mirror of https://github.com/axmolengine/axmol.git
Merge pull request #5602 from ricardoquesada/node_fixes
Fixes docstrings
This commit is contained in:
commit
808a874fac
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@ -1 +1 @@
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8d7fb651cdd88dc91ed4fa6164452635e681d143
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c0fd8e6a4cb224b1ca5d5b41b9b508d284423daa
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@ -76,53 +76,29 @@ bool nodeComparisonLess(Node* n1, Node* n2);
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class EventListener;
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/** @brief Node is the base element of the Scene Graph. Element of the Scene Graph must be Node objects or subclasses of it.
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The most common Node objects are: Scene, Layer, Sprite, Menu.
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/** @brief Node is the base element of the Scene Graph. Elements of the Scene Graph must be Node objects or subclasses of it.
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The most common Node objects are: Scene, Layer, Sprite, Menu, Label.
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The main features of a Node are:
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- They can contain other Node objects (`addChild`, `getChildByTag`, `removeChild`, etc)
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- They can schedule periodic callback (`schedule`, `unschedule`, etc)
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- They can execute actions (`runAction`, `stopAction`, etc)
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Some Node objects provide extra functionality for them or their children.
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Subclassing a Node usually means (one/all) of:
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- overriding init to initialize resources and schedule callbacks
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- create callbacks to handle the advancement of time
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- overriding draw to render the node
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- overriding `draw` to render the node
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Properties of Node:
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- position
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- scale (x, y)
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- rotation (in degrees, clockwise)
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- GridBase (to do mesh transformations)
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- anchor point
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- size
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- visible
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- z-order
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- openGL z position
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Default values:
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- rotation: 0
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- position: (x=0,y=0)
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- scale: (x=1,y=1)
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- contentSize: (x=0,y=0)
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- anchorPoint: (x=0,y=0)
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- position (default: x=0, y=0)
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- scale (default: x=1, y=1)
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- rotation (in degrees, clockwise) (default: 0)
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- anchor point (default: x=0, y=0)
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- contentSize (default: width=0, height=0)
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- visible (default: true)
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Limitations:
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- A Node is a "invisible" object. If you want to draw something on the screen, you should use a Sprite instead. Or subclass Node and override `draw`.
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Order in transformations with grid disabled
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-# The node will be translated (position)
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-# The node will be rotated (rotation)
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-# The node will be scaled (scale)
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Order in transformations with grid enabled
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-# The node will be translated (position)
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-# The node will be rotated (rotation)
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-# The node will be scaled (scale)
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-# The grid will capture the screen
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-# The grid will render the captured screen
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- A Node is a "void" object. If you want to draw something on the screen, you should use a Sprite instead. Or subclass Node and override `draw`.
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*/
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@ -215,9 +191,9 @@ public:
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virtual float getGlobalZOrder() const { return _globalZOrder; }
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/**
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* Changes the scale factor on X axis of this node
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* Sets the scale (x) of the node.
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*
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* The deafult value is 1.0 if you haven't changed it before
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* It is a scaling factor that multiplies the width of the node and its children.
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*
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* @param scaleX The scale factor on X axis.
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*/
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@ -233,9 +209,9 @@ public:
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/**
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* Changes the scale factor on Y axis of this node
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* Sets the scale (y) of the node.
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*
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* The Default value is 1.0 if you haven't changed it before.
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* It is a scaling factor that multiplies the height of the node and its children.
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*
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* @param scaleY The scale factor on Y axis.
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*/
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@ -268,9 +244,9 @@ public:
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/**
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* Changes both X and Y scale factor of the node.
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* Sets the scale (x,y,z) of the node.
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*
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* 1.0 is the default scale factor. It modifies the X and Y scale at the same time.
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* It is a scaling factor that multiplies the width, height and depth of the node and its children.
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*
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* @param scale The scale factor for both X and Y axis.
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*/
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@ -286,9 +262,9 @@ public:
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virtual float getScale() const;
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/**
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* Changes both X and Y scale factor of the node.
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* Sets the scale (x,y) of the node.
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*
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* 1.0 is the default scale factor. It modifies the X and Y scale at the same time.
