mirror of https://github.com/axmolengine/axmol.git
This commit is contained in:
parent
d7e1a264ea
commit
9f825a19ac
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@ -0,0 +1,33 @@
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/****************************************************************************
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||||
Copyright (c) 2010 cocos2d-x.org
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||||
|
||||
http://www.cocos2d-x.org
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
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||||
****************************************************************************/
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#ifndef __CCATLAS_NODE_H__
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#define __CCATLAS_NODE_H__
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#endif // __CCATLAS_NODE_H__
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@ -0,0 +1,507 @@
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/****************************************************************************
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||||
Copyright (c) 2010 cocos2d-x.org
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||||
|
||||
http://www.cocos2d-x.org
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
of this software and associated documentation files (the "Software"), to deal
|
||||
in the Software without restriction, including without limitation the rights
|
||||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
copies of the Software, and to permit persons to whom the Software is
|
||||
furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in
|
||||
all copies or substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
||||
THE SOFTWARE.
|
||||
****************************************************************************/
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#include <GLES/gl.h>
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//#include "CCAction.h"
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//#include "ccTypes.h"
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//#include "CCTexture2D.h"
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//#include "CCProtocols.h"
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//#include "ccConfig.h"
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//#include "Support/CCArray.h"
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#include "Cocos2dTypes.h"
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//#include "cocoa/CGGeometry.h"
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#include "CCCamera.h"
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#include "Cocos2dDefine.h"
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||||
|
||||
enum {
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||||
kCCNodeTagInvalid = -1,
|
||||
};
|
||||
|
||||
/** CCNode is the main element. Anything thats gets drawn or contains things that get drawn is a CCNode.
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||||
The most popular CCNodes are: CCScene, CCLayer, CCSprite, CCMenu.
|
||||
|
||||
The main features of a CCNode are:
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- They can contain other CCNode nodes (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 CCNode nodes provide extra functionality for them or their children.
|
||||
|
||||
Subclassing a CCNode usually means (one/all) of:
|
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- overriding init to initialize resources and schedule callbacks
|
||||
- create callbacks to handle the advancement of time
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||||
- overriding draw to render the node
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||||
|
||||
Features of CCNode:
|
||||
- position
|
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- scale (x, y)
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||||
- rotation (in degrees, clockwise)
|
||||
- CCCamera (an interface to gluLookAt )
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||||
- CCGridBase (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:
|
||||
- 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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||||
|
||||
Limitations:
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- A CCNode is a "void" object. It doesn't have a texture
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||||
|
||||
Order in transformations with grid disabled
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||||
-# The node will be translated (position)
|
||||
-# The node will be rotated (rotation)
|
||||
-# The node will be scaled (scale)
|
||||
-# The node will be moved according to the camera values (camera)
|
||||
|
||||
Order in transformations with grid enabled
|
||||
-# The node will be translated (position)
|
||||
-# The node will be rotated (rotation)
|
||||
-# The node will be scaled (scale)
|
||||
-# The grid will capture the screen
|
||||
-# The node will be moved according to the camera values (camera)
|
||||
-# The grid will render the captured screen
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||||
|
||||
Camera:
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||||
- Each node has a camera. By default it points to the center of the CCNode.
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||||
*/
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||||
|
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class CCNode{
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|
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protected:
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|
||||
// rotation angle
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//float m_fRotation;
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|
||||
// scaling factors
|
||||
//float m_fScaleX, m_fScaleY;
|
||||
|
||||
// position of the node
|
||||
//CGPoint m_tPosition;
|
||||
|
||||
// is visible
|
||||
//BOOL m_bVisible;
|
||||
|
||||
// anchor point in pixels
|
||||
//CGPoint m_tAnchorPointInPixels;
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|
||||
// anchor point normalized
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//CGPoint m_tAnchorPoint;
|
||||
|
||||
// If YES the transformtions will be relative to (-transform.x, -transform.y).
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||||
// Sprites, Labels and any other "small" object uses it.
|
||||
// Scenes, Layers and other "whole screen" object don't use it.
