This commit is contained in:
Walzer 2010-09-29 08:33:52 +00:00
parent f1c48be489
commit 8633fa5d9e
6 changed files with 29 additions and 15 deletions

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@ -33,6 +33,7 @@ THE SOFTWARE.
namespace cocos2d {
struct _hashElement;
/**
@brief CCActionManager is a singleton that manages all the actions.
Normally you won't need to use this singleton directly. 99% of the cases you will use the CCNode interface,
@ -44,7 +45,6 @@ namespace cocos2d {
@since v0.8
*/
struct _hashElement;
class CCX_DLL CCActionManager : public NSObject, public SelectorProtocol
{
public:

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@ -98,7 +98,6 @@ namespace cocos2d {
@since v0.8.1
*/
class CCX_DLL CCTMXTiledMap : public CCNode
{
/** the map's size property measured in tiles */

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@ -28,8 +28,10 @@ THE SOFTWARE.
#include "CGGeometry.h"
#include "Cocos2dDefine.h"
namespace cocos2d {
class CCTMXObjectGroup;
/*
/** @file
* Internal TMX parser
*
* IMPORTANT: These classed should not be documented using doxygen strings
@ -52,7 +54,7 @@ namespace cocos2d {
TMXPropertyTile
};
/* @brief CCTMXLayerInfo contains the information about the layers like:
/** @brief CCTMXLayerInfo contains the information about the layers like:
- Layer name
- Layer size
- Layer opacity at creation time (it can be modified at runtime)
@ -78,7 +80,7 @@ namespace cocos2d {
virtual ~CCTMXLayerInfo();
};
/* @brief CCTMXTilesetInfo contains the information about the tilesets like:
/** @brief CCTMXTilesetInfo contains the information about the tilesets like:
- Tileset name
- Tilset spacing
- Tileset margin
@ -105,7 +107,8 @@ namespace cocos2d {
virtual ~CCTMXTilesetInfo();
CGRect rectForGID(unsigned int gid);
};
/* @brief CCTMXMapInfo contains the information about the map like:
/** @brief CCTMXMapInfo contains the information about the map like:
- Map orientation (hexagonal, isometric or orthogonal)
- Tile size
- Map size
@ -118,7 +121,6 @@ namespace cocos2d {
This information is obtained from the TMX file.
*/
class CCTMXObjectGroup;
class CCX_DLL CCTMXMapInfo : public NSObject
{
public:

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@ -30,6 +30,7 @@ namespace cocos2d {
typedef std::map<std::string, int> StringToIntegerDictionary;
typedef std::pair<std::string, int> StringToIntegerPair;
struct sImageTGA;
/** @brief CCTileMapAtlas is a subclass of CCAtlasNode.
It knows how to render a map based of tiles.
@ -45,7 +46,6 @@ namespace cocos2d {
You SHOULD not use this class.
Instead, use the newer TMX file format: CCTMXTiledMap
*/
struct sImageTGA;
class CCX_DLL CCTileMapAtlas : public CCAtlasNode
{
/** TileMap info */

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@ -65,8 +65,21 @@ public:
virtual void ccTouchesEnded(NSSet *pTouches, UIEvent *pEvent) {}
virtual void ccTouchesCancelled(NSSet *pTouches, UIEvent *pEvent) {}
};
class CCX_DLL CCTargetedTouchDelegate : public CCTouchDelegate
/**
@brief
Using this type of delegate results in two benefits:
- 1. You don't need to deal with NSSets, 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 CCX_DLL CCTargetedTouchDelegate : public CCTouchDelegate
{
public:
CCTargetedTouchDelegate() { m_eTouchDelegateType = ccTouchDelegateTargetedBit; }
@ -81,10 +94,10 @@ class CCX_DLL CCTargetedTouchDelegate : public CCTouchDelegate
virtual void ccTouchCancelled(CCTouch *pTouch, UIEvent *pEvent) {}
};
/** @brief CCStandardTouchDelegate.
This type of delegate is the same one used by CocoaTouch. You will receive all the events (Began,Moved,Ended,Cancelled).
@since v0.8
*/
/** @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 CCX_DLL CCStandardTouchDelegate : public CCTouchDelegate
{
public:

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@ -415,11 +415,11 @@ public:
virtual void onExit();
};
class CCRenderTexture;
/**
@brief CCCrossFadeTransition:
Cross fades two scenes using the CCRenderTexture object.
*/
class CCRenderTexture;
class CCX_DLL CCCrossFadeTransition : public CCTransitionScene
{
public :