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cocos/base/CCDirector.h
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VisualSJ 2015-03-18 21:39:50 +08:00
parent 785214ae12
commit 3576df4b89
1 changed files with 193 additions and 108 deletions

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@ -62,67 +62,79 @@ class Camera;
class Console;
/**
@brief Class that creates and handles the main Window and manages how
and when to execute the Scenes.
The Director is also responsible for:
- initializing the OpenGL context
- setting the OpenGL pixel format (default on is RGB565)
- setting the OpenGL buffer depth (default one is 0-bit)
- setting the projection (default one is 3D)
- setting the orientation (default one is Portrait)
Since the Director is a singleton, the standard way to use it is by calling:
_ Director::getInstance()->methodName();
The Director also sets the default OpenGL context:
- GL_TEXTURE_2D is enabled
- GL_VERTEX_ARRAY is enabled
- GL_COLOR_ARRAY is enabled
- GL_TEXTURE_COORD_ARRAY is enabled
*/
* @brief Matrix stack type.
*/
enum class MATRIX_STACK_TYPE
{
/// Model view matrix stack
MATRIX_STACK_MODELVIEW,
/// projection matrix stack
MATRIX_STACK_PROJECTION,
/// texture matrix stack
MATRIX_STACK_TEXTURE
};
/**
@brief Class that creates and handles the main Window and manages how
and when to execute the Scenes.
The Director is also responsible for:
- initializing the OpenGL context
- setting the OpenGL buffer depth (default one is 0-bit)
- setting the projection (default one is 3D)
Since the Director is a singleton, the standard way to use it is by calling:
_ Director::getInstance()->methodName();
*/
class CC_DLL Director : public Ref
{
public:
/** Director will trigger an event when projection type is changed. */
static const char *EVENT_PROJECTION_CHANGED;
/** Director will trigger an event after Schedule::update() is invoked. */
static const char* EVENT_AFTER_UPDATE;
/** Director will trigger an event after Scene::render() is invoked. */
static const char* EVENT_AFTER_VISIT;
/** Director will trigger an event after a scene is drawn, the data is sent to GPU. */
static const char* EVENT_AFTER_DRAW;
/** @typedef ccDirectorProjection
Possible OpenGL projections used by director
/**
* @brief Possible OpenGL projections used by director
*/
enum class Projection
{
/// sets a 2D projection (orthogonal projection)
/// Sets a 2D projection (orthogonal projection).
_2D,
/// sets a 3D projection with a fovy=60, znear=0.5f and zfar=1500.
/// Sets a 3D projection with a fovy=60, znear=0.5f and zfar=1500.
_3D,
/// it calls "updateProjection" on the projection delegate.
/// It calls "updateProjection" on the projection delegate.
CUSTOM,
/// Default projection is 3D projection
/// Default projection is 3D projection.
DEFAULT = _3D,
};
/** returns a shared instance of the director */
/**
* Returns a shared instance of the director.
* @js _getInstance
*/
static Director* getInstance();
/** @deprecated Use getInstance() instead */
/*
* @deprecated Use getInstance() instead.
* @js NA
*/
CC_DEPRECATED_ATTRIBUTE static Director* sharedDirector() { return Director::getInstance(); }
/**
* @js ctor
*/
Director(void);
Director();
/**
* @js NA
* @lua NA
@ -132,129 +144,154 @@ public:
// attribute
/** Get current running Scene. Director can only run one Scene at a time */
/** Gets current running Scene. Director can only run one Scene at a time. */
inline Scene* getRunningScene() { return _runningScene; }
/** Get the FPS value */
/** Gets the FPS value. */
inline double getAnimationInterval() { return _animationInterval; }
/** Set the FPS value. */
/** Sets the FPS value. FPS = 1/internal. */
virtual void setAnimationInterval(double interval) = 0;
/** Whether or not to display the FPS on the bottom-left corner */
/** Whether or not to display the FPS on the bottom-left corner. */
inline bool isDisplayStats() { return _displayStats; }
/** Display the FPS on the bottom-left corner */
/** Display the FPS on the bottom-left corner. */
inline void setDisplayStats(bool displayStats) { _displayStats = displayStats; }
/** seconds per frame */
/** Get seconds per frame. */
inline float getSecondsPerFrame() { return _secondsPerFrame; }
/** Get the GLView, where everything is rendered
* @js NA
* @lua NA
*/
/**
* Get the GLView.
