Merge pull request #10206 from sergeant-wizard/specify_default_capacity_for_sprite_batch_node

Specify default capacity for sprite batch node
This commit is contained in:
minggo 2015-02-12 17:58:59 +08:00
commit 8716164a5d
2 changed files with 8 additions and 8 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

@ -67,12 +67,12 @@ class CC_DLL SpriteBatchNode : public Node, public TextureProtocol
public: public:
/** creates a SpriteBatchNode with a texture2d and capacity of children. /** creates 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 runs out of space.
*/ */
static SpriteBatchNode* createWithTexture(Texture2D* tex, ssize_t capacity = DEFAULT_CAPACITY); static SpriteBatchNode* createWithTexture(Texture2D* tex, ssize_t capacity = DEFAULT_CAPACITY);
/** creates a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children. /** creates a SpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) 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 runs out of space.
The file will be loaded using the TextureMgr. The file will be loaded using the TextureMgr.
*/ */
static SpriteBatchNode* create(const std::string& fileImage, ssize_t capacity = DEFAULT_CAPACITY); static SpriteBatchNode* create(const std::string& fileImage, ssize_t capacity = DEFAULT_CAPACITY);
@ -168,16 +168,16 @@ CC_CONSTRUCTOR_ACCESS:
virtual ~SpriteBatchNode(); virtual ~SpriteBatchNode();
/** 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 runs 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 runs 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: