/**************************************************************************** Copyright (c) 2010-2012 cocos2d-x.org Copyright (c) 2008-2010 Ricardo Quesada Copyright (c) 2011 Zynga Inc. 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 __CCATLAS_NODE_H__ #define __CCATLAS_NODE_H__ #include "CCNode.h" #include "CCProtocols.h" #include "ccTypes.h" NS_CC_BEGIN /** * @addtogroup base_nodes * @{ */ class TextureAtlas; /** @brief AtlasNode is a subclass of Node that implements the RGBAProtocol and TextureProtocol protocol It knows how to render a TextureAtlas object. If you are going to render a TextureAtlas consider subclassing AtlasNode (or a subclass of AtlasNode) All features from Node are valid, plus the following features: - opacity and RGB colors */ class CC_DLL AtlasNode : public NodeRGBA, public TextureProtocol { protected: //! chars per row unsigned int _itemsPerRow; //! chars per column unsigned int _itemsPerColumn; //! width of each char unsigned int _itemWidth; //! height of each char unsigned int _itemHeight; ccColor3B _colorUnmodified; CC_PROPERTY(TextureAtlas*, _textureAtlas, TextureAtlas); // protocol variables bool _isOpacityModifyRGB; CC_PROPERTY(ccBlendFunc, _blendFunc, BlendFunc); // quads to draw CC_PROPERTY(unsigned int, _quadsToDraw, QuadsToDraw); // color uniform GLint _uniformColor; // This varible is only used for LabelAtlas FPS display. So plz don't modify its value. bool _ignoreContentScaleFactor; public: AtlasNode(); virtual ~AtlasNode(); /** creates a AtlasNode with an Atlas file the width and height of each item and the quantity of items to render*/ static AtlasNode * create(const char* tile,unsigned int tileWidth, unsigned int tileHeight, unsigned int itemsToRender); /** initializes an AtlasNode with an Atlas file the width and height of each item and the quantity of items to render*/ bool initWithTileFile(const char* tile, unsigned int tileWidth, unsigned int tileHeight, unsigned int itemsToRender); /** initializes an AtlasNode with a texture the width and height of each item measured in points and the quantity of items to render*/ bool initWithTexture(Texture2D* texture, unsigned int tileWidth, unsigned int tileHeight, unsigned int itemsToRender); /** updates the Atlas (indexed vertex array). * Shall be overridden in subclasses */ virtual void updateAtlasValues(); virtual void draw(void); // CC Texture protocol /** returns the used texture*/ virtual Texture2D* getTexture(void); /** sets a new texture. it will be retained*/ virtual void setTexture(Texture2D *texture); virtual bool isOpacityModifyRGB(); virtual void setOpacityModifyRGB(bool isOpacityModifyRGB); virtual const ccColor3B& getColor(void); virtual void setColor(const ccColor3B& color); virtual void setOpacity(GLubyte opacity); private : void calculateMaxItems(); void updateBlendFunc(); void updateOpacityModifyRGB(); friend class Director; void setIgnoreContentScaleFactor(bool bIgnoreContentScaleFactor); }; // end of base_node group /// @} NS_CC_END #endif // __CCATLAS_NODE_H__