* @lua NA
*/
inline GLView* getOpenGLView() { return _openGLView; }
/**
* Sets the GLView.
* @lua NA
*/
void setOpenGLView(GLView *openGLView);
/*
* Gets singleton of TextureCache.
* @js NA
*/
TextureCache* getTextureCache() const;
/** Whether or not `_nextDeltaTimeZero` is set to 0. */
inline bool isNextDeltaTimeZero() { return _nextDeltaTimeZero; }
/**
* Sets the detal time between current frame and next frame is 0.
* This value will be used in Schedule, and will affect all functions that are using frame detal time, such as Actions.
* This value will take effect only one time.
*/
void setNextDeltaTimeZero(bool nextDeltaTimeZero);
/** Whether or not the Director is paused */
/** Whether or not the Director is paused. */
inline bool isPaused() { return _paused; }
/** How many frames were called since the director started */
inline unsigned int getTotalFrames() { return _totalFrames; }
/** Sets an OpenGL projection
/** Gets an OpenGL projection.
@since v0.8.2
* @js NA
* @lua NA
*/
inline Projection getProjection() { return _projection; }
/** Sets OpenGL projection. */
void setProjection(Projection projection);
/** Sets the glViewport*/
/** Sets the glViewport.*/
void setViewport();
/** How many frames were called since the director started */
/** Whether or not the replaced scene will receive the cleanup message.
If the new scene is pushed, then the old scene won't receive the "cleanup" message.
If the new scene replaces the old one, the it will receive the "cleanup" message.
@since v0.99.0
* If the new scene is pushed, then the old scene won't receive the "cleanup" message.
* If the new scene replaces the old one, the it will receive the "cleanup" message.
* @since v0.99.0
*/
inline bool isSendCleanupToScene() { return _sendCleanupToScene; }
/** This object will be visited after the main scene is visited.
This object MUST implement the "visit" selector.
Useful to hook a notification object, like Notifications (http://github.com/manucorporat/CCNotifications)
@since v0.99.5
* This object MUST implement the "visit" function.
* Useful to hook a notification object, like Notifications (http://github.com/manucorporat/CCNotifications)
* @since v0.99.5
*/
Node* getNotificationNode() const { return _notificationNode; }
/**
* Sets the notification node.
* @see Director::getNotificationNode()
*/
void setNotificationNode(Node *node);
// window size
/** returns the size of the OpenGL view in points.
*/
/** Returns the size of the OpenGL view in points. */
const Size& getWinSize() const;
/** returns the size of the OpenGL view in pixels.
*/
/** Returns the size of the OpenGL view in pixels. */
Size getWinSizeInPixels() const;
/** returns visible size of the OpenGL view in points.
* the value is equal to getWinSize if don't invoke
* GLView::setDesignResolutionSize()
/**
* Returns visible size of the OpenGL view in points.
* The value is equal to `Director::getWinSize()` if don't invoke `GLView::setDesignResolutionSize()`.
*/
Size getVisibleSize() const;
/** returns visible origin of the OpenGL view in points.
*/
/** Returns visible origin coordinate of the OpenGL view in points. */
Vec2 getVisibleOrigin() const;
/** converts a UIKit coordinate to an OpenGL coordinate
Useful to convert (multi) touch coordinates to the current layout (portrait or landscape)
/**
* Converts a screen coordinate to an OpenGL coordinate.
* Useful to convert (multi) touch coordinates to the current layout (portrait or landscape).
*/
Vec2 convertToGL(const Vec2& point);
/** converts an OpenGL coordinate to a UIKit coordinate
Useful to convert node points to window points for calls such as glScissor
/**
* Converts an OpenGL coordinate to a screen coordinate.
* Useful to convert node points to window points for calls such as glScissor.
*/
Vec2 convertToUI(const Vec2& point);
/// FIXME: missing description
/**
* Gets the distance between camera and near clipping frane.
* It is correct for default camera that near clipping frane is the same as screen.
*/
float getZEye() const;
// Scene Management
/** Enters the Director's main loop with the given Scene.
/**
* Enters the Director's main loop with the given Scene.
* Call it to run only your FIRST scene.
* Don't call it if there is already a running scene.
*
* It will call pushScene: and then it will call startAnimation
* @js NA
*/
void runWithScene(Scene *scene);
/** Suspends the execution of the running scene, pushing it on the stack of suspended scenes.
/**
* Suspends the execution of the running scene, pushing it on the stack of suspended scenes.
* The new scene will be executed.
* Try to avoid big stacks of pushed scenes to reduce memory allocation.
* ONLY call it if there is a running scene.
*/
void pushScene(Scene *scene);
/** Pops out a scene from the stack.
/**
* Pops out a scene from the stack.
* This scene will replace the running one.
* The running scene will be deleted. If there are no more scenes in the stack the execution is terminated.
* ONLY call it if there is a running scene.
*/
void popScene();
/** Pops out all scenes from the stack until the root scene in the queue.
/**
* Pops out all scenes from the stack until the root scene in the queue.
* This scene will replace the running one.
* Internally it will call `popToSceneStackLevel(1)`
* Internally it will call `popToSceneStackLevel(1)`.
*/
void popToRootScene();
@ -267,136 +304,184 @@ public:
/** Replaces the running scene with a new one. The running scene is terminated.
* ONLY call it if there is a running scene.
* @js NA
*/
void replaceScene(Scene *scene);
/** Ends the execution, releases the running scene.
It doesn't remove the OpenGL view from its parent. You have to do it manually.
* @lua endToLua
*/
void end();
/** Pauses the running scene.
The running scene will be _drawed_ but all scheduled timers will be paused
While paused, the draw rate will be 4 FPS to reduce CPU consumption
* The running scene will be _drawed_ but all scheduled timers will be paused.
* While paused, the draw rate will be 4 FPS to reduce CPU consumption.
*/
void pause();
/** Resumes the paused scene
The scheduled timers will be activated again.
The "delta time" will be 0 (as if the game wasn't paused)
/** Resumes the paused scene.
* The scheduled timers will be activated again.
* The "delta time" will be 0 (as if the game wasn't paused).
*/
void resume();
/** Restart the director
*/
/*
* Restart the director.
* @js NA
*/
void restart();
/** Stops the animation. Nothing will be drawn. The main loop won't be triggered anymore.
If you don't want to pause your animation call [pause] instead.
* If you don't want to pause your animation call [pause] instead.
*/
virtual void stopAnimation() = 0;
/** The main loop is triggered again.
Call this function only if [stopAnimation] was called earlier
@warning Don't call this function to start the main loop. To run the main loop call runWithScene
* Call this function only if [stopAnimation] was called earlier.
* @warning Don't call this function to start the main loop. To run the main loop call runWithScene.
*/
virtual void startAnimation() = 0;
/** Draw the scene.
This method is called every frame. Don't call it manually.
*/
* This method is called every frame. Don't call it manually.
*/
void drawScene();
// Memory Helper
/** Removes all cocos2d cached data.
It will purge the TextureCache, SpriteFrameCache, LabelBMFont cache
@since v0.99.3
* It will purge the TextureCache, SpriteFrameCache, LabelBMFont cache
* @since v0.99.3
*/
void purgeCachedData();
/** sets the default values based on the Configuration info */
/** Sets the default values based on the Configuration info. */
void setDefaultValues();
// OpenGL Helper
/** sets the OpenGL default values */
/** Sets the OpenGL default values.
* It will enable alpha blending, disable depth test.
