/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2010 Lam Pham 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. ****************************************************************************/ #ifndef __MISC_NODE_CCPROGRESS_TIMER_H__ #define __MISC_NODE_CCPROGRESS_TIMER_H__ #include "CCSprite.h" #ifdef EMSCRIPTEN #include "CCGLBufferedNode.h" #endif // EMSCRIPTEN NS_CC_BEGIN /** * @addtogroup misc_nodes * @{ */ /** @brief ProgressTimer is a subclass of Node. It renders the inner sprite according to the percentage. The progress can be Radial, Horizontal or vertical. @since v0.99.1 */ class CC_DLL ProgressTimer : public NodeRGBA #ifdef EMSCRIPTEN , public GLBufferedNode #endif // EMSCRIPTEN { public: /** Types of progress @since v0.99.1 */ enum class Type { /// Radial Counter-Clockwise RADIAL, /// Bar BAR, }; /** Creates a progress timer with the sprite as the shape the timer goes through */ static ProgressTimer* create(Sprite* sp); /** * @js ctor */ ProgressTimer(); /** * @js NA * @lua NA */ virtual ~ProgressTimer(); /** Initializes a progress timer with the sprite as the shape the timer goes through */ bool initWithSprite(Sprite* sp); /** Change the percentage to change progress. */ inline Type getType() const { return _type; } /** Percentages are from 0 to 100 */ inline float getPercentage() const {return _percentage; } /** The image to show the progress percentage, retain */ inline Sprite* getSprite() const { return _sprite; } void setPercentage(float fPercentage); void setSprite(Sprite *pSprite); void setType(Type type); /** * @js setReverseDirection * @lua setReverseDirection */ void setReverseProgress(bool reverse); inline bool isReverseDirection() { return _reverseDirection; }; inline void setReverseDirection(bool value) { _reverseDirection = value; }; /** * Midpoint is used to modify the progress start position. * If you're using radials type then the midpoint changes the center point * If you're using bar type the the midpoint changes the bar growth * it expands from the center but clamps to the sprites edge so: * you want a left to right then set the midpoint all the way to Point(0,y) * you want a right to left then set the midpoint all the way to Point(1,y) * you want a bottom to top then set the midpoint all the way to Point(x,0) * you want a top to bottom then set the midpoint all the way to Point(x,1) */ void setMidpoint(const Point& point); /** Returns the Midpoint */ Point getMidpoint() const; /** * This allows the bar type to move the component at a specific rate * Set the component to 0 to make sure it stays at 100%. * For example you want a left to right bar but not have the height stay 100% * Set the rate to be Point(0,1); and set the midpoint to = Point(0,.5f); */ inline void setBarChangeRate(const Point& barChangeRate ) { _barChangeRate = barChangeRate; } /** Returns the BarChangeRate */ inline Point getBarChangeRate() const { return _barChangeRate; } // Overrides virtual void draw(void) override; void setAnchorPoint(const Point& anchorPoint) override; virtual void setColor(const Color3B& color) override; virtual const Color3B& getColor() const override; virtual GLubyte getOpacity() const override; virtual void setOpacity(GLubyte opacity) override; protected: Tex2F textureCoordFromAlphaPoint(Point alpha); Vertex2F vertexFromAlphaPoint(Point alpha); void updateProgress(void); void updateBar(void); void updateRadial(void); void updateColor(void); Point boundaryTexCoord(char index); Type _type; Point _midpoint; Point _barChangeRate; float _percentage; Sprite *_sprite; int _vertexDataCount; V2F_C4B_T2F *_vertexData; bool _reverseDirection; }; // end of misc_nodes group /// @} NS_CC_END #endif //__MISC_NODE_CCPROGRESS_TIMER_H__