() );
CCDirector::sharedDirector()->replaceScene(s);
s->release();
}
void ArmatureTestLayer::nextCallback(CCObject* pSender)
{
CCScene* s = new ArmatureTestScene();
s->addChild( NextTest() );
CCDirector::sharedDirector()->replaceScene(s);
s->release();
}
void ArmatureTestLayer::backCallback(CCObject* pSender)
{
CCScene* s = new ArmatureTestScene();
s->addChild( BackTest() );
CCDirector::sharedDirector()->replaceScene(s);
s->release();
}
void ArmatureTestLayer::draw()
{
CCLayer::draw();
}
void TestDragonBones20::onEnter()
{
ArmatureTestLayer::onEnter();
cocos2d::extension::CCArmature *armature = NULL;
armature = cocos2d::extension::CCArmature::create("Dragon");
armature->getAnimation()->playByIndex(1);
armature->getAnimation()->setAnimationScale(0.4f);
armature->setPosition(VisibleRect::center().x, VisibleRect::center().y * 0.3f);
armature->setScale(0.6f);
addChild(armature);
}
std::string TestDragonBones20::title()
{
return "Test Export From DragonBones version 2.0";
}
void TestCSWithSkeleton::onEnter()
{
ArmatureTestLayer::onEnter();
cocos2d::extension::CCArmature *armature = NULL;
armature = cocos2d::extension::CCArmature::create("Cowboy");
armature->getAnimation()->playByIndex(0);
armature->setScale(0.2f);
armature->setPosition(ccp(VisibleRect::center().x, VisibleRect::center().y/*-100*/));
addChild(armature);
}
std::string TestCSWithSkeleton::title()
{
return "Test Export From CocoStudio With Skeleton Effect";
}
void TestCSWithoutSkeleton::onEnter()
{
ArmatureTestLayer::onEnter();
cocos2d::extension::CCArmature *armature = NULL;
armature = cocos2d::extension::CCArmature::create("TestBone");
armature->getAnimation()->playByIndex(0);
armature->setAnchorPoint(ccp(0.5, -0.1));
armature->setScale(0.2f);
armature->setPosition(ccp(VisibleRect::center().x, VisibleRect::center().y-100));
addChild(armature);
}
std::string TestCSWithoutSkeleton::title()
{
return "Test Export From CocoStudio Without Skeleton Effect";
}
TestPerformance::~TestPerformance()
{
}
void TestPerformance::onEnter()
{
ArmatureTestLayer::onEnter();
armatureCount = frames = times = lastTimes = 0;
generated = false;
scheduleUpdate();
}
std::string TestPerformance::title()
{
return "Test Performance";
}
std::string TestPerformance::subtitle()
{
return "Current CCArmature Count : ";
}
void TestPerformance::addArmature(cocos2d::extension::CCArmature *armature)
{
armatureCount++;
addChild(armature, armatureCount);
}
void TestPerformance::update(float delta)
{
frames ++;
times += delta;
if (frames/times > 58)
{
cocos2d::extension::CCArmature *armature = NULL;
armature = new cocos2d::extension::CCArmature();
armature->init("Knight_f/Knight");
armature->getAnimation()->playByIndex(0);
armature->setPosition(50 + armatureCount * 2, 150);
armature->setScale(0.6f);
addArmature(armature);
armature->release();
char pszCount[255];
sprintf(pszCount, "%s %i", subtitle().c_str(), armatureCount);
CCLabelTTF *label = (CCLabelTTF*)getChildByTag(10001);
label->setString(pszCount);
}
}
void TestChangeZorder::onEnter()
{
ArmatureTestLayer::onEnter();
cocos2d::extension::CCArmature *armature = NULL;
currentTag = -1;
armature = cocos2d::extension::CCArmature::create("Knight_f/Knight");
armature->getAnimation()->playByIndex(0);
armature->setPosition(ccp(VisibleRect::center().x, VisibleRect::center().y-100));
++currentTag;
armature->setScale(0.6f);
addChild(armature, currentTag, currentTag);
armature = cocos2d::extension::CCArmature::create("TestBone");
armature->getAnimation()->playByIndex(0);
armature->setScale(0.24f);
armature->setPosition(ccp(VisibleRect::center().x, VisibleRect::center().y-100));
++currentTag;
addChild(armature, currentTag, currentTag);
armature = cocos2d::extension::CCArmature::create("Dragon");
armature->getAnimation()->playByIndex(0);
armature->setPosition(ccp(VisibleRect::center().x , VisibleRect::center().y-100));
++currentTag;
armature->setScale(0.6f);
addChild(armature, currentTag, currentTag);
schedule( schedule_selector(TestChangeZorder::changeZorder), 1);
currentTag = 0;
}
std::string TestChangeZorder::title()
{
return "Test Change ZOrder Of Different CCArmature";
}
void TestChangeZorder::changeZorder(float dt)
{
CCNode *node = getChildByTag(currentTag);
node->setZOrder(CCRANDOM_0_1() * 3);
currentTag ++;
currentTag = currentTag % 3;
}
void TestAnimationEvent::onEnter()
{
ArmatureTestLayer::onEnter();
armature = cocos2d::extension::CCArmature::create("Cowboy");
armature->getAnimation()->play("Fire");
armature->setScaleX(-0.24f);
armature->setScaleY(0.24f);
armature->setPosition(ccp(VisibleRect::left().x + 50, VisibleRect::left().y));
armature->getAnimation()->MovementEventSignal.connect(this, &TestAnimationEvent::animationEvent);
addChild(armature);
}
std::string TestAnimationEvent::title()
{
return "Test CCArmature Animation Event";
}
void TestAnimationEvent::animationEvent(cocos2d::extension::CCArmature *armature, MovementEventType movementType, const char *movementID)
{
std::string id = movementID;
if (movementType == LOOP_COMPLETE)
{
if (id.compare("Fire") == 0)
{
CCActionInterval *actionToRight = CCMoveTo::create(2, ccp(VisibleRect::right().x - 50, VisibleRect::right().y));
armature->stopAllActions();
armature->runAction(CCSequence::create(actionToRight, CCCallFunc::create(this, callfunc_selector(TestAnimationEvent::callback1)), NULL));
armature->getAnimation()->play("Walk");
}
else if (id.compare("FireMax") == 0)
{
CCActionInterval *actionToLeft = CCMoveTo::create(2, ccp(VisibleRect::left().x + 50, VisibleRect::left().y));
armature->stopAllActions();
armature->runAction(CCSequence::create(actionToLeft, CCCallFunc::create(this, callfunc_selector(TestAnimationEvent::callback2)), NULL));
armature->getAnimation()->play("Walk");
}
}
}
void TestAnimationEvent::callback1()
{
armature->runAction(CCScaleTo::create(0.3f, 0.3f, 0.3f));
armature->getAnimation()->play("FireMax", 10);
}
void TestAnimationEvent::callback2()
{
armature->runAction(CCScaleTo::create(0.3f, -0.3f, 0.3f));
armature->getAnimation()->play("Fire", 10);
}
void TestParticleDisplay::onEnter()
{
ArmatureTestLayer::onEnter();
setTouchEnabled(true);
animationID = 0;
armature = cocos2d::extension::CCArmature::create("robot");
armature->getAnimation()->playByIndex(0);
armature->setPosition(VisibleRect::center());
armature->setScale(0.48f);
armature->getAnimation()->setAnimationScale(0.5f);
addChild(armature);
CCParticleSystem *p1 = CCParticleSystemQuad::create("Particles/SmallSun.plist");
CCParticleSystem *p2 = CCParticleSystemQuad::create("Particles/SmallSun.plist");
cocos2d::extension::CCBone *bone = cocos2d::extension::CCBone::create("p1");
bone->addDisplay(p1, 0);
bone->changeDisplayByIndex(0, true);
bone->setIgnoreMovementBoneData(true);
bone->setZOrder(100);
bone->setScale(1.2f);
armature->addBone(bone, "bady-a3");
bone = cocos2d::extension::CCBone::create("p2");
bone->addDisplay(p2, 0);
bone->changeDisplayByIndex(0, true);
bone->setIgnoreMovementBoneData(true);
bone->setZOrder(100);
bone->setScale(1.2f);
armature->addBone(bone, "bady-a30");
}
std::string TestParticleDisplay::title()
{
return "Test Particle Display";
}
std::string TestParticleDisplay::subtitle()
{
return "Touch to change animation";
}
bool TestParticleDisplay::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
++animationID;
animationID = animationID % armature->getAnimation()->getMovementCount();
armature->getAnimation()->playByIndex(animationID);
return false;
}
void TestParticleDisplay::registerWithTouchDispatcher()
{
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, INT_MIN+1, true);
}
void TestUseMutiplePicture::onEnter()
{
ArmatureTestLayer::onEnter();
setTouchEnabled(true);
displayIndex = 0;
armature = cocos2d::extension::CCArmature::create("Knight_f/Knight");
armature->getAnimation()->playByIndex(0);
armature->setPosition(ccp(VisibleRect::left().x+70, VisibleRect::left().y));
armature->setScale(1.2f);
addChild(armature);
std::string weapon[] = {"weapon_f-sword.png", "weapon_f-sword2.png", "weapon_f-sword3.png", "weapon_f-sword4.png", "weapon_f-sword5.png", "weapon_f-knife.png", "weapon_f-hammer.png"};
CCSpriteDisplayData displayData;
for (int i = 0; i < 7; i++)
{
displayData.setParam(weapon[i].c_str());
armature->getBone("weapon")->addDisplay(&displayData, i);
}
}
std::string TestUseMutiplePicture::title()
{
return "Test One CCArmature Use Different Picture";
}
std::string TestUseMutiplePicture::subtitle()
{
return "weapon and armature are in different picture";
}
bool TestUseMutiplePicture::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
++displayIndex;
displayIndex = (displayIndex) % 6;
armature->getBone("weapon")->changeDisplayByIndex(displayIndex, true);
return false;
}
void TestUseMutiplePicture::registerWithTouchDispatcher()
{
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, INT_MIN+1, true);
}
#if ENABLE_PHYSICS_BOX2D_DETECT
class Contact
{
public:
b2Fixture *fixtureA;
b2Fixture *fixtureB;
};
class ContactListener : public b2ContactListener
{
//! Callbacks for derived classes.
virtual void BeginContact(b2Contact *contact)
{
if (contact)
{
Contact c;
c.fixtureA = contact->GetFixtureA();
c.fixtureB = contact->GetFixtureB();
contact_list.push_back(c);
}
B2_NOT_USED(contact);
}
virtual void EndContact(b2Contact *contact)
{
contact_list.clear();
B2_NOT_USED(contact);
}
virtual void PreSolve(b2Contact *contact, const b2Manifold *oldManifold)
{
B2_NOT_USED(contact);
B2_NOT_USED(oldManifold);
}
virtual void PostSolve(const b2Contact *contact, const b2ContactImpulse *impulse)
{
B2_NOT_USED(contact);
B2_NOT_USED(impulse);
}
public:
std::list<Contact> contact_list;
};
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
enum ColliderType
{
eBulletTag,
eEnemyTag
};
int TestColliderDetector::beginHit(cpArbiter *arb, cpSpace *space, void *unused)
{
CP_ARBITER_GET_SHAPES(arb, a, b);
CCBone *bone = (CCBone*)a->data;
bone->getArmature()->setVisible(false);
return 0;
}
void TestColliderDetector::endHit(cpArbiter *arb, cpSpace *space, void *unused)
{
CP_ARBITER_GET_SHAPES(arb, a, b);
CCBone *bone = (CCBone*)a->data;
bone->getArmature()->setVisible(true);
}
void TestColliderDetector::destroyCPBody(cpBody *body)
{
cpShape *shape = body->shapeList_private;
while(shape)
{
cpShape *temp = shape->next_private;
cpSpaceRemoveShape(space, shape);
cpShapeFree(shape);
shape = temp;
}
cpSpaceRemoveBody(space, body);
cpBodyFree(body);
}
#endif
TestColliderDetector::~TestColliderDetector()
{
#if ENABLE_PHYSICS_BOX2D_DETECT
CC_SAFE_DELETE(world);
CC_SAFE_DELETE(listener);
CC_SAFE_DELETE(debugDraw);
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
destroyCPBody(armature2->getCPBody());
destroyCPBody(bullet->getCPBody());
cpSpaceFree(space);
#endif
}
void TestColliderDetector::onEnter()
{
ArmatureTestLayer::onEnter();
scheduleUpdate();
armature = cocos2d::extension::CCArmature::create("Cowboy");
armature->getAnimation()->play("FireWithoutBullet");
armature->getAnimation()->setAnimationScale(0.2f);
armature->setScaleX(-0.2f);
armature->setScaleY(0.2f);
armature->setPosition(ccp(VisibleRect::left().x + 70, VisibleRect::left().y));
addChild(armature);
armature2 = cocos2d::extension::CCArmature::create("Cowboy");
armature2->getAnimation()->play("Walk");
armature2->setScaleX(-0.2f);
armature2->setScaleY(0.2f);
armature2->setPosition(ccp(VisibleRect::right().x - 30, VisibleRect::left().y));
addChild(armature2);
bullet = CCPhysicsSprite::createWithSpriteFrameName("25.png");
addChild(bullet);
initWorld();
}
std::string TestColliderDetector::title()
{
return "Test Collider Detector";
}
void TestColliderDetector::draw()
{
#if ENABLE_PHYSICS_BOX2D_DETECT
ccGLEnableVertexAttribs( kCCVertexAttribFlag_Position );
kmGLPushMatrix();
world->DrawDebugData();
kmGLPopMatrix();
#endif
}
void TestColliderDetector::update(float delta)
{
#if ENABLE_PHYSICS_BOX2D_DETECT
armature2->setVisible(true);
#endif
if (armature->getAnimation()->getCurrentFrameIndex() == 9)
{
CCPoint p = armature->getBone("Layer126")->getDisplayRenderNode()->convertToWorldSpaceAR(ccp(0, 0));
bullet->setPosition(ccp(p.x + 60, p.y));
bullet->stopAllActions();
bullet->runAction(CCMoveBy::create(1.5f, ccp(350, 0)));
}
#if ENABLE_PHYSICS_BOX2D_DETECT
world->Step(delta, 0, 0);
for (std::list<Contact>::iterator it = listener->contact_list.begin(); it != listener->contact_list.end(); ++it)
{
Contact &contact = *it;
b2Body *b2a = contact.fixtureA->GetBody();
b2Body *b2b = contact.fixtureB->GetBody();
CCBone *ba = (CCBone *)b2a->GetUserData();
CCBone *bb = (CCBone *)b2b->GetUserData();
bb->getArmature()->setVisible(false);
}
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
cpSpaceStep(space, delta);
#endif
}
void TestColliderDetector::initWorld()
{
#if ENABLE_PHYSICS_BOX2D_DETECT
b2Vec2 noGravity(0, 0);
world = new b2World(noGravity);
world->SetAllowSleeping(true);
listener = new ContactListener();
world->SetContactListener(listener);
debugDraw = new GLESDebugDraw( PT_RATIO );
world->SetDebugDraw(debugDraw);
uint32 flags = 0;
flags += b2Draw::e_shapeBit;
// flags += b2Draw::e_jointBit;
// flags += b2Draw::e_aabbBit;
// flags += b2Draw::e_pairBit;
// flags += b2Draw::e_centerOfMassBit;
debugDraw->SetFlags(flags);
// Define the dynamic body.
//Set up a 1m squared box in the physics world
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
b2Body *body = world->CreateBody(&bodyDef);
// Define another box shape for our dynamic body.
b2PolygonShape dynamicBox;
dynamicBox.SetAsBox(.5f, .5f);//These are mid points for our 1m box
// Define the dynamic body fixture.
b2FixtureDef fixtureDef;
fixtureDef.shape = &dynamicBox;
fixtureDef.isSensor = true;
body->CreateFixture(&fixtureDef);
bullet->setB2Body(body);
bullet->setPTMRatio(PT_RATIO);
bullet->setPosition( ccp( -100, -100) );
body = world->CreateBody(&bodyDef);
armature2->setB2Body(body);
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
space = cpSpaceNew();
space->gravity = cpv(0, 0);
// Physics debug layer
CCPhysicsDebugNode *debugLayer = CCPhysicsDebugNode::create(space);
this->addChild(debugLayer, INT_MAX);
CCSize size = bullet->getContentSize();
int num = 4;
cpVect verts[] = {
cpv(-size.width/2,-size.height/2),
cpv(-size.width/2,size.height/2),
cpv(size.width/2,size.height/2),
cpv(size.width/2,-size.height/2),
};
cpBody *body = cpBodyNew(1.0f, cpMomentForPoly(1.0f, num, verts, cpvzero));
cpSpaceAddBody(space, body);
cpShape* shape = cpPolyShapeNew(body, num, verts, cpvzero);
shape->collision_type = eBulletTag;
cpSpaceAddShape(space, shape);
bullet->setCPBody(body);
body = cpBodyNew(INFINITY, INFINITY);
cpSpaceAddBody(space, body);
armature2->setCPBody(body);
shape = body->shapeList_private;
while(shape){
cpShape *next = shape->next_private;
shape->collision_type = eEnemyTag;
shape = next;
}
cpSpaceAddCollisionHandler(space, eEnemyTag, eBulletTag, beginHit, NULL, NULL, endHit, NULL);
#endif
}
void TestBoundingBox::onEnter()
{
ArmatureTestLayer::onEnter();
armature = cocos2d::extension::CCArmature::create("Cowboy");
armature->getAnimation()->playByIndex(0);
armature->setPosition(VisibleRect::center());
armature->setScale(0.2f);
addChild(armature);
}
std::string TestBoundingBox::title()
{
return "Test BoundingBox";
}
void TestBoundingBox::draw()
{
CC_NODE_DRAW_SETUP();
rect = CCRectApplyAffineTransform(armature->boundingBox(), armature->nodeToParentTransform());
ccDrawColor4B(100, 100, 100, 255);
ccDrawRect(rect.origin, ccp(rect.getMaxX(), rect.getMaxY()));
}
void TestAnchorPoint::onEnter()
{
ArmatureTestLayer::onEnter();
for (int i = 0; i<5; i++)
{
cocos2d::extension::CCArmature *armature = cocos2d::extension::CCArmature::create("Cowboy");
armature->getAnimation()->playByIndex(0);
armature->setPosition(VisibleRect::center());
armature->setScale(0.2f);
addChild(armature, 0, i);
}
getChildByTag(0)->setAnchorPoint(ccp(0,0));
getChildByTag(1)->setAnchorPoint(ccp(0,1));
getChildByTag(2)->setAnchorPoint(ccp(1,0));
getChildByTag(3)->setAnchorPoint(ccp(1,1));
getChildByTag(4)->setAnchorPoint(ccp(0.5,0.5));
}
std::string TestAnchorPoint::title()
{
return "Test Set AnchorPoint";
}
void TestArmatureNesting::onEnter()
{
ArmatureTestLayer::onEnter();
setTouchEnabled(true);
armature = cocos2d::extension::CCArmature::create("cyborg");
armature->getAnimation()->playByIndex(1);
armature->setPosition(VisibleRect::center());
armature->setScale(1.2f);
armature->getAnimation()->setAnimationScale(0.4f);
addChild(armature);
weaponIndex = 0;
}
std::string TestArmatureNesting::title()
{
return "Test CCArmature Nesting";
}
bool TestArmatureNesting::ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent)
{
++weaponIndex;
weaponIndex = weaponIndex % 4;
armature->getBone("armInside")->getChildArmature()->getAnimation()->playByIndex(weaponIndex);
armature->getBone("armOutside")->getChildArmature()->getAnimation()->playByIndex(weaponIndex);
return false;
}
void TestArmatureNesting::registerWithTouchDispatcher()
{
CCDirector::sharedDirector()->getTouchDispatcher()->addTargetedDelegate(this, INT_MIN+1, true);
}

View File

@ -1,217 +0,0 @@
#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__
#include "cocos2d.h"
#include "cocos-ext.h"
#include "../../VisibleRect.h"
#include "../../testBasic.h"
#if ENABLE_PHYSICS_BOX2D_DETECT
#include "../../Box2DTestBed/GLES-Render.h"
#include "Box2D/Box2D.h"
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
#include "chipmunk.h"
#endif
class ArmatureTestScene : public TestScene
{
public:
ArmatureTestScene(bool bPortrait = false);
virtual void runThisTest();
// The CallBack for back to the main menu scene
virtual void MainMenuCallback(CCObject* pSender);
};
enum {
TEST_COCOSTUDIO_WITH_SKELETON = 0,
TEST_COCOSTUDIO_WITHOUT_SKELETON,
TEST_DRAGON_BONES_2_0,
TEST_PERFORMANCE,
TEST_CHANGE_ZORDER,
TEST_ANIMATION_EVENT,
TEST_PARTICLE_DISPLAY,
TEST_USE_DIFFERENT_PICTURE,
TEST_BCOLLIDER_DETECTOR,
TEST_BOUDINGBOX,
TEST_ANCHORPOINT,
TEST_ARMATURE_NESTING,
TEST_LAYER_COUNT
};
class ArmatureTestLayer : public CCLayer
{
public:
virtual void onEnter();
virtual void onExit();
virtual std::string title();
virtual std::string subtitle();
void restartCallback(CCObject* pSender);
void nextCallback(CCObject* pSender);
void backCallback(CCObject* pSender);
virtual void draw();
};
class TestDragonBones20 : public ArmatureTestLayer
{
public:
virtual void onEnter();
virtual std::string title();
};
class TestCSWithSkeleton : public ArmatureTestLayer
{
virtual void onEnter();
virtual std::string title();
};
class TestCSWithoutSkeleton : public ArmatureTestLayer
{
virtual void onEnter();
virtual std::string title();
};
class TestPerformance : public ArmatureTestLayer
{
public:
~TestPerformance();
virtual void onEnter();
virtual std::string title();
virtual std::string subtitle();
virtual void addArmature(cocos2d::extension::CCArmature *armature);
void update(float delta);
int armatureCount;
int frames;
float times;
float lastTimes;
bool generated;
};
class TestChangeZorder : public ArmatureTestLayer
{
virtual void onEnter();
virtual std::string title();
void changeZorder(float dt);
int currentTag;
};
class TestAnimationEvent : public ArmatureTestLayer, public sigslot::has_slots<>
{
public:
virtual void onEnter();
virtual std::string title();
void animationEvent(cocos2d::extension::CCArmature *armature, cocos2d::extension::MovementEventType movementType, const char *movementID);
void callback1();
void callback2();
cocos2d::extension::CCArmature *armature;
};
class TestUseMutiplePicture : public ArmatureTestLayer
{
virtual void onEnter();
virtual std::string title();
virtual std::string subtitle();
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
virtual void registerWithTouchDispatcher();
int displayIndex;
cocos2d::extension::CCArmature *armature;
};
class TestParticleDisplay : public ArmatureTestLayer
{
virtual void onEnter();
virtual std::string title();
virtual std::string subtitle();
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
virtual void registerWithTouchDispatcher();
int animationID;
cocos2d::extension::CCArmature *armature;
};
#if ENABLE_PHYSICS_BOX2D_DETECT
class ContactListener;
#endif
class TestColliderDetector : public ArmatureTestLayer, public sigslot::has_slots<>
{
public:
~TestColliderDetector();
virtual void onEnter();
virtual std::string title();
virtual void draw();
virtual void update(float delta);
void initWorld();
cocos2d::extension::CCArmature *armature;
cocos2d::extension::CCArmature *armature2;
cocos2d::extension::CCPhysicsSprite *bullet;
#if ENABLE_PHYSICS_BOX2D_DETECT
b2World *world;
ContactListener *listener;
GLESDebugDraw *debugDraw;
#elif ENABLE_PHYSICS_CHIPMUNK_DETECT
cpSpace *space;
static int beginHit(cpArbiter *arb, cpSpace *space, void *unused);
static void endHit(cpArbiter *arb, cpSpace *space, void *unused);
void destroyCPBody(cpBody *body);
#endif
};
class TestBoundingBox : public ArmatureTestLayer
{
public:
virtual void onEnter();
virtual std::string title();
virtual void draw();
cocos2d::extension::CCArmature *armature;
CCRect rect;
};
class TestAnchorPoint : public ArmatureTestLayer
{
public:
virtual void onEnter();
virtual std::string title();
};
class TestArmatureNesting : public ArmatureTestLayer
{
public:
virtual void onEnter();
virtual std::string title();
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
virtual void registerWithTouchDispatcher();
cocos2d::extension::CCArmature *armature;
int weaponIndex;
};
#endif // __HELLOWORLD_SCENE_H__

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@ -1,7 +1,7 @@
#include "CocosGUIScene.h"
#include "UISceneManager.h"
//#include "CocosGUIExamplesRegisterScene.h"
#include "ExtensionsTest.h"
#include "../ExtensionsTest.h"
const char* gui_scene_names[2] =
{

View File

@ -60,6 +60,25 @@ SOURCES = ../Classes/AccelerometerTest/AccelerometerTest.cpp \
../Classes/ExtensionsTest/CocoStudioComponentsTest/ProjectileController.cpp \
../Classes/ExtensionsTest/CocoStudioComponentsTest/SceneController.cpp \
../Classes/ExtensionsTest/CocoStudioSceneTest/SceneEditorTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UIScene.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UISceneManager.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UIButtonTest/UIButtonTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UICheckBoxTest/UICheckBoxTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UIDragPanelTest/UIDragPanelTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UIImageViewTest/UIImageViewTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UILabelAtlasTest/UILabelAtlasTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UILabelBMFontTest/UILabelBMFontTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UILabelTest/UILabelTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UIListViewTest/UIListViewTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UILoadingBarTest/UILoadingBarTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UINodeContainerTest/UINodeContainerTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UIPageViewTest/UIPageViewTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UIPanelTest/UIPanelTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UIScrollViewTest/UIScrollViewTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UISliderTest/UISliderTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UITextAreaTest/UITextAreaTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UITextButtonTest/UITextButtonTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/UITextFieldTest/UITextFieldTest.cpp \
../Classes/ExtensionsTest/CocoStudioGUITest/CocosGUIScene.cpp \
../Classes/ExtensionsTest/Scale9SpriteTest/Scale9SpriteTest.cpp \
../Classes/NewEventDispatcherTest/NewEventDispatcherTest.cpp \