* @js NA
*/
void setGLDefaultValues();
/** enables/disables OpenGL alpha blending */
/** Enables/disables OpenGL alpha blending. */
void setAlphaBlending(bool on);
/** set clear values for the color buffers, value range of each element is [0.0, 1.0] */
/** Sets clear values for the color buffers,
* value range of each element is [0.0, 1.0].
* @js NA
*/
void setClearColor(const Color4F& clearColor);
/** enables/disables OpenGL depth test */
/** Enables/disables OpenGL depth test. */
void setDepthTest(bool on);
virtual void mainLoop() = 0;
/** The size in pixels of the surface. It could be different than the screen size.
High-res devices might have a higher surface size than the screen size.
Only available when compiled using SDK >= 4.0.
@since v0.99.4
* High-res devices might have a higher surface size than the screen size.
* Only available when compiled using SDK >= 4.0.
* @since v0.99.4
*/
void setContentScaleFactor(float scaleFactor);
/**
* Gets content scale factor.
* @see Director::setContentScaleFactor()
*/
float getContentScaleFactor() const { return _contentScaleFactor; }
/** Gets the Scheduler associated with this director
@since v2.0
/** Gets the Scheduler associated with this director.
* @since v2.0
*/
Scheduler* getScheduler() const { return _scheduler; }
/** Sets the Scheduler associated with this director
@since v2.0
/** Sets the Scheduler associated with this director.
* @since v2.0
*/
void setScheduler(Scheduler* scheduler);
/** Gets the ActionManager associated with this director
@since v2.0
/** Gets the ActionManager associated with this director.
* @since v2.0
*/
ActionManager* getActionManager() const { return _actionManager; }
/** Sets the ActionManager associated with this director
@since v2.0
/** Sets the ActionManager associated with this director.
* @since v2.0
*/
void setActionManager(ActionManager* actionManager);
/** Gets the EventDispatcher associated with this director
@since v3.0
/** Gets the EventDispatcher associated with this director.
* @since v3.0
* @js NA
*/
EventDispatcher* getEventDispatcher() const { return _eventDispatcher; }
/** Sets the EventDispatcher associated with this director
@since v3.0
/** Sets the EventDispatcher associated with this director.
* @since v3.0
* @js NA
*/
void setEventDispatcher(EventDispatcher* dispatcher);
/** Returns the Renderer
@since v3.0
/** Returns the Renderer associated with this director.
* @since v3.0
*/
Renderer* getRenderer() const { return _renderer; }
/** Returns the Console
@since v3.0
/** Returns the Console associated with this director.
* @since v3.0
* @js NA
*/
Console* getConsole() const { return _console; }
/* Gets delta time since last tick to main loop */
/* Gets delta time since last tick to main loop. */
float getDeltaTime() const;
/**
* get Frame Rate
* Gets Frame Rate.
* @js NA
*/
float getFrameRate() const { return _frameRate; }
/**
* Clones a specified type matrix and put it to the top of specified type of matrix stack.
* @js NA
*/
void pushMatrix(MATRIX_STACK_TYPE type);
/** Pops the top matrix of the specified type of matrix stack.
* @js NA
*/
void popMatrix(MATRIX_STACK_TYPE type);
/** Adds an identity matrix to the top of specified type of matrxi stack.
* @js NA
*/
void loadIdentityMatrix(MATRIX_STACK_TYPE type);
/**
* Adds a matrix to the top of specified type of matrix stack.
*
* @param type Matrix type.
* @param mat The matrix that to be added.
* @js NA
*/
void loadMatrix(MATRIX_STACK_TYPE type, const Mat4& mat);
/**
* Multipies a matrix to the top of specified type of matrix stack.
*
* @param type Matrix type.
* @param mat The matrix that to be multipied.
* @js NA
*/
void multiplyMatrix(MATRIX_STACK_TYPE type, const Mat4& mat);
/**
* Gets the top matrix of specified type of matrix stack.
* @js NA
*/
const Mat4& getMatrix(MATRIX_STACK_TYPE type);
/**
* Cleras all types of matrix stack, and add indentity matrix to these matrix stacks.
* @js NA
*/
void resetMatrixStack();
protected: