/**************************************************************************** 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 __CCTYPES_H__ #define __CCTYPES_H__ #include #include "cocoa/CCGeometry.h" #include "CCGL.h" NS_CC_BEGIN /** RGB color composed of bytes 3 bytes @since v3.0 */ struct Color3B { Color3B(): r(0), g(0), b(0) {} Color3B(GLubyte _r, GLubyte _g, GLubyte _b) : r(_r) , g(_g) , b(_b) {} bool equals(const Color3B &other) { return (this->r == other.r && this->g == other.g && this->b == other.b); } GLubyte r; GLubyte g; GLubyte b; const static Color3B WHITE; const static Color3B YELLOW; const static Color3B BLUE; const static Color3B GREEN; const static Color3B RED; const static Color3B MAGENTA; const static Color3B BLACK; const static Color3B ORANGE; const static Color3B GRAY; }; struct Color4F; /** RGBA color composed of 4 bytes @since v3.0 */ struct Color4B { Color4B(GLubyte _r, GLubyte _g, GLubyte _b, GLubyte _a) : r(_r) , g(_g) , b(_b) , a(_a) {} Color4B(): r(0), g(0), b(0), a(0) {} // This function should use Color4F, so implement it in .cpp file. explicit Color4B(const Color4F &color4F); GLubyte r; GLubyte g; GLubyte b; GLubyte a; const static Color4B WHITE; const static Color4B YELLOW; const static Color4B BLUE; const static Color4B GREEN; const static Color4B RED; const static Color4B MAGENTA; const static Color4B BLACK; const static Color4B ORANGE; const static Color4B GRAY; }; /** RGBA color composed of 4 floats @since v3.0 */ struct Color4F { Color4F(float _r, float _g, float _b, float _a) : r(_r) , g(_g) , b(_b) , a(_a) {} explicit Color4F(const Color3B &color3B) : r(color3B.r / 255.0f) , g(color3B.g / 255.0f) , b(color3B.b / 255.0f) , a(1.f) {} explicit Color4F(const Color4B &color4B) : r(color4B.r / 255.0f) , g(color4B.g / 255.0f) , b(color4B.b / 255.0f) , a(color4B.a / 255.0f) {} Color4F(): r(0.f), g(0.f), b(0.f), a(0.f) {} bool equals(const Color4F &other) { return (this->r == other.r && this->g == other.g && this->b == other.b && this->a == other.a); } GLfloat r; GLfloat g; GLfloat b; GLfloat a; const static Color4F WHITE; const static Color4F YELLOW; const static Color4F BLUE; const static Color4F GREEN; const static Color4F RED; const static Color4F MAGENTA; const static Color4F BLACK; const static Color4F ORANGE; const static Color4F GRAY; }; /** A vertex composed of 2 floats: x, y @since v3.0 */ struct Vertex2F { Vertex2F(float _x, float _y) :x(_x), y(_y) {} Vertex2F(): x(0.f), y(0.f) {} GLfloat x; GLfloat y; }; /** A vertex composed of 2 floats: x, y @since v3.0 */ struct Vertex3F { Vertex3F(float _x, float _y, float _z) : x(_x) , y(_y) , z(_z) {} Vertex3F(): x(0.f), y(0.f), z(0.f) {} GLfloat x; GLfloat y; GLfloat z; }; /** A texcoord composed of 2 floats: u, y @since v3.0 */ struct Tex2F { Tex2F(float _u, float _v): u(_u), v(_v) {} Tex2F(): u(0.f), v(0.f) {} GLfloat u; GLfloat v; }; //! Point Sprite component struct PointSprite { Vertex2F pos; // 8 bytes Color4B color; // 4 bytes GLfloat size; // 4 bytes }; //! A 2D Quad. 4 * 2 floats struct Quad2 { Vertex2F tl; Vertex2F tr; Vertex2F bl; Vertex2F br; }; //! A 3D Quad. 4 * 3 floats struct Quad3 { Vertex3F bl; Vertex3F br; Vertex3F tl; Vertex3F tr; }; //! a Point with a vertex point, a tex coord point and a color 4B struct V2F_C4B_T2F { //! vertices (2F) Vertex2F vertices; //! colors (4B) Color4B colors; //! tex coords (2F) Tex2F texCoords; }; //! a Point with a vertex point, a tex coord point and a color 4F struct V2F_C4F_T2F { //! vertices (2F) Vertex2F vertices; //! colors (4F) Color4F colors; //! tex coords (2F) Tex2F texCoords; }; //! a Point with a vertex point, a tex coord point and a color 4B struct V3F_C4B_T2F { //! vertices (3F) Vertex3F vertices; // 12 bytes //! colors (4B) Color4B colors; // 4 bytes // tex coords (2F) Tex2F texCoords; // 8 bytes }; //! A Triangle of V2F_C4B_T2F struct V2F_C4B_T2F_Triangle { //! Point A V2F_C4B_T2F a; //! Point B V2F_C4B_T2F b; //! Point B V2F_C4B_T2F c; }; //! A Quad of V2F_C4B_T2F struct V2F_C4B_T2F_Quad { //! bottom left V2F_C4B_T2F bl; //! bottom right V2F_C4B_T2F br; //! top left V2F_C4B_T2F tl; //! top right V2F_C4B_T2F tr; }; //! 4 Vertex3FTex2FColor4B struct V3F_C4B_T2F_Quad { //! top left V3F_C4B_T2F tl; //! bottom left V3F_C4B_T2F bl; //! top right V3F_C4B_T2F tr; //! bottom right V3F_C4B_T2F br; }; //! 4 Vertex2FTex2FColor4F Quad struct V2F_C4F_T2F_Quad { //! bottom left V2F_C4F_T2F bl; //! bottom right V2F_C4F_T2F br; //! top left V2F_C4F_T2F tl; //! top right V2F_C4F_T2F tr; }; //! Blend Function used for textures struct BlendFunc { //! source blend function GLenum src; //! destination blend function GLenum dst; //! Blending disabled. Uses {GL_ONE, GL_ZERO} const static BlendFunc DISABLE; //! Blending enabled for textures with Alpha premultiplied. Uses {GL_ONE, GL_ONE_MINUS_SRC_ALPHA} const static BlendFunc ALPHA_PREMULTIPLIED; //! Blending enabled for textures with Alpha NON premultiplied. Uses {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA} const static BlendFunc ALPHA_NON_PREMULTIPLIED; //! Enables Additive blending. Uses {GL_SRC_ALPHA, GL_ONE} const static BlendFunc ADDITIVE; }; // Label::VAlignment // Label::HAlignment // XXX: If any of these enums are edited and/or reordered, update Texture2D.m //! Vertical text alignment type enum class TextVAlignment { TOP, CENTER, BOTTOM, }; // XXX: If any of these enums are edited and/or reordered, update Texture2D.m //! Horizontal text alignment type enum class TextHAlignment { LEFT, CENTER, RIGHT, }; // types for animation in particle systems // texture coordinates for a quad struct T2F_Quad { //! bottom left Tex2F bl; //! bottom right Tex2F br; //! top left Tex2F tl; //! top right Tex2F tr; }; // struct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad struct AnimationFrameData { T2F_Quad texCoords; float delay; Size size; }; /** types used for defining fonts properties (i.e. font name, size, stroke or shadow) */ // shadow attributes struct FontShadow { public: // shadow is not enabled by default FontShadow() : _shadowEnabled(false) , _shadowBlur(0) , _shadowOpacity(0) {} // true if shadow enabled bool _shadowEnabled; // shadow x and y offset Size _shadowOffset; // shadow blurrines float _shadowBlur; // shadow opacity float _shadowOpacity; }; // stroke attributes struct FontStroke { public: // stroke is disabled by default FontStroke() : _strokeEnabled(false) , _strokeColor(Color3B::BLACK) , _strokeSize(0) {} // true if stroke enabled bool _strokeEnabled; // stroke color Color3B _strokeColor; // stroke size float _strokeSize; }; // font attributes struct FontDefinition { public: /** * @js NA * @lua NA */ FontDefinition() : _fontSize(0) , _alignment(TextHAlignment::CENTER) , _vertAlignment(TextVAlignment::TOP) , _dimensions(Size::ZERO) , _fontFillColor(Color3B::WHITE) {} // font name std::string _fontName; // font size int _fontSize; // horizontal alignment TextHAlignment _alignment; // vertical alignment TextVAlignment _vertAlignment; // renering box Size _dimensions; // font color Color3B _fontFillColor; // font shadow FontShadow _shadow; // font stroke FontStroke _stroke; }; NS_CC_END #endif //__CCTYPES_H__