mirror of https://github.com/axmolengine/axmol.git
Fix typos and other trivial cleanup
This commit is contained in:
parent
1f742b6675
commit
27b82f8f67
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@ -24,8 +24,8 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __SPITE_NODE_CCSPRITE_H__
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#define __SPITE_NODE_CCSPRITE_H__
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#ifndef __SPRITE_NODE_CCSPRITE_H__
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#define __SPRITE_NODE_CCSPRITE_H__
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#include "CCNode.h"
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#include "CCProtocols.h"
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@ -54,7 +54,7 @@ struct transformValues_;
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* @{
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*/
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/**
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/**
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* Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) )
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*
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* Sprite can be created with an image, or with a sub-rectangle of an image.
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@ -88,14 +88,14 @@ public:
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/// @{
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/// @name Creators
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/**
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* Creates an empty sprite without texture. You can call setTexture method subsequently.
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*
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* @return An empty sprite object that is marked as autoreleased.
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*/
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static Sprite* create();
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/**
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* Creates a sprite with an image filename.
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*
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@ -106,7 +106,7 @@ public:
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* create(const std::string& filename);
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/**
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* Creates a sprite with an image filename and a rect.
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*
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@ -115,7 +115,7 @@ public:
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* create(const std::string& filename, const Rect& rect);
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/**
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* Creates a sprite with an exsiting texture contained in a Texture2D object
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* After creation, the rect will be the size of the texture, and the offset will be (0,0).
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@ -124,7 +124,7 @@ public:
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* createWithTexture(Texture2D *texture);
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/**
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* Creates a sprite with a texture and a rect.
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*
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@ -136,7 +136,7 @@ public:
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* createWithTexture(Texture2D *texture, const Rect& rect);
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/**
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* Creates a sprite with an sprite frame.
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*
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@ -144,7 +144,7 @@ public:
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* createWithSpriteFrame(SpriteFrame *pSpriteFrame);
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/**
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* Creates a sprite with an sprite frame name.
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*
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@ -155,31 +155,31 @@ public:
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* createWithSpriteFrameName(const std::string& spriteFrameName);
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/// @} end of creators group
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/// @{
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/// @name Initializers
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/**
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* Default constructor
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* @js ctor
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*/
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Sprite(void);
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/**
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* Default destructor
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* @js NA
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* @lua NA
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*/
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virtual ~Sprite(void);
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/**
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* Initializes an empty sprite with nothing init.
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*/
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virtual bool init(void);
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/**
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* Initializes a sprite with a texture.
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*
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@ -190,7 +190,7 @@ public:
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(Texture2D *texture);
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/**
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* Initializes a sprite with a texture and a rect.
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*
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@ -202,7 +202,7 @@ public:
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(Texture2D *texture, const Rect& rect);
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/**
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* Initializes a sprite with a texture and a rect in points, optionally rotated.
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*
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@ -215,7 +215,7 @@ public:
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(Texture2D *texture, const Rect& rect, bool rotated);
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/**
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* Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite
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*
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@ -223,7 +223,7 @@ public:
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithSpriteFrame(SpriteFrame *pSpriteFrame);
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/**
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* Initializes a sprite with an sprite frame name.
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*
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@ -234,7 +234,7 @@ public:
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithSpriteFrameName(const std::string& spriteFrameName);
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/**
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* Initializes a sprite with an image filename.
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*
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@ -248,7 +248,7 @@ public:
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* @lua init
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*/
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virtual bool initWithFile(const std::string& filename);
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/**
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* Initializes a sprite with an image filename, and a rect.
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*
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@ -263,17 +263,17 @@ public:
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* @lua init
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*/
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virtual bool initWithFile(const std::string& filename, const Rect& rect);
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/// @} end of initializers
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/// @{
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/// @name BatchNode methods
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/**
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* Updates the quad according the rotation, position, scale values.
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* Updates the quad according the rotation, position, scale values.
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*/
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virtual void updateTransform(void);
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/**
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* Returns the batch node object if this sprite is rendered by SpriteBatchNode
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*
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@ -292,26 +292,26 @@ public:
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* @endcode
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*/
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virtual void setBatchNode(SpriteBatchNode *spriteBatchNode);
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/// @} end of BatchNode methods
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/// @{
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/// @name Texture methods
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/**
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* Updates the texture rect of the Sprite in points.
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* It will call setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize) with \p rotated = false, and \p utrimmedSize = rect.size.
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*/
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virtual void setTextureRect(const Rect& rect);
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/**
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* Sets the texture rect, rectRotated and untrimmed size of the Sprite in points.
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* It will update the texture coordinates and the vertex rectangle.
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*/
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virtual void setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize);
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/**
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* Sets the vertex rect.
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* It will be called internally by setTextureRect.
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@ -319,34 +319,34 @@ public:
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* Do not call it manually. Use setTextureRect instead.
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*/
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virtual void setVertexRect(const Rect& rect);
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/// @} end of texture methods
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/// @} end of texture methods
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/// @{
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/// @name Frames methods
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/**
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* Sets a new display frame to the Sprite.
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*/
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virtual void setDisplayFrame(SpriteFrame *pNewFrame);
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/**
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* Returns whether or not a SpriteFrame is being displayed
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*/
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virtual bool isFrameDisplayed(SpriteFrame *pFrame) const;
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/** @deprecated Use getDisplayFrame() instead */
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CC_DEPRECATED_ATTRIBUTE virtual SpriteFrame* displayFrame() { return getDisplayFrame(); };
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/**
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* Returns the current displayed frame.
