specify default capacity

This commit is contained in:
Ryo Miyajima 2015-01-26 10:49:57 +09:00
parent ebc75579a2
commit 4985653f5b
2 changed files with 4 additions and 4 deletions

View File

@ -67,7 +67,7 @@ SpriteBatchNode* SpriteBatchNode::create(const std::string& fileImage, ssize_t c
/* /*
* init with Texture2D * init with Texture2D
*/ */
bool SpriteBatchNode::initWithTexture(Texture2D *tex, ssize_t capacity) bool SpriteBatchNode::initWithTexture(Texture2D *tex, ssize_t capacity/* = DEFAULT_CAPACITY*/)
{ {
CCASSERT(capacity>=0, "Capacity must be >= 0"); CCASSERT(capacity>=0, "Capacity must be >= 0");
@ -105,7 +105,7 @@ bool SpriteBatchNode::init()
/* /*
* init with FileImage * init with FileImage
*/ */
bool SpriteBatchNode::initWithFile(const std::string& fileImage, ssize_t capacity) bool SpriteBatchNode::initWithFile(const std::string& fileImage, ssize_t capacity/* = DEFAULT_CAPACITY*/)
{ {
Texture2D *texture2D = Director::getInstance()->getTextureCache()->addImage(fileImage); Texture2D *texture2D = Director::getInstance()->getTextureCache()->addImage(fileImage);
return initWithTexture(texture2D, capacity); return initWithTexture(texture2D, capacity);

View File

@ -170,14 +170,14 @@ CC_CONSTRUCTOR_ACCESS:
/** initializes a SpriteBatchNode with a texture2d and capacity of children. /** initializes a SpriteBatchNode with a texture2d and capacity of children.
The capacity will be increased in 33% in runtime if it run out of space. The capacity will be increased in 33% in runtime if it run out of space.
*/ */
bool initWithTexture(Texture2D *tex, ssize_t capacity); bool initWithTexture(Texture2D *tex, ssize_t capacity = DEFAULT_CAPACITY);
/** initializes a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children. /** initializes a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.
The capacity will be increased in 33% in runtime if it run out of space. The capacity will be increased in 33% in runtime if it run out of space.
The file will be loaded using the TextureMgr. The file will be loaded using the TextureMgr.
* @js init * @js init
* @lua init * @lua init
*/ */
bool initWithFile(const std::string& fileImage, ssize_t capacity); bool initWithFile(const std::string& fileImage, ssize_t capacity = DEFAULT_CAPACITY);
bool init(); bool init();
protected: protected: