mirror of https://github.com/axmolengine/axmol.git
294 lines
8.4 KiB
C++
294 lines
8.4 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmol.dev/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __AXMOL_H__
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#define __AXMOL_H__
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#include "axmolver.h"
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//
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// all axmol include files
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//
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#include "base/Config.h"
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// base
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#ifndef AX_CORE_PROFILE
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# include "base/AsyncTaskPool.h"
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#endif
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#include "base/AutoreleasePool.h"
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#include "base/Configuration.h"
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#include "base/Logging.h"
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#include "base/Data.h"
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#include "base/Director.h"
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#include "base/IMEDelegate.h"
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#include "base/IMEDispatcher.h"
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#include "base/Map.h"
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#include "base/NS.h"
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#include "base/Profiling.h"
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#include "base/Properties.h"
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#include "base/Object.h"
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#include "base/RefPtr.h"
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#include "base/Scheduler.h"
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#include "base/UserDefault.h"
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#include "base/Value.h"
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#include "base/Vector.h"
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#include "base/ZipUtils.h"
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#include "base/base64.h"
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#include "base/Config.h"
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#include "base/Macros.h"
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#include "base/Types.h"
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#include "base/UTF8.h"
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#include "base/Utils.h"
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// EventDispatcher
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#include "base/EventAcceleration.h"
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#include "base/EventCustom.h"
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#include "base/EventDispatcher.h"
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#include "base/EventFocus.h"
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#include "base/EventKeyboard.h"
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#include "base/EventListenerAcceleration.h"
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#include "base/EventListenerCustom.h"
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#include "base/EventListenerFocus.h"
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#include "base/EventListenerKeyboard.h"
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#include "base/EventListenerMouse.h"
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#include "base/EventListenerController.h"
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#include "base/EventListenerTouch.h"
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#include "base/EventMouse.h"
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#include "base/EventController.h"
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#include "base/Controller.h"
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#include "base/EventTouch.h"
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#include "base/EventType.h"
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// math
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#include "math/AffineTransform.h"
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#include "math/Math.h"
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#include "math/Vertex.h"
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#include "math/Mat4.h"
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#include "math/MathUtil.h"
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#include "math/Quaternion.h"
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#include "math/Vec2.h"
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#include "math/Vec3.h"
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#include "math/Vec4.h"
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// actions
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#include "2d/Action.h"
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#include "2d/ActionCamera.h"
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#include "2d/ActionCatmullRom.h"
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#include "2d/ActionEase.h"
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#include "2d/ActionGrid.h"
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#include "2d/ActionGrid3D.h"
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#include "2d/ActionInstant.h"
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#include "2d/ActionInterval.h"
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#include "2d/ActionManager.h"
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#include "2d/ActionPageTurn3D.h"
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#include "2d/ActionProgressTimer.h"
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#include "2d/ActionTiledGrid.h"
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#include "2d/ActionTween.h"
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#include "2d/TweenFunction.h"
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#include "2d/ActionCoroutine.h"
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// 2d nodes
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#include "2d/AtlasNode.h"
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#include "2d/ClippingNode.h"
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#include "2d/ClippingRectangleNode.h"
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#include "2d/DrawNode.h"
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#include "2d/FontFNT.h"
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#include "2d/FontFreeType.h"
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#include "2d/Label.h"
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#include "2d/LabelAtlas.h"
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#include "2d/Layer.h"
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#include "2d/Menu.h"
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#include "2d/MenuItem.h"
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#include "2d/MotionStreak.h"
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#include "2d/Node.h"
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#include "2d/NodeGrid.h"
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#include "2d/ParticleBatchNode.h"
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#include "2d/ParticleExamples.h"
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#include "2d/ParticleSystem.h"
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#include "2d/ParticleSystemQuad.h"
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#include "2d/ProgressTimer.h"
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#include "2d/ProtectedNode.h"
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#include "2d/RenderTexture.h"
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#include "2d/Scene.h"
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#include "2d/Transition.h"
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#include "2d/TransitionPageTurn.h"
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#include "2d/TransitionProgress.h"
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// 2d utils
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#include "2d/Camera.h"
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#include "2d/CameraBackgroundBrush.h"
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#include "2d/Grid.h"
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#include "2d/Light.h"
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// include
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#include "base/Protocols.h"
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// renderer
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#include "renderer/CallbackCommand.h"
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#include "renderer/CustomCommand.h"
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#include "renderer/GroupCommand.h"
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#include "renderer/Material.h"
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#include "renderer/Pass.h"
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#include "renderer/QuadCommand.h"
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#include "renderer/RenderCommand.h"
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#include "renderer/RenderCommandPool.h"
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#include "renderer/RenderState.h"
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#include "renderer/Renderer.h"
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#include "renderer/Technique.h"
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#include "renderer/Texture2D.h"
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#include "renderer/TextureCube.h"
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#include "renderer/TextureCache.h"
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#include "renderer/TrianglesCommand.h"
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#include "renderer/Shaders.h"
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// physics
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#include "physics/PhysicsBody.h"
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#include "physics/PhysicsContact.h"
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#include "physics/PhysicsJoint.h"
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#include "physics/PhysicsShape.h"
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#include "physics/PhysicsWorld.h"
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// platform
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#include "platform/Common.h"
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#include "platform/Device.h"
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#include "platform/FileUtils.h"
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#include "platform/FileStream.h"
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#include "platform/Image.h"
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#include "platform/PlatformConfig.h"
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#include "platform/PlatformMacros.h"
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#include "platform/SAXParser.h"
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_IOS)
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# include "platform/ios/Application-ios.h"
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# include "platform/ios/GLViewImpl-ios.h"
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# include "platform/ios/StdC-ios.h"
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#endif // AX_TARGET_PLATFORM == AX_PLATFORM_IOS
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_ANDROID)
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# include "platform/android/Application-android.h"
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# include "platform/android/GLViewImpl-android.h"
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# include "platform/android/GL-android.h"
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# include "platform/android/StdC-android.h"
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#endif // AX_TARGET_PLATFORM == AX_PLATFORM_ANDROID
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_WIN32)
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# include "platform/win32/Application-win32.h"
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# include "platform/GLViewImpl.h"
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# include "platform/win32/GL-win32.h"
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# include "platform/win32/StdC-win32.h"
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#endif // AX_TARGET_PLATFORM == AX_PLATFORM_WIN32
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_WINRT)
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# include "platform/winrt/Application-winrt.h"
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# include "platform/winrt/GLViewImpl-winrt.h"
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# include "platform/winrt/GL-winrt.h"
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# include "platform/winrt/StdC-winrt.h"
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#endif // AX_TARGET_PLATFORM == AX_PLATFORM_WINRT
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_MAC)
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# include "platform/GLViewImpl.h"
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# include "platform/mac/Application-mac.h"
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# include "platform/mac/StdC-mac.h"
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#endif // AX_TARGET_PLATFORM == AX_PLATFORM_MAC
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_LINUX)
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# include "platform/linux/Application-linux.h"
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# include "platform/GLViewImpl.h"
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# include "platform/linux/GL-linux.h"
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# include "platform/linux/StdC-linux.h"
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#endif // AX_TARGET_PLATFORM == AX_PLATFORM_LINUX
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#if (AX_TARGET_PLATFORM == AX_PLATFORM_WASM)
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#include "platform/wasm/Application-wasm.h"
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#include "platform/GLViewImpl.h"
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#include "platform/wasm/GL-wasm.h"
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#include "platform/wasm/StdC-wasm.h"
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#endif // AX_TARGET_PLATFORM == AX_PLATFORM_WASM
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// script_support
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#include "base/ScriptSupport.h"
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// sprite_nodes
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#include "2d/Animation.h"
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#include "2d/AnimationCache.h"
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#include "2d/Sprite.h"
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#include "2d/AnchoredSprite.h"
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#include "2d/AutoPolygon.h"
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#include "2d/SpriteBatchNode.h"
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#include "2d/SpriteFrame.h"
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#include "2d/SpriteFrameCache.h"
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// text_input_node
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#include "2d/TextFieldTTF.h"
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// textures
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#include "renderer/TextureAtlas.h"
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// tilemap_parallax_nodes
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#include "2d/ParallaxNode.h"
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#include "2d/TMXObjectGroup.h"
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#include "2d/TMXXMLParser.h"
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#include "2d/TileMapAtlas.h"
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#include "2d/FastTMXLayer.h"
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#include "2d/FastTMXTiledMap.h"
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// component
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#include "2d/Component.h"
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#include "2d/ComponentContainer.h"
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// 3d
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#include "3d/AABB.h"
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#include "3d/Animate3D.h"
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#include "3d/Animation3D.h"
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#include "3d/AttachNode.h"
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#include "3d/BillBoard.h"
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#include "3d/Frustum.h"
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#include "3d/Mesh.h"
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#include "3d/MeshSkin.h"
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#include "3d/MotionStreak3D.h"
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#include "3d/MeshVertexIndexData.h"
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#include "3d/OBB.h"
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#include "3d/Plane.h"
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#include "3d/Ray.h"
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#include "3d/Skeleton3D.h"
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#include "3d/Skybox.h"
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#include "3d/MeshRenderer.h"
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#include "3d/MeshMaterial.h"
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#include "3d/Terrain.h"
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#include "3d/VertexAttribBinding.h"
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namespace ax
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{
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AX_DLL const char* axmolVersion();
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}
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#endif // __AX_H__
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