issue #6: update CCDirector.h, add CCDirector.cpp

This commit is contained in:
Ming 2010-07-16 06:09:31 +00:00
parent e8d1b0a0cf
commit a82195717d
2 changed files with 992 additions and 12 deletions

903
cocos2dx/CCDirector.cpp Normal file
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@ -0,0 +1,903 @@
/****************************************************************************
Copyright (c) 2010 cocos2d-x.org
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.
****************************************************************************/
#include "CCDirector.h"
#include "CCScene.h"
#include "cocoa/NSMutableArray.h"
#include "CCScheduler.h"
#include "ccMacro.h"
#include "platform/platform.h"
#include "Cocos2dDefine.h"
#include <string>
using namespace std;
// singleton stuff
static CCDirector *pobSharedDirector = NULL;
#define kDefualtFPS 60 // 60 frames per second
extern string cocos2dVersion(void);
CCDirector* CCDirector::getSharedDirector(void)
{
if (! pobSharedDirector)
{
//
// Default Director is TimerDirector
//
//pobSharedDirector = new CCTimerDirector();
//pobSharedDirector->init();
// we now only support CCDisplayLinkDirector
pobSharedDirector = new CCDisplayLinkDirector();
pobSharedDirector->init();
}
return pobSharedDirector;
}
bool CCDirector::setDierectorType(ccDrirectorType obDirectorType)
{
assert(pobSharedDirector==NULL);
/*
switch (obDirectorType)
{
case CCDirectorTypeNSTimer:
CCTimerDirector::getSharedDirector();
break;
case CCDirectorTypeMainLoop:
CCFastDirector::getSharedDirector();
break;
case CCDirectorTypeThreadMainLoop:
CCThreadedFastDirector::getSharedDirector();
break;
case CCDirectorTypeDiaplayLink:
CCDisplayLinkDirector::getSharedDirector();
break;
default:
assert(false);
break;
}
*/
// we only support CCDisplayLinkDirector
CCDirector::getSharedDirector();
return true;
}
CCDirector* CCDirector::init(void)
{
CCLOG("cocos2d: %s", cocos2dVersion());
// todo adding a description of type
CCLOG("cocos2d: Using Director Type: ");
// default values
m_ePixelFormat = kCCPixelFormatDefault;
m_eDepthBufferFormat = 0;
// scenes
m_pRunningScene = NULL;
m_pNextScene = NULL;
m_dOldAnimationInterval = m_dAnimationInterval = 1.0 / kDefaultFPS;
m_pobScenesStack = new NSMutableArray(10);
// landspace
m_obDeviceOrientation = CCDeviceOrientationPortrait;
// FPS
m_bDisplayFPS = false;
m_nFrames = 0;
// paused ?
m_bPaused = false;
m_fContentScaleFactor = 1;
m_obScreenSize = m_obSurfaceSize = CGSizeZero;
return this;
}
CCDirector::~CCDirector(void)
{
CCLOGINFO("cocos2d: deallocing %p", this);
#if CC_DIRECTOR_FAST_FPS
FPSLabel->release();
#endif
m_pRunningScene->release();
m_pobScenesStack->release();
pobSharedDirector = NULL;
}
void CCDirector::setGLDefaultValues(void)
{
// This method SHOULD be called only after openGLView_ was initialized
assert(m_pobOpenGLView);
setAlphaBlending(true);
setDepthTest(true);
setProjection(kCCDirectorProjectionDefault);
// set other opengl default values
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
#if CC_DIRECTOR_FAST_FPS
// todo: add needed source code
#endif
}
// main loop
void CCDirector::mainLoop(void)
{
// calculate "global" dt
calculateDeltaTime();
//tick before glClear: issue #533
if (! m_bPaused)
{
CCScheduler::getSharedScheduler->tick(m_fDeltaTime);
}
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/* to avoid flickr, nextScene MUST be here: after tick and before draw.
XXX: Which bug is this one. It seems that it can't be reproduced with v0.9 */
if (m_pNextScene)
{
setNextScene();
}
glPushMatrix();
applyLandspace();
// By default enable VertexArray, ColorArray, TextureCoordArray and Texture2D
CC_ENABLE_DEFAULT_GL_STATES();
// draw the scene
m_pRunningScene->visit();
if (m_bDisplayFPS)
{
showFPS();
}
#if CC_ENABLE_PROFILERS
showProfilers();
#endif
CC_DISABLE_DEFAULT_GL_STATES();
glPopMatrix();
// swap buffers
m_pobOpenGLView->swapBuffers();
}
void CCDirector::calculateDeltaTime(void)
{
struct timeval now;
if (gettimeofday(&now, NULL) != 0)
{
CCLOG("error in gettimeofday");
m_fDeltaTime = 0;
return;
}
// new delta time
if (m_bNextDeltaTimeZero)
{
m_fDeltaTime = 0;
m_bNextDeltaTimeZero = false;
}
else
{
m_fDeltaTime = (now.tv_sec - m_sLastUpdate.tv_sec) + (now.tv_usec - m_sLastUpdate.tv_usec) / 1000000.0f;
m_fDeltaTime = MAX(0, m_fDeltaTime);
}
m_sLastUpdate = now;
}
// attribute
// m_pRunningScene
CCScene* CCDirector::getRunningScene(void)
{
return m_pRunningScene;
}
// m_dAnimationInterval
double CCDirector::getAnimationInterval(void)
{
return m_dAnimationInterval;
}
void CCDirector::setAnimationInterval(double dValue)
{
CCLOG("cocos2d: Director#setAnimationInterval. Overrride me");
assert(0);
}
// m_bDisplayFPS
bool CCDirector::isDisplayFPS(void)
{
return m_bDisplayFPS;
}
void CCDirector::setDisplayFPS(bool bDisplayFPS)
{
m_bDisplayFPS = bDisplayFPS;
}
// m_pobOpenGLView
EAGLView* CCDirector::getOpenGLView(void)
{
return m_pobOpenGLView;
}
void CCDirector::setOpenGLView(EAGLView *pobOpenGLView)
{
assert(pobOpenGLView);
if (m_pobOpenGLView != pobOpenGLView)
{
// because EAGLView is not kind of NSObject
delete m_pobOpenGLView(); // [openGLView_ release]
m_pobOpenGLView = pobOpenGLView;
// set size
m_obScreenSize = pobOpenGLView->getSize();
m_obSurfaceSize = CGSizeMake(m_obScreenSize.width * m_fContentScaleFactor,
m_obScreenSize.height * m_fContentScaleFactor);
CCTouchDispather *pTouchDispather = CCTouchDispather::getSharedDispatcher();
m_pobOpenGLView->setTouchDelegate(pTouchDispather);
pTouchDispather->setDispatchEvnents(true);
setGLDefaultValues();
}
}
// m_ePixelFormat
void CCDirector::setPixelFormat(tPixelFormat kPixelFormat)
{
assert(! isOpenGLAttached());
m_ePixelFormat = kPixelFormat;
}
tPixelFormat CCDirector::getPiexFormat(void)
{
return m_ePixelFormat;
}
// m_bNextDeltaTimeZero
bool CCDirector::isNextDeltaTimeZero(void)
{
return m_bNextDeltaTimeZero;
}
void CCDirector::setNextDeltaTimeZero(bool bNextDeltaTimeZero)
{
m_bNextDeltaTimeZero = bNextDeltaTimeZero;
}
// m_eDeviceOrientation
void CCDirector::setDeviceOrientation(ccDeviceOrientation kDeviceOrientation)
{
if (m_eDeviceOrientation != kDeviceOrientation)
{
m_eDeviceOrientation = kDeviceOrientation;
// how to implementation????
/*
switch( deviceOrientation_) {
case CCDeviceOrientationPortrait:
[[UIApplication sharedApplication] setStatusBarOrientation: UIInterfaceOrientationPortrait animated:NO];
break;
case CCDeviceOrientationPortraitUpsideDown:
[[UIApplication sharedApplication] setStatusBarOrientation: UIInterfaceOrientationPortrait animated:NO];
break;
case CCDeviceOrientationLandscapeLeft:
[[UIApplication sharedApplication] setStatusBarOrientation: UIInterfaceOrientationLandscapeRight animated:NO];
break;
case CCDeviceOrientationLandscapeRight:
[[UIApplication sharedApplication] setStatusBarOrientation: UIInterfaceOrientationLandscapeLeft animated:NO];
break;
default:
NSLog(@"Director: Unknown device orientation");
break;
}
*/
}
}
// m_bPaused
bool CCDirector::isPaused(void)
{
return m_bPaused;
}
// m_eProjection
ccDirectorProjection CCDirector::getProjection(void)
{
return m_eProjection;
}
void CCDirector::setProjection(ccDirectorProjection kProjection)
{
CGSize size = m_obSurfaceSize;
switch (kProjection)
{
case kCCDirectorProjection2D:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(0, size.width, 0, size.height, -1000, 1000);
glMatrixMode(GL_MODEVIEW);
glLoadIdentity();
break;
case kCCDirectorProjection3D:
glViewport(0, 0, size.width, size.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(60, (GLfloat)size.width/size.height, 0.5f, 1500.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
gluLookAt( size.width/2, size.height/2, [self getZEye],
size.width/2, size.height/2, 0,
0.0f, 1.0f, 0.0f);
break;
case kCCDirectorProjectionCustom:
// if custom, ignore it. The user is resposible for setting the correct projection
break;
default:
CCLOG("cocos2d: Director: unrecognized projecgtion");
break;
}
m_eProjection = kProjection;
}
ccDeviceOrientation CCDirector::getDeviceOrientation(void)
{
return m_eDeviceOrientation;
}
// m_bSendCleanupToScene
bool CCDirector::isSendCleanupToScene(void)
{
return m_bSendCleanupToScene;
}
// m_fContentScaleFactor
CGFloat CCDirector::getContentScaleFactor(void)
{
return m_fContentScaleFactor;
}
void CCDirector::setContentScaleFactor(CGFloat obCGFloatValue)
{
m_fContentScaleFactor = obCGFloatValue;
}
void CCDirector::setDepthBufferFormat(tDepthBufferFormat kDepthBufferFormat)
{
assert(! isOpenGLAttached());
m_eDepthBufferFormat = kDepthBufferFormat;
}
void CCDirector::purgeCachedData(void)
{
CCBitmapFontAtlas::purgeCacheData();
CCSpriteFrameCache::purgeSharedSpriteFrameCache();
CCTextureCache::purgeSharedTextureCache();
}
float CCDirector::getZEye(void)
{
return (m_obSurfaceSize.height / 1.1566f);
}
void CCDirector::setAlphaBlending(bool bOn)
{
if (bOn)
{
glEnable(GL_BLEND);
glBlendFunc(CC_BLEND_SRC, CC_BLEND_DST);
}
else
{
glDisable(GL_BLEND);
}
}
void CCDirector::setDepthTest(bool bOn)
{
if (bOn)
{
glClearDepthf(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
}
else
{
glDisable(GL_DEPTH_TEST);
}
}
// is the view currently attached
bool CCDirector::isOpenGLAttached(void)
{
return (m_pobOpenGLView->getSuperView() != NULL);
}
// detach or attach to a view or a window
bool CCDirector::detach(void)
{
assert(isOpenGLAttached());
// remove from the superview
CCX_SAFE_DELETE(m_pobOpenGLView);
assert(! isOpenGLAttached());
return true;
}
/*
bool CCDirector::attachInWindow(UIWindow *pWindow)
{
if (initOpenGLViewWithView(pWindow, pWindow->bounds())
{
return true;
}
return false;
}
bool CCDirector::attachInView(UIView *pView)
{
if (initOpenGLViewWithView(pView, pView->bound())
{
return true;
}
return false;
}
bool CCDirector::attchInViewWithFrame(UIView *pView, CGRect frame)
{
if (initOpenGLViewWithView(pView, frame))
{
return true;
}
return false;
}
bool CCDirector::initOpenGLViewWithViewWithFrame(UIView *pView, CGRect obRect)
{
assert(! isOpenGLAttached());
// check if the view is not initiallized
if (! m_pobOpenGLView)
{
// define the pixel format
string *pstrFormat = NULL;
GLuint uDepthFormat = 0;
if (m_ePixelFormat == kCCPixelFormatRGBA8888)
{
pstrFormat = kEAGLColorFormatRGBA8;
} else
if (m_ePixelFormat == kCCPixelFormatRGB565)
{
pstrFormat = kEAGLColorFormatRGB565;
}
else
{
CCLOG("cocos2d: Director: Unknown pixel format.");
}
}
}
*/
CGPoint CCDirector::convertToGL(CGPoint obPoint)
{
CGSize s = m_obScreenSize;
float newY = s.height - obPoint.y;
float newX = s.width - obPoint.x;
CGPoint ret;
switch (m_eDeviceOrientation)
{
case CCDeviceOrientationPortrait:
ret = ccp(obPoint.x, newY);
break;
case CCDeviceOrientationPortraitUpsideDown:
ret = ccp(newX, obPoint.y);
break;
case CCDeviceOrientationLandscapeLeft:
ret.x = obPoint.x;
ret.y = obPoint.y;
break;
case CCDeviceOrientationLandscapeRight:
ret.x = newY;
ret.y = newX;
break;
}
ret = ccpMult(ret, m_fContentScaleFactor);
return ret;
}
CGPoint CCDirector::convertToUI(CGPoint obPoint)
{
CGSize winSize = m_obSurfaceSize;
int oppositeX = winSize.width - obPoint.x;
int oppositeY = winSize.height - obPoint.y;
CGPoint uiPoint;
switch ()
{
case CCDeviceOrientationPortrait:
uiPoint = ccp(obPoint.x, obPoint.y);
break;
case CCDeviceOrientationPortraitUpsideDown:
uiPoint = ccp(oppositeX, oppositeY);
break;
case CCDeviceOrientationLandscapeLeft:
uiPoint = ccp(obPoint.y, oppositeX);
break;
case CCDeviceOrientationLandscapeRight:
uiPoint = ccp(oppositeY, obPoint.x);
break;
}
uiPoint = ccpMult(uiPoint, 1/m_fContentScaleFactor);
return uiPoint;
}
CGSize CCDirector::getWinSize(void)
{
CGSize s = m_obSurfaceSize;
if (m_eDeviceOrientation == CCDeviceOrientationLandscapeLeft
|| m_eDeviceOrientation == CCDeviceOrientationLandscapeRight)
{
// swap x,y in landspace mode
CGSize tmp = s;
s.width = tmp.height;
s.height = tmp.width;
}
return s;
}
// return the current frame size
CGSize CCDirector::getDisplaySize(void)
{
return m_obSurfaceSize;
}
void CCDirector::applyLandSpace(void)
{
CGSize s = m_obSurfaceSize;
float w = s.width / 2;
float h = s.height / 2;
// XXX it's using hardcoded values.
// What if the the screen size changes in the future?
switch (m_eDeviceOrientation)
{
case CCDeviceOrientationPortrait:
// nothing
break;
case CCDeviceOrientationPortraitUpsideDown:
// upside down
glTranslatef(w,h,0);
glRotatef(180,0,0,1);
glTranslatef(-w,-h,0);
break;
case CCDeviceOrientationLandscapeRight:
glTranslatef(w,h,0);
glRotatef(90,0,0,1);
glTranslatef(-h,-w,0);
break;
case CCDeviceOrientationLandscapeLeft:
glTranslatef(w,h,0);
glRotatef(-90,0,0,1);
glTranslatef(-h,-w,0);
break;
}
}
// scene management
void CCDirector::runWithScene(CCScene *pScene)
{
assert(pScene != NULL);
assert(m_pRunningScene == NULL);
pushScene(pScene);
startAnimation();
// render the 1st frame to avoid flicker (issue #350)
mainLoop();
}
void CCDirector::replaceScene(CCScene *pScene)
{
assert(pScene != NULL);
UINT32 index = m_pobScenesStack->count();
m_bSendCleanToScene = true;
m_pobScenesStack->replace`ObjectAtIndex(index - 1, pScene);
m_pNextScene = pScene;
}
void CCDirector::pushScene(CCScene *pScene)
{
assert(pScene);
m_bSendCleanupToScene = false;
m_pobScenesStack->addObject(pScene);
m_pNextScene = pScene;
}
void CCDirector::popScene(void)
{
assert(m_pRunningScene != NULL);
m_pobScenesStack->removeLastObject();
UINT32 c = m_pobScenesStack->count();
if (c == 0)
{
end();
}
else
{
m_pNextScene = m_pobScenesStack->getObjectAtIndex(c - 1);
}
}
void CCDirector::end(void)
{
m_pRunningScene->onExit();
m_pRunningScene->cleanup();
m_pRunningScene->release();
m_pRunningScene = NULL;
m_pNextScene = NULL;
// remove all objects, but don't release it.
// runWithScene might be executed after 'end'.
m_pobScenesStack->removeAllObjects();
// don't release the event handlers
// They are needed in case the director is run again
CCTouchDispatcher->getSharedDispatcher->removeAllDelegates();
stopAnimation();
#if CC_DIRECTOR_FAST_FPS
FPSLabel->release();
FPSLabel = NULL;
#endif
// purge bitmap cache
CCBitmapFontAtlas::purgeCachedData();
// purge all managers
CCSpriteFrameCache::purgeSharedSpriteFrameCache();
CCScheduler::purgeSharedScheduler();
CCActionManager::purgeSharedManager();
CCTextureCache::purgeSharedTextureCache();
// OpenGL view
m_pobOpenGLView->release();
m_pobOpenGLView = NULL;
}
void CCDirector::setNextScene(void)
{
bool runningIsTransition = dynamic_cast<CCTransitonScene *>(m_pRunningScene) != NULL;
bool newIsTransition = dynamic_cast<CCTransitionScene *>(m_pNextScene) != NULL;
// If it is not a transition, call onExit/cleanup
if (! newIsTransiton)
{
m_pRunningScene->onExit();
// issue #709. the root node (scene) should receive the cleanup message too
// otherwise it might be leaked.
if (m_bSendCleanupToScene)
{
m_pRunningScene->cleanup();
}
}
m_pRunningScene->release();
m_pRunningScene = m_pNextScene;
m_pNextScene->retain();
m_pNextScene = NULL;
if (! runningIsTransiton)
{
m_pRunningScene->onEnter();
m_pRunningScene->onEnterTransitionDidFinish();
}
}
void CCDirector::pause(void)
{
if (m_bPaused)
{
return;
}
m_dOldAnimationInterval = m_dAnimationInterval;
// when paused, don't consume CPU
setAnimationInterval(1 / 4.0);
m_bPaused = true;
}
void CCDirector::resume(void)
{
if (! m_bPaused)
{
return;
}
setAnimationInterval(m_dOldAnimationInterval);
if (gettimeofday(&m_sLastUpdate, NULL) != 0)
{
CCLOG("cocos2d: Director: Error in gettimeofday");
}
m_bPaused = false;
m_fDeltaTime = 0;
}
void CCDirector::startAnimation(void)
{
CCLOG("cocos2d: Director#startAnimation. Overrride me");
assert(0);
}
void CCDirector::stopAnimation(void)
{
CCLOG("cocos2d: Director#stopAnimation. Overrride me");
assert(0);
}
void CCDirector::preMainLoop(void)
{
CCLOG("cocos2d: Director#preMainLoop. Overrride me");
assert(0);
}
// todo: implement later
#if CC_DIRECTOR_FAST_FPS
// display the FPS using a LabelAtlas
// updates the FPS every frame
void CCDirector::showFPS(void)
{
++m_nFrames;
m_fAccumDt += m_fDeltaTime;
if (m_fAccumDt > CC_DIRECTOR_FPS_INTERVAL)
{
m_fFrameRate = m_nFrames / m_fAccumDt;
m_nFrame = 0;
m_fAccumDt = 0;
/*
NSString *str = [[NSString alloc] initWithFormat:@"%.1f", frameRate];
[FPSLabel setString:str];
[str release];
*/
}
}
#endif // CC_DIRECTOR_FAST_FPS
#if CC_ENABLE_PROFILERS
// implement later
#endif
CGFloat CCDirector::getContentScaleFactor(void)
{
return m_fContentScaleFactor;
}
void CCDirector::setContentScaleFactor(CGFloat obCGFloatValue)
{
// it is used on iphone 4.0
}
// should we afford 4 types of director ??
// I think DisplayLinkDirector is enough
// so we now only support DisplayLinkDirector
// implementation of DisplayLinkDirector
void CCDisplayLinkDirector::startAnimation(void)
{
if (gettimeofday(&m_sLastUpdate, NULL) != 0)
{
CCLOG("cocos2d: DisplayLinkDirector: Error on gettimeofday");
}
m_bInvalid = false;
// approximate frame rate
// assumes device refreshes at 60 fps
//int frameInterval = (int) floor(animationInterval * 60.0f);
//CCLOG(@"cocos2d: Frame interval: %d", frameInterval);
//displayLink = [NSClassFromString(@"CADisplayLink") displayLinkWithTarget:self selector:@selector(preMainLoop:)];
//[displayLink setFrameInterval:frameInterval];
//[displayLink addToRunLoop:[NSRunLoop currentRunLoop] forMode:NSDefaultRunLoopMode];
}
void CCDisplayLinkDirector::preMainLoop(void)
{
if (! m_bInvalid)
{
mainLoop();
}
}
void CCDisplayLinkDirector::stopAnimation(void)
{
m_bInvalid = true;
}
void CCDisplayLinkDirector::setAnimationInterval(double dValue)
{
m_dAnimationInterval = dValue;
if (! m_bInvalid)
{
stopAnimation();
startAnimation();
}
}

View File

@ -88,6 +88,11 @@ typedef enum {
/// Detault projection is 3D projection
kCCDirectorProjectionDefault = kCCDirectorProjection3D,
// backward compatibility stuff
CCDirectorProjection2D = kCCDirectorProjection2D,
CCDirectorProjection3D = kCCDirectorProjection3D,
CCDirectorProjectionCustom = kCCDirectorProjectionCustom,
} ccDirectorProjection;
/** @typedef ccDirectorType
@ -135,6 +140,13 @@ typedef enum {
/** Default director is the NSTimer directory */
kCCDirectorTypeDefault = kCCDirectorTypeNSTimer,
// backward compatibility stuff
CCDirectorTypeNSTimer = kCCDirectorTypeNSTimer,
CCDirectorTypeMainLoop = kCCDirectorTypeMainLoop,
CCDirectorTypeThreadMainLoop = kCCDirectorTypeThreadMainLoop,
CCDirectorTypeDisplayLink = kCCDirectorTypeDisplayLink,
CCDirectorTypeDefault =kCCDirectorTypeDefault,
} ccDirectorType;
/** @typedef ccDeviceOrientation
@ -149,6 +161,12 @@ typedef enum {
kCCDeviceOrientationLandscapeLeft = UIDeviceOrientationLandscapeLeft,
/// Device oriented horizontally, home button on the left
kCCDeviceOrientationLandscapeRight = UIDeviceOrientationLandscapeRight,
// Backward compatibility stuff
CCDeviceOrientationPortrait = kCCDeviceOrientationPortrait,
CCDeviceOrientationPortraitUpsideDown = kCCDeviceOrientationPortraitUpsideDown,
CCDeviceOrientationLandscapeLeft = kCCDeviceOrientationLandscapeLeft,
CCDeviceOrientationLandscapeRight = kCCDeviceOrientationLandscapeRight,
} ccDeviceOrientation;
class CCLabelAtlas;
@ -175,13 +193,18 @@ and when to execute the Scenes.
*/
class CCDirector : public NSObject
{
public: // attribute
public:
virtual CCDirector* init(void);
virtual ~CCDirector(void);
// attribute
// The current running Scene. Director can only run one Scene at the time
CCScene* getRunningScene(void);
// The FPS value
double getAnimationInterval(void);
void setAnimationInterval(double dValue);
virtual void setAnimationInterval(double dValue);
// Whether or not to display the FPS on the bottom-left corner
bool isDisplayFPS(void);
@ -189,7 +212,7 @@ public: // attribute
// The EAGLView, where everything is rendered
EAGLView* getOpenGLView(void);
void getOpenGLView(EAGLView *pobOpenGLView);
void setOpenGLView(EAGLView *pobOpenGLView);
// Pixel format used to create the context
tPixelFormat getPiexFormat(void);
@ -253,21 +276,25 @@ public: // attribute
@deprecated set setOpenGLView instead. Will be removed in v1.0
*/
bool attachInWindow(UIWindow *pWindow);
// bool attachInWindow(UIWindow *pWindow);
/** attach in UIView using the full frame.
It will create a EAGLView.
@deprecated set setOpenGLView instead. Will be removed in v1.0
*/
bool attachInView(UIView *pView);
// bool attachInView(UIView *pView);
/** attach in UIView using the given frame.
It will create a EAGLView and use it.
@deprecated set setOpenGLView instead. Will be removed in v1.0
*/
bool attchInViewWithFrame(UIView *pView, CGRect frame);
// bool attchInViewWithFrame(UIView *pView, CGRect frame);
// set the view where opengl to draw in
bool attachWindow(UIWindow *pVindow);
// Landspace
@ -340,13 +367,13 @@ public: // attribute
/** Stops the animation. Nothing will be drawn. The main loop won't be triggered anymore.
If you wan't to pause your animation call [pause] instead.
*/
void stopAnimation(void);
virtual void stopAnimation(void);
/** The main loop is triggered again.
Call this function only if [stopAnimation] was called earlier
@warning Dont' call this function to start the main loop. To run the main loop call runWithScene
*/
void startAnimation(void);
virtual void startAnimation(void);
// Memory Helper
@ -391,7 +418,7 @@ public:
protected:
bool isOpenGLAttached(void);
bool initOpenGLViewWithViewWithFrame(UIView *pView, CGRect obRect);
// bool initOpenGLViewWithViewWithFrame(UIView *pView, CGRect obRect);
virtual void preMainLoop(void);
void mainLoop(void);
@ -405,6 +432,9 @@ protected:
void showProfilers(void);
#endif // CC_ENABLE_PROFILERS
private:
CCDirector(void) {}
protected:
EAGLView *m_pobOpenGLView;
@ -412,6 +442,7 @@ protected:
//NSTimeInterval oldAnimationInterval;
// NSTimeInterval -> double
double m_dAnimationInterval;
double m_dOldAnimationInterval;
tPixelFormat m_ePixelFormat;
tDepthBufferFormat m_eDepthBufferFormat;
@ -481,15 +512,23 @@ protected:
* - Consumes more battery than the "normal" director
* - It has some issues while using UIKit objects
*/
/*
class CCFastDirector : public CCDirector
{
public:
static CCFastDirector* getSharedDirector(void);
protected:
virtual void preMainLoop(void);
private:
CCFastDirector(void) {}
protected:
bool isRunning;
NSAutoreleasePool *pAutoreleasePool;
};
*/
/** ThreadedFastDirector is a Director that triggers the main loop from a thread.
*
@ -500,14 +539,21 @@ protected:
*
* @since v0.8.2
*/
/*
class CCThreadedFastDirector : public CCDirector
{
public:
static CCThreadedFastDirector* getSharedDirector(void);
protected:
virtual void preMainLoop(void);
private:
CCThreadedFastDirector(void){}
protected:
bool isRunning;
};
*/
/** DisplayLinkDirector is a Director that synchronizes timers with the refresh rate of the display.
*
@ -522,11 +568,42 @@ protected:
*/
class CCDisplayLinkDirector : public CCDirector
{
protected:
virtual void preMainLoop(void);
public:
// static CCDisplayLinkDirector* getSharedDirector(void);
virtual void preMainLoop(void);
virtual void setAnimationInterval(double dValue);
protected:
CCDirector m_obDisplayLink;
CCDisplayLinkDirector(void) {}
protected:
bool m_bInvalid;
};
/** TimerDirector is a Director that calls the main loop from an NSTimer object
*
* Features and Limitations:
* - Integrates OK with UIKit objects
* - It the slowest director
* - The invertal update is customizable from 1 to 60
*
* It is the default Director.
*/
/*
class CCTimerDirector : public CCDirector
{
public:
static CCTimerDirector* getSharedDirector(void);
protected:
virtual void preMain(void);
private:
CCTimerDirector(void) {}
protected:
NSTimer *pAnimationTimer;
};
*/
#endif // __CCDIRECTOR_H__