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* It is a scaling factor that multiplies the width and height of the node and its children.
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*
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* @param scaleX The scale factor on X axis.
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* @param scaleY The scale factor on Y axis.
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@ -296,11 +272,10 @@ public:
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virtual void setScale(float scaleX, float scaleY);
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/**
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* Changes the position (x,y) of the node in OpenGL coordinates
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* Sets the position (x,y) of the node in its parent's coordinate system.
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*
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* Usually we use `Point(x,y)` to compose Point object.
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* The original point (0,0) is at the left-bottom corner of screen.
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* For example, this codesnip sets the node in the center of screen.
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* This code snippet sets the node in the center of screen.
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@code
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Size size = Director::getInstance()->getWinSize();
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node->setPosition( Point(size.width/2, size.height/2) )
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@ -310,7 +285,7 @@ public:
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*/
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virtual void setPosition(const Point &position);
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/**
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* Gets the position (x,y) of the node in OpenGL coordinates
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* Gets the position (x,y) of the node in its parent's coordinate system.
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*
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* @see setPosition(const Point&)
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*
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@ -321,14 +296,14 @@ public:
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*/
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virtual const Point& getPosition() const;
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/**
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* Sets position in a more efficient way.
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* Sets the position (x,y) of the node in its parent's coordinate system.
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*
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* Passing two numbers (x,y) is much efficient than passing Point object.
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* This method is binded to lua and javascript.
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* Passing a number is 10 times faster than passing a object from lua to c++
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* This method is bound to Lua and JavaScript.
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* Passing a number is 10 times faster than passing a object from Lua to c++
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*
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@code
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// sample code in lua
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// sample code in Lua
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local pos = node::getPosition() -- returns Point object from C++
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node:setPosition(x, y) -- pass x, y coordinate to C++
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@endcode
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@ -354,16 +329,16 @@ public:
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virtual float getPositionY(void) const;
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/**
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* Sets the X, Y, and Z axis position
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* Sets the position (X, Y, and Z) in its parent's coordinate system
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*/
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virtual void setPosition3D(const Vertex3F& position);
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/**
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* returns the X, Y and Z axis position
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* returns the position (X,Y,Z) in its parent's coordinate system
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*/
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virtual Vertex3F getPosition3D() const;
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/**
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* Sets the 'z' axis in the position. It is the OpenGL Z vertex value.
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* Sets the 'z' coordinate in the position. It is the OpenGL Z vertex value.
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*
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* The OpenGL depth buffer and depth testing are disabled by default. You need to turn them on
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* in order to use this property correctly.
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@ -378,11 +353,11 @@ public:
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CC_DEPRECATED_ATTRIBUTE virtual void setVertexZ(float vertexZ) { setPositionZ(vertexZ); }
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/**
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* Gets position Z axis of this node.
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* Gets position Z coordinate of this node.
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*
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* @see setPositionZ(float)
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*
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* @return the position Z axis of this node.
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* @return the position Z coordinate of this node.
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*/
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virtual float getPositionZ() const;
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CC_DEPRECATED_ATTRIBUTE virtual float getVertexZ() const { return getPositionZ(); }
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@ -391,10 +366,10 @@ public:
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* Changes the X skew angle of the node in degrees.
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*
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* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew funciton.
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* while the second one uses the real skew function.
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*
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* This angle describes the shear distortion in the X direction.
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* Thus, it is the angle between the Y axis and the left edge of the shape
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* Thus, it is the angle between the Y coordinate and the left edge of the shape
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* The default skewX angle is 0. Positive values distort the node in a CW direction.
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*
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* @param skewX The X skew angle of the node in degrees.
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@ -414,10 +389,10 @@ public:
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* Changes the Y skew angle of the node in degrees.
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*
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* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew funciton.
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* while the second one uses the real skew function.
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*
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* This angle describes the shear distortion in the Y direction.
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* Thus, it is the angle between the X axis and the bottom edge of the shape
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* Thus, it is the angle between the X coordinate and the bottom edge of the shape
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* The default skewY angle is 0. Positive values distort the node in a CCW direction.
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*
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* @param skewY The Y skew angle of the node in degrees.
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@ -521,20 +496,20 @@ public:
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virtual float getRotation() const;
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/**
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* Sets the X, Y and Z axis rotation
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* Sets the rotation (X,Y,Z) in degrees.
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* Useful for 3d rotations
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*/
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virtual void setRotation3D(const Vertex3F& rotation);
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/**
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* returns the X, Y and Z axis rotation
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* returns the rotation (X,Y,Z) in degrees.
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*/
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virtual Vertex3F getRotation3D() const;
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/**
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* Sets the X rotation (angle) of the node in degrees which performs a horizontal rotational skew.
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*
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* The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew funciton.
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* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew function.
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*
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* 0 is the default rotation angle.
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* Positive values rotate node clockwise, and negative values for anti-clockwise.
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@ -557,8 +532,8 @@ public:
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/**
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* Sets the Y rotation (angle) of the node in degrees which performs a vertical rotational skew.
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*
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* The difference between setRotationalSkew() and setSkew() is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew funciton.
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* The difference between `setRotationalSkew()` and `setSkew()` is that the first one simulate Flash's skew functionality
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* while the second one uses the real skew function.
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*
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* 0 is the default rotation angle.
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* Positive values rotate node clockwise, and negative values for anti-clockwise.
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@ -590,7 +565,7 @@ public:
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*/
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void setOrderOfArrival(int orderOfArrival);
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/**
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* Returns the arrival order, indecates which children is added previously.
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* Returns the arrival order, indicates which children is added previously.
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*
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* @see `setOrderOfArrival(unsigned int)`
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*
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@ -617,7 +592,7 @@ public:
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* The default value is false, while in Layer and Scene are true
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*
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* @param ignore true if anchor point will be (0,0) when you position this node
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* @todo This method shoud be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"
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* @todo This method should be renamed as setIgnoreAnchorPointForPosition(bool) or something with "set"
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*/
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virtual void ignoreAnchorPointForPosition(bool ignore);
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/**
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@ -629,7 +604,7 @@ public:
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*/
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virtual bool isIgnoreAnchorPointForPosition() const;
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/// @} end of Setters & Getters for Graphic Peroperties
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/// @} end of Setters & Getters for Graphic Properties
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/// @{
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@ -658,8 +633,8 @@ public:
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* If the child is added to a 'running' node, then 'onEnter' and 'onEnterTransitionDidFinish' will be called immediately.
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*
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* @param child A child node
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* @param zOrder Z order for drawing priority. Please refer to setLocalZOrder(int)
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* @param tag A interger to identify the node easily. Please refer to setTag(int)
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* @param zOrder Z order for drawing priority. Please refer to `setLocalZOrder(int)`
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* @param tag An integer to identify the node easily. Please refer to `setTag(int)`
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*/
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virtual void addChild(Node* child, int localZOrder, int tag);
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/**
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@ -671,26 +646,15 @@ public:
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*/
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virtual Node * getChildByTag(int tag);
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/**
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* Return an array of children
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* Returns the array of the node's children
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*
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* Composing a "tree" structure is a very important feature of Node
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* Here's a sample code of traversing children array:
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@code
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Node* node = nullptr;
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CCARRAY_FOREACH(parent->getChildren(), node)
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{
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node->setPosition(0,0);
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}
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@endcode
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* This sample code traverses all children nodes, and set their position to (0,0)
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*
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* @return An array of children
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* @return the array the node's children
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*/
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virtual Vector<Node*>& getChildren() { return _children; }
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virtual const Vector<Node*>& getChildren() const { return _children; }
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/**
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* Get the amount of children.
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* Returns the amount of children
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*
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* @return The amount of children.
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*/
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|
@ -783,35 +747,7 @@ public:
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/**
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* Returns a tag that is used to identify the node easily.
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*
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* You can set tags to node then identify them easily.
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@code
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#define TAG_PLAYER 1
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#define TAG_MONSTER 2
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#define TAG_BOSS 3
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// set tags
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node1->setTag(TAG_PLAYER);
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node2->setTag(TAG_MONSTER);
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node3->setTag(TAG_BOSS);
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parent->addChild(node1);
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parent->addChild(node2);
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parent->addChild(node3);
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// identify by tags
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Node* node = nullptr;
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CCARRAY_FOREACH(parent->getChildren(), node)
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{
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switch(node->getTag())
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{
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case TAG_PLAYER:
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break;
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case TAG_MONSTER:
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break;
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case TAG_BOSS:
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break;
|
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}
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}
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@endcode
|
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*
|
||||
* @return A interger that identifies the node.
|
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* @return An integer that identifies the node.
|
||||
*/
|
||||
virtual int getTag() const;
|
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/**
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||||
|
@ -819,7 +755,7 @@ public:
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|||
*
|
||||
* Please refer to getTag for the sample code.
|
||||
*
|
||||
* @param tag A interger that indentifies the node.
|
||||
* @param tag A integer that identifies the node.
|
||||
*/
|
||||
virtual void setTag(int tag);
|
||||
|
||||
|
@ -873,8 +809,8 @@ public:
|
|||
*
|
||||
* Similar to UserData, but instead of holding a void* it holds an object.
|
||||
* The UserObject will be retained once in this method,
|
||||
* and the previous UserObject (if existed) will be relese.
|
||||
* The UserObject will be released in Node's destructure.
|
||||
* and the previous UserObject (if existed) will be released.
|
||||
* The UserObject will be released in Node's destructor.
|
||||
*
|
||||
* @param userObject A user assigned Object
|
||||
*/
|
||||
|
@ -888,7 +824,7 @@ public:
|
|||
/**
|
||||
* Return the shader program currently used for this node
|
||||
*
|
||||
* @return The shader program currelty used for this node
|
||||
* @return The shader program currently used for this node
|
||||
*/
|
||||
virtual GLProgram* getShaderProgram() { return _shaderProgram; }
|
||||
virtual const GLProgram* getShaderProgram() const { return _shaderProgram; }
|
||||
|
@ -902,16 +838,16 @@ public:
|
|||
node->setShaderProgram(ShaderCache::getInstance()->getProgram(GLProgram::SHADER_NAME_POSITION_TEXTURE_COLOR));
|
||||
@endcode
|
||||
*
|
||||
* @param shaderProgram The shader program which fetchs from ShaderCache.
|
||||
* @param shaderProgram The shader program
|
||||
*/
|
||||
virtual void setShaderProgram(GLProgram *shaderProgram);
|
||||
/// @} end of Shader Program
|
||||
|
||||
|
||||
/**
|
||||
* Returns whether or not the node accepts event callbacks.
|
||||
* Returns whether or not the node is "running".
|
||||
*
|
||||
* Running means the node accept event callbacks like onEnter(), onExit(), update()
|
||||
* If the node is running it will accept event callbacks like onEnter(), onExit(), update()
|
||||
*
|
||||
* @return Whether or not the node is running.
|
||||
*/
|
||||
|
@ -1000,13 +936,9 @@ public:
|
|||
virtual Scene* getScene();
|
||||
|
||||
/**
|
||||
* Returns a "local" axis aligned bounding box of the node.
|
||||
* The returned box is relative only to its parent.
|
||||
* Returns an AABB (axis-aligned bounding-box) in its parent's coordinate system.
|
||||
*
|
||||
* @note This method returns a temporaty variable, so it can't returns const Rect&
|
||||
* @todo Rename to `getBoundingBox()` in the future versions.
|
||||
*
|
||||
* @return A "local" axis aligned boudning box of the node.
|
||||
* @return An AABB (axis-aligned bounding-box) in its parent's coordinate system
|
||||
*/
|
||||
virtual Rect getBoundingBox() const;
|
||||
|
||||
|
|
|
@ -63,21 +63,19 @@ struct transformValues_;
|
|||
*
|
||||
* Sprite can be created with an image, or with a sub-rectangle of an image.
|
||||
*
|
||||
* If the parent or any of its ancestors is a SpriteBatchNode then the following features/limitations are valid
|
||||
* - Features when the parent is a BatchNode:
|
||||
* - MUCH faster rendering, specially if the SpriteBatchNode has many children. All the children will be drawn in a single batch.
|
||||
* To optimize the Sprite rendering, please follow the following best practices:
|
||||
*
|
||||
* - Limitations
|
||||
* - Camera is not supported yet (eg: OrbitCamera action doesn't work)
|
||||
* - GridBase actions are not supported (eg: Lens, Ripple, Twirl)
|
||||
* - The Alias/Antialias property belongs to SpriteBatchNode, so you can't individually set the aliased property.
|
||||
* - The Blending function property belongs to SpriteBatchNode, so you can't individually set the blending function property.
|
||||
* - Parallax scroller is not supported, but can be simulated with a "proxy" sprite.
|
||||
* - Put all your sprites in the same spritesheet (http://www.codeandweb.com/what-is-a-sprite-sheet)
|
||||
* - Use the same blending function for all your sprites
|
||||
* - ...and the Renderer will automatically "batch" your sprites (will draw all of them in one OpenGL call).
|
||||
*
|
||||
* If the parent is an standard Node, then Sprite behaves like any other Node:
|
||||
* - It supports blending functions
|
||||
* - It supports aliasing / antialiasing
|
||||
* - But the rendering will be slower: 1 draw per children.
|
||||
* To gain an additional 5% ~ 10% more in the rendering, you can parent your sprites into a `SpriteBatchNode`.
|
||||
* But doing so carries the following limitations:
|
||||
*
|
||||
* - The Alias/Antialias property belongs to `SpriteBatchNode`, so you can't individually set the aliased property.
|
||||
* - The Blending function property belongs to `SpriteBatchNode`, so you can't individually set the blending function property.
|
||||
* - `ParallaxNode` is not supported, but can be simulated with a "proxy" sprite.
|
||||
* - Sprites can only have other Sprites (or subclasses of Sprite) as children.
|
||||
*
|
||||
* The default anchorPoint in Sprite is (0.5, 0.5).
|
||||
*/
|
||||
|
@ -93,7 +91,7 @@ public:
|
|||
/**
|
||||
* Creates an empty sprite without texture. You can call setTexture method subsequently.
|
||||
*
|
||||
* @return An empty sprite object that is marked as autoreleased.
|
||||
* @return An autoreleased sprite object.
|
||||
*/
|
||||
static Sprite* create();
|
||||
|
||||
|
@ -103,26 +101,27 @@ public:
|
|||
* After creation, the rect of sprite will be the size of the image,
|
||||
* and the offset will be (0,0).
|
||||
*
|
||||
* @param filename The string which indicates a path to image file, e.g., "scene1/monster.png".
|
||||
* @return A valid sprite object that is marked as autoreleased.
|
||||
* @param filename A path to image file, e.g., "scene1/monster.png"
|
||||
* @return An autoreleased sprite object.
|
||||
*/
|
||||
static Sprite* create(const std::string& filename);
|
||||
|
||||
/**
|
||||
* Creates a sprite with an image filename and a rect.
|
||||
*
|
||||
* @param filename The string wich indicates a path to image file, e.g., "scene1/monster.png"
|
||||
* @param rect Only the contents inside rect of filename's texture will be applied for this sprite.
|
||||
* @return A valid sprite object that is marked as autoreleased.
|
||||
* @param filename A path to image file, e.g., "scene1/monster.png"
|
||||
* @param rect A subrect of the image file
|
||||
* @return An autoreleased sprite object
|
||||
*/
|
||||
static Sprite* create(const std::string& filename, const Rect& rect);
|
||||
|
||||
/**
|
||||
* Creates a sprite with an exsiting texture contained in a Texture2D object
|
||||
* Creates a sprite with a Texture2D object.
|
||||
*
|
||||
* After creation, the rect will be the size of the texture, and the offset will be (0,0).
|
||||
*
|
||||
* @param texture A pointer to a Texture2D object.
|
||||
* @return A valid sprite object that is marked as autoreleased.
|
||||
* @return An autoreleased sprite object
|
||||
*/
|
||||
static Sprite* createWithTexture(Texture2D *texture);
|
||||
|
||||
|
@ -135,17 +134,17 @@ public:
|
|||
* You can use a Texture2D object for many sprites.
|
||||
* @param rect Only the contents inside the rect of this texture will be applied for this sprite.
