- delete unused tolua++ .pkg files

This commit is contained in:
YuLei Liao 2011-11-09 23:18:32 +08:00
parent 8179d79061
commit 4b8e39e77b
16 changed files with 0 additions and 579 deletions

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#include "platform/CCAccelerometer_platform.h"

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#include "CCCommon.h"
namespace cocos2d {
typedef struct
{
double x;
double y;
double z;
double timestamp;
} CCAcceleration;
class CCAccelerometerDelegate
{
void didAccelerate(CCAcceleration* pAccelerationValue);
};
} //namespace cocos2d

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#include "platform/CCApplication_platform.h"

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#include "CCObject.h"
#include "CCMutableArray.h"
namespace cocos2d {
class CCAutoreleasePool : public CCObject
{
CCAutoreleasePool(void);
void addObject(CCObject *pObject);
void removeObject(CCObject *pObject);
void clear();
};
class CCPoolManager
{
CCPoolManager();
void finalize();
void push();
void pop();
void removeObject(CCObject* pObject);
void addObject(CCObject* pObject);
static CCPoolManager* getInstance();
};
}

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namespace cocos2d {
class CCData : public CCObject
{
CCData(void);
~CCData(void);
void* bytes(void);
static CCData* dataWithBytes(unsigned char *pBytes, int size);
static CCData* dataWithContentsOfFile(const std::string &strPath);
};
}//namespace cocos2d

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#include "../platform/CCEGLView_platform.h"

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#include "platform/CCGL.h"

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typedef struct
{
CCRect begin; // the soft keyboard rectangle when animatin begin
CCRect end; // the soft keyboard rectangle when animatin end
float duration; // the soft keyboard animation duration
} CCIMEKeyboardNotificationInfo;
class CCIMEDelegate
{
bool attachWithIME();
bool detachWithIME();
};

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class CCIMEDispatcher
{
static CCIMEDispatcher* sharedDispatcher();
void dispatchInsertText(const char * pText, int nLen);
void dispatchDeleteBackward();
//////////////////////////////////////////////////////////////////////////
// dispatch keyboard notification
//////////////////////////////////////////////////////////////////////////
void dispatchKeyboardWillShow(CCIMEKeyboardNotificationInfo& info);
void dispatchKeyboardDidShow(CCIMEKeyboardNotificationInfo& info);
void dispatchKeyboardWillHide(CCIMEKeyboardNotificationInfo& info);
void dispatchKeyboardDidHide(CCIMEKeyboardNotificationInfo& info);
};

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namespace cocos2d {
class CCKeypadDelegate
{
void KeypadDestroy();
void KeypadKeep();
// The back key clicked
void keyBackClicked();
// The menu key clicked. only avialble on wophone & android
void keyMenuClicked();
};
class CCKeypadHandler : public CCObject
{
CCKeypadDelegate* getDelegate();
void setDelegate(CCKeypadDelegate *pDelegate);
bool initWithDelegate(CCKeypadDelegate *pDelegate);
};
} //namespace cocos2d

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#include "CCKeypadDelegate.h"
#include "CCMutableArray.h"
namespace cocos2d {
typedef enum {
// the back key clicked msg
kTypeBackClicked = 1,
kTypeMenuClicked,
} ccKeypadMSGType;
class CCKeypadDispatcher : public CCObject
{
CCKeypadDispatcher();
static CCKeypadDispatcher* sharedDispatcher();
static void purgeSharedDispatcher();
void addDelegate(CCKeypadDelegate* pDelegate);
void removeDelegate(CCKeypadDelegate* pDelegate);
void forceAddDelegate(CCKeypadDelegate* pDelegate);
void forceRemoveDelegate(CCKeypadDelegate* pDelegate);
bool dispatchKeypadMSG(ccKeypadMSGType nMsgType);
};
} // namespace cocos2d