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*/
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virtual SpriteFrame* getDisplayFrame();
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/// @} End of frames methods
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/// @{
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/// @name Animation methods
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*/
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virtual void setDisplayFrameWithAnimationName(const std::string& animationName, int frameIndex);
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/// @}
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/// @{
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/// @name Sprite Properties' setter/getters
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/**
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/**
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* Whether or not the Sprite needs to be updated in the Atlas.
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*
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* @return true if the sprite needs to be updated in the Atlas, false otherwise.
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*/
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virtual bool isDirty(void) const { return _dirty; }
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/**
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/**
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* Makes the Sprite to be updated in the Atlas.
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*/
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virtual void setDirty(bool bDirty) { _dirty = bDirty; }
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/**
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* Returns the quad (tex coords, vertex coords and color) information.
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* @js NA
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@ -380,24 +380,24 @@ public:
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*/
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inline V3F_C4B_T2F_Quad getQuad(void) const { return _quad; }
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/**
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/**
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* Returns whether or not the texture rectangle is rotated.
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*/
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inline bool isTextureRectRotated(void) const { return _rectRotated; }
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/**
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* Returns the index used on the TextureAtlas.
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/**
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* Returns the index used on the TextureAtlas.
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*/
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inline int getAtlasIndex(void) const { return _atlasIndex; }
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/**
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/**
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* Sets the index used on the TextureAtlas.
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* @warning Don't modify this value unless you know what you are doing
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*/
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inline void setAtlasIndex(int atlasIndex) { _atlasIndex = atlasIndex; }
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/**
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* Returns the rect of the Sprite in points
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/**
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* Returns the rect of the Sprite in points
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*/
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inline const Rect& getTextureRect(void) { return _rect; }
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* Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode
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*/
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inline TextureAtlas* getTextureAtlas(void) { return _textureAtlas; }
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/**
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* Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode
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*/
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inline void setTextureAtlas(TextureAtlas *pobTextureAtlas) { _textureAtlas = pobTextureAtlas; }
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/**
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/**
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* Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
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*/
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inline const Point& getOffsetPosition(void) const { return _offsetPosition; }
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/**
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/**
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* Returns the flag which indicates whether the sprite is flipped horizontally or not.
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*
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* It only flips the texture of the sprite, and not the texture of the sprite's children.
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* If you want to flip the anchorPoint too, and/or to flip the children too use:
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* sprite->setScaleX(sprite->getScaleX() * -1);
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*
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* @return true if the sprite is flipped horizaontally, false otherwise.
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* @return true if the sprite is flipped horizontally, false otherwise.
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*/
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bool isFlippedX(void) const;
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/**
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* Sets whether the sprite should be flipped horizontally or not.
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*
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* @param bFlipX true if the sprite should be flipped horizaontally, false otherwise.
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* @param flippedX true if the sprite should be flipped horizontally, false otherwise.
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*/
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void setFlippedX(bool flippedX);
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/** @deprecated Use isFlippedX() instead
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/** @deprecated Use isFlippedX() instead
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE bool isFlipX() { return isFlippedX(); };
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/** @deprecated Use setFlippedX() instead */
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CC_DEPRECATED_ATTRIBUTE void setFlipX(bool flippedX) { setFlippedX(flippedX); };
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/**
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CC_DEPRECATED_ATTRIBUTE void setFlipX(bool flippedX) { setFlippedX(flippedX); };
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/**
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* Return the flag which indicates whether the sprite is flipped vertically or not.
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*
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*
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* It only flips the texture of the sprite, and not the texture of the sprite's children.
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* Also, flipping the texture doesn't alter the anchorPoint.
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* If you want to flip the anchorPoint too, and/or to flip the children too use:
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* sprite->setScaleY(sprite->getScaleY() * -1);
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*
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* @return true if the sprite is flipped vertically, flase otherwise.
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*
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* @return true if the sprite is flipped vertically, false otherwise.
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*/
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bool isFlippedY(void) const;
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/**
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* Sets whether the sprite should be flipped vertically or not.
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*
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* @param bFlipY true if the sprite should be flipped vertically, flase otherwise.
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* @param flippedY true if the sprite should be flipped vertically, false otherwise.
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*/
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void setFlippedY(bool flippedY);
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/// @} End of Sprite properties getter/setters
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/** @deprecated Use isFlippedY() instead */
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CC_DEPRECATED_ATTRIBUTE bool isFlipY() { return isFlippedY(); };
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/** @deprecated Use setFlippedY() instead */
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CC_DEPRECATED_ATTRIBUTE void setFlipY(bool flippedY) { setFlippedY(flippedY); };
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CC_DEPRECATED_ATTRIBUTE void setFlipY(bool flippedY) { setFlippedY(flippedY); };
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//
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// Overrides
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TextureAtlas* _textureAtlas; /// SpriteBatchNode texture atlas (weak reference)
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int _atlasIndex; /// Absolute (real) Index on the SpriteSheet
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SpriteBatchNode* _batchNode; /// Used batch node (weak reference)
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bool _dirty; /// Whether the sprite needs to be updated
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bool _recursiveDirty; /// Whether all of the sprite's children needs to be updated
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bool _hasChildren; /// Whether the sprite contains children
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bool _shouldBeHidden; /// should not be drawn because one of the ancestors is not visible
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AffineTransform _transformToBatch;
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//
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// Data used when the sprite is self-rendered
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//
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bool _opacityModifyRGB;
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// image is flipped
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bool _flippedX; /// Whether the sprite is flipped horizaontally or not.
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bool _flippedY; /// Whether the sprite is flipped vertically or not.
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bool _flippedX; /// Whether the sprite is flipped horizontally or not
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bool _flippedY; /// Whether the sprite is flipped vertically or not
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};
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NS_CC_END
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#endif // __SPITE_NODE_CCSPRITE_H__
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#endif // __SPRITE_NODE_CCSPRITE_H__
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