|
||||
* @param rotated Whether or not the rect is rotated
|
||||
* @return A valid sprite object that is marked as autoreleased.
|
||||
* @return An autoreleased sprite object
|
||||
*/
|
||||
static Sprite* createWithTexture(Texture2D *texture, const Rect& rect, bool rotated=false);
|
||||
|
||||
/**
|
||||
* Creates a sprite with an sprite frame.
|
||||
*
|
||||
* @param pSpriteFrame A sprite frame which involves a texture and a rect
|
||||
* @return A valid sprite object that is marked as autoreleased.
|
||||
* @param spriteFrame A sprite frame which involves a texture and a rect
|
||||
* @return An autoreleased sprite object
|
||||
*/
|
||||
static Sprite* createWithSpriteFrame(SpriteFrame *pSpriteFrame);
|
||||
static Sprite* createWithSpriteFrame(SpriteFrame *spriteFrame);
|
||||
|
||||
/**
|
||||
* Creates a sprite with an sprite frame name.
|
||||
|
@ -154,7 +153,7 @@ public:
|
|||
* If the SpriteFrame doesn't exist it will raise an exception.
|
||||
*
|
||||
* @param spriteFrameName A null terminated string which indicates the sprite frame name.
|
||||
* @return A valid sprite object that is marked as autoreleased.
|
||||
* @return An autoreleased sprite object
|
||||
*/
|
||||
static Sprite* createWithSpriteFrameName(const std::string& spriteFrameName);
|
||||
|
||||
|
|
|
@ -31,7 +31,7 @@ NS_CC_BEGIN
|
|||
|
||||
const char* cocos2dVersion()
|
||||
{
|
||||
return "3.0-beta2";
|
||||
return "3.0-rc0";
|
||||
}
|
||||
|
||||
NS_CC_END
|
||||
|
|
|
@ -34,6 +34,7 @@ NS_CC_BEGIN
|
|||
|
||||
#define CC_NO_TEXTURE 0
|
||||
|
||||
/** Command used to render one or more Quads */
|
||||
class QuadCommand : public RenderCommand
|
||||
{
|
||||
public:
|
||||
|
@ -41,7 +42,9 @@ public:
|
|||
QuadCommand();
|
||||
~QuadCommand();
|
||||
|
||||
void init(float depth, GLuint texutreID, GLProgram* shader, BlendFunc blendType, V3F_C4B_T2F_Quad* quads, ssize_t quadCount,
|
||||
/** Initializes the command with a globalZOrder, a texture ID, a `GLProgram`, a blending function, a pointer to quads,
|
||||
* quantity of quads, and the Model View transform to be used for the quads */
|
||||
void init(float globalOrder, GLuint texutreID, GLProgram* shader, BlendFunc blendType, V3F_C4B_T2F_Quad* quads, ssize_t quadCount,
|
||||
const kmMat4& mv);
|
||||
|
||||
void useMaterial() const;
|
||||
|
@ -71,7 +74,6 @@ protected:
|
|||
GLuint _textureID;
|
||||
|
||||
GLProgram* _shader;
|
||||
// GLuint _shaderID;
|
||||
|
||||
BlendFunc _blendType;
|
||||
|
||||
|
|
|
@ -33,8 +33,9 @@
|
|||
|
||||
NS_CC_BEGIN
|
||||
|
||||
/** Base class of the RenderCommand hierarchy.
|
||||
The Renderer knows how to render RenderCommands.
|
||||
/** Base class of the `RenderCommand` hierarchy.
|
||||
*
|
||||
The `Renderer` knows how to render `RenderCommands` objects.
|
||||
*/
|
||||
class RenderCommand
|
||||
{
|
||||
|
|
|
@ -38,11 +38,10 @@ NS_CC_BEGIN
|
|||
class EventListenerCustom;
|
||||
class QuadCommand;
|
||||
|
||||
/** Class that knows how to sort the Commands.
|
||||
Since the commands that have z==0 are "pushed back" in
|
||||
the correct order, the only Commands that need to be sorted,
|
||||
are the ones that have z <0 and z >0.
|
||||
And that is what this class does.