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||||
//BOOL m_bIsRelativeAnchorPoint;
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||||
|
||||
// untransformed size of the node
|
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//CGSize m_tContentSize;
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|
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// transform
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||||
//CGAffineTransform m_tTransform, m_tInverse;
|
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#ifdef CC_NODE_TRANSFORM_USING_AFFINE_MATRIX
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GLfloat m_pTransformGL[16];
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#endif
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||||
|
||||
// openGL real Z vertex
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||||
//float m_fVertexZ;
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|
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// a Camera
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||||
//CCCamera * m_pCamera;
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||||
|
||||
// a Grid
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||||
//CCGridBase * m_pGrid;
|
||||
|
||||
// z-order value
|
||||
//int m_iZOrder;
|
||||
|
||||
// array of children
|
||||
//CCArray * m_pChildren;
|
||||
|
||||
// weakref to parent
|
||||
//CCNode * m_pParent;
|
||||
|
||||
// a tag. any number you want to assign to the node
|
||||
//int m_iTag;
|
||||
|
||||
// user data field
|
||||
//void *m_pUserData;
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||||
|
||||
// Is running
|
||||
//BOOL m_bIsRunning;
|
||||
|
||||
// To reduce memory, place BOOLs that are not properties here:
|
||||
BOOL m_bIsTransformDirty;
|
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BOOL m_bIsInverseDirty;
|
||||
|
||||
//#if CC_NODE_TRANSFORM_USING_AFFINE_MATRIX
|
||||
// BOOL m_bIsTransformGLDirty;
|
||||
//#endif
|
||||
|
||||
// variable property
|
||||
|
||||
/** The z order of the node relative to it's "brothers": children of the same parent */
|
||||
DECLARE_VAR_READONLY_INLINE(int, m_iZOrder, ZOrder)
|
||||
|
||||
/** The real openGL Z vertex.
|
||||
Differences between openGL Z vertex and cocos2d Z order:
|
||||
- OpenGL Z modifies the Z vertex, and not the Z order in the relation between parent-children
|
||||
- OpenGL Z might require to set 2D projection
|
||||
- cocos2d Z order works OK if all the nodes uses the same openGL Z vertex. eg: vertexZ = 0
|
||||
@warning: Use it at your own risk since it might break the cocos2d parent-children z order
|
||||
@since v0.8
|
||||
*/
|
||||
DECLARE_VAR_READWRITE_INLINE(FLOAT, m_fVertexZ, VertexZ)
|
||||
|
||||
/** The rotation (angle) of the node in degrees. 0 is the default rotation angle. Positive values rotate node CW. */
|
||||
DECLARE_VAR_READWRITE_INLINE(FLOAT, m_fRotation, Rotation)
|
||||
|
||||
/** The scale factor of the node. 1.0 is the default scale factor. It modifies the X and Y scale at the same time. */
|
||||
DECLARE_VAR_READWRITE_INLINE(FLOAT, m_fScale, Scale)
|
||||
|
||||
/** The scale factor of the node. 1.0 is the default scale factor. It only modifies the X scale factor. */
|
||||
DECLARE_VAR_READWRITE_INLINE(FLOAT, m_fScaleX, ScaleX)
|
||||
|
||||
/** The scale factor of the node. 1.0 is the default scale factor. It only modifies the Y scale factor. */
|
||||
DECLARE_VAR_READWRITE_INLINE(FLOAT, m_fScaleY, ScaleY)
|
||||
|
||||
/** Position (x,y) of the node in OpenGL coordinates. (0,0) is the left-bottom corner. */
|
||||
DECLARE_VAR_READWRITE_INLINE(CGPoint, m_tPosition, Position)
|
||||
|
||||
/** A CCCamera object that lets you move the node using a gluLookAt
|
||||
*/
|
||||
|
||||
/// @todo CCArray isn't implemented.
|
||||
DECLARE_VAR_READONLY_INLINE(CCArray *, m_pChildren, Children)
|
||||
|
||||
DECLARE_VAR_READONLY_INLINE(CCCamera *, m_pCamera, Camera)
|
||||
|
||||
/** A CCGrid object that is used when applying effects */
|
||||
DECLARE_VAR_READWRITE_INLINE(CCGridBase*, m_pGrid, Grid)
|
||||
|
||||
/** Whether of not the node is visible. Default is YES */
|
||||
DECLARE_VAR_READWRITE_INLINE(BOOL, m_bVisible, Visible)
|
||||
|
||||
/** anchorPoint is the point around which all transformations and positioning manipulations take place.
|
||||
It's like a pin in the node where it is "attached" to its parent.
|
||||
The anchorPoint is normalized, like a percentage. (0,0) means the bottom-left corner and (1,1) means the top-right corner.
|
||||
But you can use values higher than (1,1) and lower than (0,0) too.
|
||||
The default anchorPoint is (0.5,0.5), so it starts in the center of the node.
|
||||
@since v0.8
|
||||
*/
|
||||
DECLARE_VAR_READWRITE_INLINE(CGPoint, m_tAnchorPoint, AuthorPoint)
|
||||
|
||||
/** The anchorPoint in absolute pixels.
|
||||
Since v0.8 you can only read it. If you wish to modify it, use anchorPoint instead
|
||||
*/
|
||||
DECLARE_VAR_READWRITE_INLINE(CGPoint, m_tAnchorPointInPixels, AnchorPointInPixels)
|
||||
|
||||
/** The untransformed size of the node.
|
||||
The contentSize remains the same no matter the node is scaled or rotated.
|
||||
All nodes has a size. Layer and Scene has the same size of the screen.
|
||||
@since v0.8
|
||||
*/
|
||||
DECLARE_VAR_READWRITE_INLINE(CGSize, m_tContentSize, ContentSize)
|
||||
|
||||
/** whether or not the node is running */
|
||||
DECLARE_VAR_READONLY_INLINE(BOOL, m_bIsRunning, IsRunning)
|
||||
|
||||
/** A weak reference to the parent */
|
||||
DECLARE_VAR_READWRITE_INLINE(CCNode *, m_pParent, Parent)
|
||||
|
||||
/** If YES the transformtions will be relative to it's anchor point.
|
||||
* Sprites, Labels and any other sizeble object use it have it enabled by default.
|
||||
* Scenes, Layers and other "whole screen" object don't use it, have it disabled by default.
|
||||
*/
|
||||
DECLARE_VAR_READWRITE_INLINE(BOOL, m_bIsRelativeAnchorPoint, IsRelativeAnchorPoint)
|
||||
|
||||
/** A tag used to identify the node easily */
|
||||
DECLARE_VAR_READWRITE_INLINE(int, m_iTag, Tag)
|
||||
|
||||
/** A custom user data pointer */
|
||||
DECLARE_VAR_READWRITE_INLINE(void *, m_pUserData, UserData)
|
||||
|
||||
public:
|
||||
|
||||
CCNode();
|
||||
|
||||
~CCNode();
|
||||
|
||||
/** initializes the node */
|
||||
void init(void);
|
||||
|
||||
/** allocates and initializes a node.
|
||||
The node will be created as "autorelease".
|
||||
*/
|
||||
void* node(void);
|
||||
|
||||
// composition: ADD
|
||||
|
||||
/** Adds a child to the container with z-order as 0.
|
||||
It returns self, so you can chain several addChilds.
|
||||
@since v0.7.1
|
||||
*/
|
||||
void * addChild(CCNode* node);
|
||||
|
||||
/** Adds a child to the container with a z-order
|
||||
It returns self, so you can chain several addChilds.
|
||||
@since v0.7.1
|
||||
*/
|
||||
void * addChild(CCNode* node, int zOrder);
|
||||
|
||||
/** Adds a child to the container with z order and tag
|
||||
It returns self, so you can chain several addChilds.
|
||||
@since v0.7.1
|
||||
*/
|
||||
void * addChild(CCNode* node, int zOrder, int tag);
|
||||
|
||||
// composition: REMOVE
|
||||
|
||||
/** Remove itself from its parent node. If cleanup is YES, then also remove all actions and callbacks.
|
||||
If the node orphan, then nothing happens.
|
||||
@since v0.99.3
|
||||
*/
|
||||
void removeFromParentAndCleanup(BOOL cleanup);
|
||||
|
||||
/** Removes a child from the container. It will also cleanup all running actions depending on the cleanup parameter.
|
||||
@since v0.7.1
|
||||
*/
|
||||
void removeChild(CCNode* node, BOOL cleanup);
|
||||
|
||||
/** Removes a child from the container by tag value. It will also cleanup all running actions depending on the cleanup parameter
|
||||
@since v0.7.1
|
||||
*/
|
||||
void removeChildByTag(int tag, BOOL cleanup);
|
||||
|
||||
/** Removes all children from the container and do a cleanup all running actions depending on the cleanup parameter.
|
||||
@since v0.7.1
|
||||
*/
|
||||
void removeAllChildrenWithCleanup(BOOL cleanup);
|
||||
|
||||
// composition: GET
|
||||
/** Gets a child from the container given its tag
|
||||
@return returns a CCNode object
|
||||
@since v0.7.1
|
||||
*/
|
||||
CCNode* getChildByTag(int tag);
|
||||
|
||||
/** Reorders a child according to a new z value.
|
||||
* The child MUST be already added.
|
||||
*/
|
||||
void reorderChild(CCNode * child, int zOrder);
|
||||
|
||||
/** Stops all running actions and schedulers
|
||||
@since v0.8
|
||||
*/
|
||||
void cleanup(void);
|
||||
|
||||
// draw
|
||||
|
||||
/** Override this method to draw your own node.
|
||||
The following GL states will be enabled by default:
|
||||
- glEnableClientState(GL_VERTEX_ARRAY);
|
||||
- glEnableClientState(GL_COLOR_ARRAY);
|
||||
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
- glEnable(GL_TEXTURE_2D);
|
||||
|
||||
AND YOU SHOULD NOT DISABLE THEM AFTER DRAWING YOUR NODE
|
||||
|
||||
But if you enable any other GL state, you should disable it after drawing your node.
|
||||
*/
|
||||
void draw(void);
|
||||
/** recursive method that visit its children and draw them */
|
||||
void visit(void);
|
||||
|
||||
// transformations
|
||||
|
||||
/** performs OpenGL view-matrix transformation based on position, scale, rotation and other attributes. */
|
||||
void transform(void);
|
||||
|
||||
/** performs OpenGL view-matrix transformation of it's ancestors.
|
||||
Generally the ancestors are already transformed, but in certain cases (eg: attaching a FBO)
|
||||
it's necessary to transform the ancestors again.
|
||||
@since v0.7.2
|
||||
*/
|
||||
void transformAncestors(void);
|
||||
|
||||
/** returns a "local" axis aligned bounding box of the node.
|
||||
The returned box is relative only to its parent.
|
||||
|
||||
@since v0.8.2
|
||||
*/
|
||||
CGRect boundingBox(void);
|
||||
|
||||
// actions
|
||||
|
||||
/** Executes an action, and returns the action that is executed.
|
||||
The node becomes the action's target.
|
||||
@warning Starting from v0.8 actions don't retain their target anymore.
|
||||
@since v0.7.1
|
||||
@return An Action pointer
|
||||
*/
|
||||
//CCAction* runAction(CCAction* action);
|
||||
|
||||
/** Removes all actions from the running action list */
|
||||
void stopAllActions(void);
|
||||
|
||||
/** Removes an action from the running action list */
|
||||
//void stopAction(CCAction* action);
|
||||
|
||||
/** Removes an action from the running action list given its tag
|
||||
@since v0.7.1
|
||||
*/
|
||||
void stopActionByTag(int tag);
|
||||
|
||||
/** Gets an action from the running action list given its tag
|
||||
@since v0.7.1
|
||||
@return the Action the with the given tag
|
||||
*/
|
||||
//CCAction* getActionByTag(int tag);
|
||||
|
||||
/** Returns the numbers of actions that are running plus the ones that are schedule to run (actions in actionsToAdd and actions arrays).
|
||||
* Composable actions are counted as 1 action. Example:
|
||||
* If you are running 1 Sequence of 7 actions, it will return 1.
|
||||
* If you are running 7 Sequences of 2 actions, it will return 7.
|
||||
*/
|
||||
int numberOfRunningActions(void);
|
||||
|
||||
|
||||
// timers
|
||||
|
||||
/** check whether a selector is scheduled. */
|
||||
//BOOL isScheduled(SEL selector);
|
||||
|
||||
/** schedules the "update" method. It will use the order number 0. This method will be called every frame.
|
||||
Scheduled methods with a lower order value will be called before the ones that have a higher order value.
|
||||
Only one "udpate" method could be scheduled per node.
|
||||
|
||||
@since v0.99.3
|
||||
*/
|
||||
void scheduleUpdate(void);
|
||||
|
||||
/** schedules the "update" selector with a custom priority. This selector will be called every frame.
|
||||
Scheduled selectors with a lower priority will be called before the ones that have a higher value.
|
||||
Only one "udpate" selector could be scheduled per node (You can't have 2 'update' selectors).
|
||||
|
||||
@since v0.99.3
|
||||
*/
|
||||
void scheduleUpdateWithPriority(int priority);
|
||||
|
||||
/* unschedules the "update" method.
|
||||
|
||||
@since v0.99.3
|
||||
*/
|
||||
void unscheduleUpdate(void);
|
||||
|
||||
/** schedules a selector.
|
||||
The scheduled selector will be ticked every frame
|
||||
*/
|
||||
//void schedule(SEL selector);
|
||||
|
||||
/** schedules a custom selector with an interval time in seconds.
|
||||
If time is 0 it will be ticked every frame.
|
||||
If tiem is 0, it is recommended to use 'scheduleUpdate' instead.
|
||||
*/
|
||||
//void schedule(SEL selector, ccTime seconds);
|
||||
|
||||
/** unschedules a custom selector.*/
|
||||
//void unschedule(SEL selector);
|
||||
|
||||
/** unschedule all scheduled selectors: custom selectors, and the 'update' selector.
|
||||
Actions are not affected by this method.
|
||||
@since v0.99.3
|
||||
*/
|
||||
void unscheduleAllSelectors(void);
|
||||
|
||||
/** resumes all scheduled selectors and actions.
|
||||
Called internally by onEnter
|
||||
*/
|
||||
void resumeSchedulerAndActions(void);
|
||||
/** pauses all scheduled selectors and actions.
|
||||
Called internally by onExit
|
||||
*/
|
||||
void pauseSchedulerAndActions(void);
|
||||
|
||||
|
||||
// transformation methods
|
||||
|
||||
/** Returns the local affine transform matrix
|
||||
@since v0.7.1
|
||||
*/
|
||||
//CGAffineTransform nodeToParentTransform(void);
|
||||
|
||||
/** Returns the inverse local affine transform matrix
|
||||
@since v0.7.1
|
||||
*/
|
||||
//CGAffineTransform parentToNodeTransform(void);
|
||||
|
||||
/** Retrusn the world affine transform matrix
|
||||
@since v0.7.1
|
||||
*/
|
||||
//CGAffineTransform nodeToWorldTransform(void);
|
||||
|
||||
/** Returns the inverse world affine transform matrix
|
||||
@since v0.7.1
|
||||
*/
|
||||
//CGAffineTransform worldToNodeTransform(void);
|
||||
|
||||
/** converts a world coordinate to local coordinate
|
||||
@since v0.7.1
|
||||
*/
|
||||
CGPoint convertToNodeSpace(CGPoint worldPoint);
|
||||
/** converts local coordinate to world space
|
||||
@since v0.7.1
|
||||
*/
|
||||
CGPoint convertToWorldSpace(CGPoint nodePoint);
|
||||
/** converts a world coordinate to local coordinate
|
||||
treating the returned/received node point as anchor relative
|
||||
@since v0.7.1
|
||||
*/
|
||||
CGPoint convertToNodeSpaceAR(CGPoint worldPoint);
|
||||
/** converts local coordinate to world space
|
||||
treating the returned/received node point as anchor relative
|
||||
@since v0.7.1
|
||||
*/
|
||||
CGPoint convertToWorldSpaceAR(CGPoint nodePoint);
|
||||
/** convenience methods which take a UITouch instead of CGPoint
|
||||
@since v0.7.1
|
||||
*/
|
||||
//CGPoint convertTouchToNodeSpace(UITouch * touch);
|
||||
|
||||
/** converts a UITouch (world coordinates) into a local coordiante. This method is AR (Anchor Relative).
|
||||
@since v0.7.1
|
||||
*/
|
||||
//CGPoint convertTouchToNodeSpaceAR:(UITouch * touch);
|
||||
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
|
@ -25,19 +25,13 @@ THE SOFTWARE.
|
|||
#ifndef __COCOS2D_DEFINE_H__
|
||||
#define __COCOS2D_DEFINE_H__
|
||||
|
||||
#define GET_VARIABLE(varType, varName, funName)\
|
||||
public inline varType get##funName() { return varName; };
|
||||
#define DECLARE_VAR_READONLY_INLINE(varType, varName, funName)\
|
||||
protected: varType varName;\
|
||||
public: inline varType get##funName(void);
|
||||
|
||||
#define SET_VARIABLE(varType, varName, funName)\
|
||||
public inline void set##funName(varType funVar) { varName = funVar; };
|
||||
|
||||
#define VAR_PROPERTY_READONLY(varType, varName, funName)\
|
||||
protected varType varName;\
|
||||
GET_VARIABLE(varType, varName, funName)
|
||||
|
||||
#define VAR_PROPERTY_READWRITE(varType, varName, funName)\
|
||||
protected varType varName;\
|
||||
GET_VARIABLE(varType, varName, funName)\
|
||||
SET_VARIABLE(varTYPE, varName, funName)
|
||||
#define DECLARE_VAR_READWRITE_INLINE(varType, varName, funName)\
|
||||
protected: varType varName;\
|
||||
public: inline varType get##funName(void);\
|
||||
public: inline void set##funName(varType var);
|
||||
|
||||
#endif // __COCOS2D_DEFINE_H__
|
Loading…
Reference in New Issue