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namespace cocos2d {
//! @brief CC RGBA protocol
class CCRGBAProtocol
{
public:
/** sets Color
@since v0.8
*/
void setColor(ccColor3B color);
/** returns the color
@since v0.8
*/
ccColor3B getColor(void);
// returns the opacity
GLubyte getOpacity(void);
/** sets the opacity.
@warning If the the texture has premultiplied alpha then, the R, G and B channels will be modifed.
Values goes from 0 to 255, where 255 means fully opaque.
*/
void setOpacity(GLubyte opacity);
// optional
/** sets the premultipliedAlphaOpacity property.
If set to NO then opacity will be applied as: glColor(R,G,B,opacity);
If set to YES then oapcity will be applied as: glColor(opacity, opacity, opacity, opacity );
Textures with premultiplied alpha will have this property by default on YES. Otherwise the default value is NO
@since v0.8
*/
void setIsOpacityModifyRGB(bool bValue);
/** returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity);
@since v0.8
*/
bool getIsOpacityModifyRGB(void);
};
/**
@brief You can specify the blending fuction.
@since v0.99.0
*/
class CCBlendProtocol
{
// set the source blending function for the texture
void setBlendFunc(ccBlendFunc blendFunc);
// returns the blending function used for the texture
ccBlendFunc getBlendFunc(void);
};
/** @brief CCNode objects that uses a Texture2D to render the images.
The texture can have a blending function.
If the texture has alpha premultiplied the default blending function is:
src=GL_ONE dst= GL_ONE_MINUS_SRC_ALPHA
else
src=GL_SRC_ALPHA dst= GL_ONE_MINUS_SRC_ALPHA
But you can change the blending funtion at any time.
@since v0.8.0
*/
class CCTextureProtocol : public CCBlendProtocol
{
// returns the used texture
CCTexture2D* getTexture(void);
// sets a new texture. it will be retained
void setTexture(CCTexture2D *texture);
};
//! @brief Common interface for Labels
class CCLabelProtocol
{
// sets a new label using an string
void setString(const char *label);
/** returns the string that is rendered */
const char* getString(void);
};
/** OpenGL projection protocol */
class CCProjectionProtocol : public CCObject
{
/** Called by CCDirector when the porjection is updated, and "custom" projection is used
@since v0.99.5
*/
void updateProjection(void);
};
}//namespace cocos2d

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namespace cocos2d {
typedef std::set<CCObject *>::iterator CCSetIterator;
class CCSet : public CCObject
{
public:
CCSet(void);
CCSet(const CCSet &rSetObject);
~CCSet(void);
CCSet* copy();
CCSet* mutableCopy();
int count();
void addObject(CCObject *pObject);
void removeObject(CCObject *pObject);
bool containsObject(CCObject *pObject);
CCSetIterator begin();
CCSetIterator end();
CCObject* anyObject();
};
typedef CCSet NSMutableSet;
}//namespace cocos2d

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namespace cocos2d {
typedef enum
{
ccTouchDelegateStandardBit = 1 << 0,
ccTouchDelegateTargetedBit = 1 << 1,
ccTouchDelegateAllBit = (ccTouchDelegateStandardBit | ccTouchDelegateTargetedBit),
} ccTouchDelegateFlag;
class CCTouch;
class CCEvent;
class CCSet;
class CCTouchDispatcher;
class CCTouchDelegate
{
public:
ccTouchDelegateFlag getTouchDelegateType(void);
//! call the release() in child(layer or menu)
virtual void destroy(void);
//! call the retain() in child (layer or menu)
virtual void keep(void);
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
// optional
virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
// optional
virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
CCTouchDelegate();
void registerScriptTouchHandler(int eventType, const char* pszScriptFunctionName);
bool isScriptHandlerExist(int eventType);
void excuteScriptTouchHandler(int eventType, CCTouch *pTouch);
void excuteScriptTouchesHandler(int eventType, CCSet *pTouches);
};
/**
@brief
Using this type of delegate results in two benefits:
- 1. You don't need to deal with CCSets, the dispatcher does the job of splitting
them. You get exactly one UITouch per call.
- 2. You can *claim* a UITouch by returning YES in ccTouchBegan. Updates of claimed
touches are sent only to the delegate(s) that claimed them. So if you get a move/
ended/cancelled 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 CCTargetedTouchDelegate : public CCTouchDelegate
{
public:
CCTargetedTouchDelegate();
/** Return YES to claim the touch.
@since v0
*/
virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
// optional
virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
};
/** @brief
This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Cancelled).
@since v0.8
*/
class CCStandardTouchDelegate : public CCTouchDelegate
{
public:
CCStandardTouchDelegate();
// optional
virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
};
}//namespace cocos2d

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namespace cocos2d {
typedef enum
{
ccTouchSelectorBeganBit = 1 << 0,
ccTouchSelectorMovedBit = 1 << 1,
ccTouchSelectorEndedBit = 1 << 2,
ccTouchSelectorCancelledBit = 1 << 3,
ccTouchSelectorAllBits = ( ccTouchSelectorBeganBit | ccTouchSelectorMovedBit | ccTouchSelectorEndedBit | ccTouchSelectorCancelledBit),
} ccTouchSelectorFlag;
enum {
CCTOUCHBEGAN,
CCTOUCHMOVED,
CCTOUCHENDED,
CCTOUCHCANCELLED,
ccTouchMax,
};
class CCSet;
class CCEvent;
struct ccTouchHandlerHelperData {
// we only use the type
// void (StandardTouchDelegate::*touchesSel)(CCSet*, CCEvent*);
// void (TargetedTouchDelegate::*touchSel)(NSTouch*, CCEvent*);
int m_type;
};
class EGLTouchDelegate
{
public:
void touchesBegan(CCSet* touches, CCEvent* pEvent);
void touchesMoved(CCSet* touches, CCEvent* pEvent) ;
void touchesEnded(CCSet* touches, CCEvent* pEvent) ;
void touchesCancelled(CCSet* touches, CCEvent* pEvent) ;
~EGLTouchDelegate() {}
};
class CCTouchHandler;
struct _ccCArray;
/** @brief CCTouchDispatcher.
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 CCTouchDispatcher : public CCObject, public EGLTouchDelegate
{
~CCTouchDispatcher();
bool init(void);
CCTouchDispatcher();
/** Whether or not the events are going to be dispatched. Default: true */
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.
*/
void addStandardDelegate(CCTouchDelegate *pDelegate, int nPriority);
/** Adds a targeted touch delegate to the dispatcher's list.
See TargetedTouchDelegate description.
IMPORTANT: The delegate will be retained.
*/
void addTargetedDelegate(CCTouchDelegate *pDelegate, int nPriority, bool bSwallowsTouches);
/** Removes a touch delegate.
The delegate will be released
*/
void removeDelegate(CCTouchDelegate *pDelegate);
/** Removes all touch delegates, releasing all the delegates */
void removeAllDelegates(void);
/** Changes the priority of a previously added delegate. The lower the number,
the higher the priority */
void setPriority(int nPriority, CCTouchDelegate *pDelegate);
void touches(CCSet *pTouches, CCEvent *pEvent, unsigned int uIndex);
void touchesBegan(CCSet* touches, CCEvent* pEvent);
void touchesMoved(CCSet* touches, CCEvent* pEvent);
void touchesEnded(CCSet* touches, CCEvent* pEvent);
void touchesCancelled(CCSet* touches, CCEvent* pEvent);
/** singleton of the CCTouchDispatcher */
static CCTouchDispatcher* sharedDispatcher();
};
}//namespace cocos2d

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#include "CCPlatformConfig.h"
#define CC_FIX_ARTIFACTS_BY_STRECHING_TEXEL 0
#define CC_FONT_LABEL_SUPPORT 1
#define CC_DIRECTOR_FAST_FPS 1
#define CC_DIRECTOR_FPS_INTERVAL (0.5f)
#define CC_DIRECTOR_DISPATCH_FAST_EVENTS 0
#define CC_DIRECTOR_MAC_USE_DISPLAY_LINK_THREAD 1
#define CC_COCOSNODE_RENDER_SUBPIXEL 1
#define CC_SPRITEBATCHNODE_RENDER_SUBPIXEL 1
#if (CC_TARGET_PLATFORM == CC_PLATFORM_AIRPLAY)
#define CC_USES_VBO 0
#else
#define CC_USES_VBO 1
#endif
#define CC_NODE_TRANSFORM_USING_AFFINE_MATRIX 1
#define CC_OPTIMIZE_BLEND_FUNC_FOR_PREMULTIPLIED_ALPHA 1
#define CC_TEXTURE_ATLAS_USE_TRIANGLE_STRIP 0
#define CC_TEXTURE_NPOT_SUPPORT 0
#define CC_RETINA_DISPLAY_SUPPORT 1
//#define CC_RETINA_DISPLAY_FILENAME_SUFFIX "-hd"
#define CC_USE_LA88_LABELS_ON_NEON_ARCH 0
#define CC_SPRITE_DEBUG_DRAW 0
#define CC_SPRITEBATCHNODE_DEBUG_DRAW 0
#define CC_LABELBMFONT_DEBUG_DRAW 0
#define CC_LABELATLAS_DEBUG_DRAW 0
#define CC_ENABLE_PROFILERS 0
#if CC_RETINA_DISPLAY_SUPPORT
#define CC_IS_RETINA_DISPLAY_SUPPORTED 1
#else
#define CC_IS_RETINA_DISPLAY_SUPPORTED 0
#endif