|
||||
/** Class that knows how to sort `RenderCommand` objects.
|
||||
Since the commands that have `z == 0` are "pushed back" in
|
||||
the correct order, the only `RenderCommand` objects that need to be sorted,
|
||||
are the ones that have `z < 0` and `z > 0`.
|
||||
*/
|
||||
class RenderQueue {
|
||||
|
||||
|
@ -65,7 +64,9 @@ struct RenderStackElement
|
|||
ssize_t currentIndex;
|
||||
};
|
||||
|
||||
/* Class reponsible for the rendering in cocos2d
|
||||
/* Class responsible for the rendering in.
|
||||
|
||||
Whenever possible prefer to use `QuadCommand` objects since the renderer will automatically batch them.
|
||||
*/
|
||||
class Renderer
|
||||
{
|
||||
|
@ -79,13 +80,22 @@ public:
|
|||
//TODO manage GLView inside Render itself
|
||||
void initGLView();
|
||||
|
||||
//TODO support multiple viewport
|
||||
/** Adds a `RenderComamnd` into the renderer */
|
||||
void addCommand(RenderCommand* command);
|
||||
|
||||
/** Adds a `RenderComamnd` into the renderer specifying a particular render queue ID */
|
||||
void addCommand(RenderCommand* command, int renderQueue);
|
||||
|
||||
/** Pushes a group into the render queue */
|
||||
void pushGroup(int renderQueueID);
|
||||
|
||||
/** Pops a group from the render queue */
|
||||
void popGroup();
|
||||
|
||||
/** Creates a render queue and returns its Id */
|
||||
int createRenderQueue();
|
||||
|
||||
/** Renders into the GLView all the queued `RenderCommand` objects */
|
||||
void render();
|
||||
|
||||
/* returns the number of drawn batches in the last frame */
|
||||
|
|
|
@ -5,8 +5,8 @@
|
|||
|
||||
@section sec1 About cocos2d-x
|
||||
cocos2d-x open source project is designed to be a cross-platform 2D game engine for building 2D games, demos and other graphical/interactive mobile applications.
|
||||
It runs on OpenGL ES 1.1, and is written in C++ language, provides C++ API.\n
|
||||
This project is based on the famous <A HREF="http://www.cocos2d-iphone.org">"cocos2d-iphone"</A> project, and will keep pace with it. \n
|
||||
It runs on top of OpenGL 2.0 and OpenGL ES 2.0 and is written in C++.\n
|
||||
This project is based on the famous <A HREF="http://www.cocos2d-iphone.org">"cocos2d-iphone"</A> project.\n
|
||||
|
||||
- website: http://www.cocos2d-x.org/
|
||||
- forum: http://forum.cocos2d-x.org/
|
||||
|
@ -17,7 +17,7 @@ This project is based on the famous <A HREF="http://www.cocos2d-iphone.org">"coc
|
|||
|
||||
- <A HREF="http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Tutorials">Tutorials of Cocos2dxSimpleGame</A>
|
||||
- <A HREF="http://www.cocos2d-x.org/projects/cocos2d-x/wiki/Installation_and_First_run">Installation and First run</A>
|
||||
- <A HREF="http://www.cocos2d-x.org/boards/6/topics/567">DEVELOP FAQ</A>
|
||||
- <A HREF="http://www.cocos2d-x.org/boards/6/topics/567">FAQ</A>
|
||||
|
||||
\n
|
||||
|
||||
|
@ -46,11 +46,11 @@ THE SOFTWARE. \n
|
|||
@section sec3 Get the source code
|
||||
- Stable version: \n
|
||||
- publish at http://download.cocos2d-x.org/
|
||||
- Last code: \n
|
||||
- Latest code: \n
|
||||
- http://github.com/cocos2d/cocos2d-x/
|
||||
|
||||
@section sec4 How to contribute
|
||||
- Fork our repository on github, commit your changes, and send a "pull request" to us. We will merge your contribution to master
|
||||
- Any suggestion, bug fix, improvment will be appreciated.
|
||||
- Suggestion, bug fixes, and improvements are highly appreciated.
|
||||
|
||||
*/
|
Loading…
Reference in New Issue