mirror of https://github.com/axmolengine/axmol.git
546 lines
20 KiB
C++
546 lines
20 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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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 __SPITE_NODE_CCSPRITE_H__
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#define __SPITE_NODE_CCSPRITE_H__
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#include "base_nodes/CCNode.h"
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#include "CCProtocols.h"
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#include "textures/CCTextureAtlas.h"
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#include "ccTypes.h"
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#include "cocoa/CCDictionary.h"
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#include <string>
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#ifdef EMSCRIPTEN
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#include "base_nodes/CCGLBufferedNode.h"
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#endif // EMSCRIPTEN
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NS_CC_BEGIN
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class SpriteBatchNode;
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class SpriteFrame;
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class Animation;
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class Rect;
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class Point;
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class Size;
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class Texture2D;
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struct transformValues_;
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/**
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* @addtogroup sprite_nodes
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* @{
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*/
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#define SpriteIndexNotInitialized 0xffffffff /// Sprite invalid index on the SpriteBatchNode
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/**
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* Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) )
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*
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* Sprite can be created with an image, or with a sub-rectangle of an image.
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*
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* If the parent or any of its ancestors is a SpriteBatchNode then the following features/limitations are valid
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* - Features when the parent is a BatchNode:
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* - MUCH faster rendering, specially if the SpriteBatchNode has many children. All the children will be drawn in a single batch.
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*
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* - Limitations
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* - Camera is not supported yet (eg: OrbitCamera action doesn't work)
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* - GridBase actions are not supported (eg: Lens, Ripple, Twirl)
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* - The Alias/Antialias property belongs to SpriteBatchNode, so you can't individually set the aliased property.
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* - The Blending function property belongs to SpriteBatchNode, so you can't individually set the blending function property.
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* - Parallax scroller is not supported, but can be simulated with a "proxy" sprite.
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*
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* If the parent is an standard Node, then Sprite behaves like any other Node:
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* - It supports blending functions
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* - It supports aliasing / antialiasing
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* - But the rendering will be slower: 1 draw per children.
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*
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* The default anchorPoint in Sprite is (0.5, 0.5).
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*/
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class CC_DLL Sprite : public NodeRGBA, public TextureProtocol
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#ifdef EMSCRIPTEN
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, public GLBufferedNode
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#endif // EMSCRIPTEN
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{
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public:
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/// @{
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/// @name Creators
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/**
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* Creates an empty sprite without texture. You can call setTexture method subsequently.
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*
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* @return An empty sprite object that is marked as autoreleased.
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*/
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static Sprite* create();
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/**
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* Creates a sprite with an image filename.
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*
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* After creation, the rect of sprite will be the size of the image,
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* and the offset will be (0,0).
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*
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* @param pszFileName The string which indicates a path to image file, e.g., "scene1/monster.png".
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* create(const char *pszFileName);
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/**
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* Creates a sprite with an image filename and a rect.
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*
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* @param pszFileName The string wich indicates a path to image file, e.g., "scene1/monster.png"
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* @param rect Only the contents inside rect of pszFileName's texture will be applied for this sprite.
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* create(const char *pszFileName, const Rect& rect);
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/**
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* Creates a sprite with an exsiting texture contained in a Texture2D object
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* After creation, the rect will be the size of the texture, and the offset will be (0,0).
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*
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* @param pTexture A pointer to a Texture2D object.
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* createWithTexture(Texture2D *pTexture);
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/**
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* Creates a sprite with a texture and a rect.
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*
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* After creation, the offset will be (0,0).
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*
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* @param pTexture A pointer to an existing Texture2D object.
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* You can use a Texture2D object for many sprites.
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* @param rect Only the contents inside the rect of this texture will be applied for this sprite.
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* createWithTexture(Texture2D *pTexture, const Rect& rect);
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/**
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* Creates a sprite with an sprite frame.
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*
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* @param pSpriteFrame A sprite frame which involves a texture and a rect
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* createWithSpriteFrame(SpriteFrame *pSpriteFrame);
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/**
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* Creates a sprite with an sprite frame name.
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*
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* A SpriteFrame will be fetched from the SpriteFrameCache by pszSpriteFrameName param.
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* If the SpriteFrame doesn't exist it will raise an exception.
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*
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* @param pszSpriteFrameName A null terminated string which indicates the sprite frame name.
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static Sprite* createWithSpriteFrameName(const char *pszSpriteFrameName);
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/// @} end of creators group
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/// @{
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/// @name Initializers
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/**
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* Default constructor
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*/
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Sprite(void);
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/**
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* Default destructor
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*/
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virtual ~Sprite(void);
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/**
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* Initializes an empty sprite with nothing init.
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*/
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virtual bool init(void);
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/**
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* Initializes a sprite with a texture.
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*
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* After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
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*
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* @param pTexture A pointer to an existing Texture2D object.
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* You can use a Texture2D object for many sprites.
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(Texture2D *pTexture);
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/**
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* Initializes a sprite with a texture and a rect.
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*
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* After initialization, the offset will be (0,0).
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*
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* @param pTexture A pointer to an exisiting Texture2D object.
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* You can use a Texture2D object for many sprites.
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* @param rect Only the contents inside rect of this texture will be applied for this sprite.
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(Texture2D *pTexture, const Rect& rect);
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/**
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* Initializes a sprite with a texture and a rect in points, optionally rotated.
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*
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* After initialization, the offset will be (0,0).
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* @note This is the designated initializer.
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*
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* @param pTexture A Texture2D object whose texture will be applied to this sprite.
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* @param rect A rectangle assigned the contents of texture.
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* @param rotated Whether or not the texture rectangle is rotated.
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(Texture2D *pTexture, const Rect& rect, bool rotated);
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/**
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* Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite
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*
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* @param pSpriteFrame A SpriteFrame object. It should includes a valid texture and a rect
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithSpriteFrame(SpriteFrame *pSpriteFrame);
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/**
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* Initializes a sprite with an sprite frame name.
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*
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* A SpriteFrame will be fetched from the SpriteFrameCache by name.
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* If the SpriteFrame doesn't exist it will raise an exception.
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*
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* @param pszSpriteFrameName A key string that can fected a volid SpriteFrame from SpriteFrameCache
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithSpriteFrameName(const char *pszSpriteFrameName);
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/**
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* Initializes a sprite with an image filename.
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*
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* This method will find pszFilename from local file system, load its content to Texture2D,
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* then use Texture2D to create a sprite.
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* After initialization, the rect used will be the size of the image. The offset will be (0,0).
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*
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* @param pszFilename The path to an image file in local file system
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithFile(const char *pszFilename);
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/**
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* Initializes a sprite with an image filename, and a rect.
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*
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* This method will find pszFilename from local file system, load its content to Texture2D,
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* then use Texture2D to create a sprite.
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* After initialization, the offset will be (0,0).
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*
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* @param pszFilename The path to an image file in local file system.
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* @param rect The rectangle assigned the content area from texture.
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithFile(const char *pszFilename, const Rect& rect);
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/// @} end of initializers
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/// @{
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/// @name Functions inherited from TextureProtocol
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virtual void setTexture(Texture2D *texture);
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virtual Texture2D* getTexture(void);
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inline void setBlendFunc(const BlendFunc &blendFunc) { _blendFunc = blendFunc; }
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inline const BlendFunc& getBlendFunc(void) const { return _blendFunc; }
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/// @}
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/// @{
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/// @name Functions inherited from Node
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virtual void setScaleX(float fScaleX);
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virtual void setScaleY(float fScaleY);
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virtual void setPosition(const Point& pos);
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virtual void setRotation(float fRotation);
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virtual void setRotationX(float fRotationX);
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virtual void setRotationY(float fRotationY);
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virtual void setSkewX(float sx);
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virtual void setSkewY(float sy);
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virtual void removeChild(Node* pChild, bool bCleanup);
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virtual void removeAllChildrenWithCleanup(bool bCleanup);
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virtual void reorderChild(Node *pChild, int zOrder);
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virtual void addChild(Node *pChild);
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virtual void addChild(Node *pChild, int zOrder);
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virtual void addChild(Node *pChild, int zOrder, int tag);
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virtual void sortAllChildren();
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virtual void setScale(float fScale);
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virtual void setVertexZ(float fVertexZ);
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virtual void setAnchorPoint(const Point& anchor);
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virtual void ignoreAnchorPointForPosition(bool value);
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virtual void setVisible(bool bVisible);
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virtual void draw(void);
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/// @}
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/// @{
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/// @name Functions inherited from NodeRGBA
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virtual void setColor(const Color3B& color3);
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virtual void updateDisplayedColor(const Color3B& parentColor);
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virtual void setOpacity(GLubyte opacity);
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virtual void setOpacityModifyRGB(bool modify);
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virtual bool isOpacityModifyRGB(void) const;
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virtual void updateDisplayedOpacity(GLubyte parentOpacity);
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/// @}
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/// @{
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/// @name BatchNode methods
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/**
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* Updates the quad according the rotation, position, scale values.
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*/
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virtual void updateTransform(void);
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/**
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* Returns the batch node object if this sprite is rendered by SpriteBatchNode
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*
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* @return The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode,
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* NULL if the sprite isn't used batch node.
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*/
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virtual SpriteBatchNode* getBatchNode(void);
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/**
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* Sets the batch node to sprite
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* @warning This method is not recommended for game developers. Sample code for using batch node
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* @code
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* SpriteBatchNode *batch = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
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* Sprite *sprite = Sprite::createWithTexture(batch->getTexture(), CCRectMake(0, 0, 57, 57));
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* batch->addChild(sprite);
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* layer->addChild(batch);
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* @endcode
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*/
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virtual void setBatchNode(SpriteBatchNode *pobSpriteBatchNode);
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/// @} end of BatchNode methods
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/// @{
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/// @name Texture methods
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/**
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* Updates the texture rect of the Sprite in points.
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* It will call setTextureRect:rotated:untrimmedSize with rotated = NO, and utrimmedSize = rect.size.
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*/
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virtual void setTextureRect(const Rect& rect);
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/**
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* Sets the texture rect, rectRotated and untrimmed size of the Sprite in points.
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* It will update the texture coordinates and the vertex rectangle.
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*/
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virtual void setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize);
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/**
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* Sets the vertex rect.
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* It will be called internally by setTextureRect.
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* Useful if you want to create 2x images from SD images in Retina Display.
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* Do not call it manually. Use setTextureRect instead.
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*/
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virtual void setVertexRect(const Rect& rect);
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/// @} end of texture methods
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/// @{
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/// @name Frames methods
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/**
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* Sets a new display frame to the Sprite.
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*/
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virtual void setDisplayFrame(SpriteFrame *pNewFrame);
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/**
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* Returns whether or not a SpriteFrame is being displayed
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*/
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virtual bool isFrameDisplayed(SpriteFrame *pFrame) const;
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/**
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* Returns the current displayed frame.
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*/
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virtual SpriteFrame* displayFrame(void);
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/// @} End of frames methods
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/// @{
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/// @name Animation methods
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/**
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* Changes the display frame with animation name and index.
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* The animation name will be get from the AnimationCache
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*/
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virtual void setDisplayFrameWithAnimationName(const char *animationName, int frameIndex);
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/// @}
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/// @{
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/// @name Sprite Properties' setter/getters
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/**
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* Whether or not the Sprite needs to be updated in the Atlas.
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*
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* @return true if the sprite needs to be updated in the Atlas, false otherwise.
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*/
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inline virtual bool isDirty(void) const { return _dirty; }
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/**
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* Makes the Sprite to be updated in the Atlas.
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*/
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inline virtual void setDirty(bool bDirty) { _dirty = bDirty; }
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/**
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* Returns the quad (tex coords, vertex coords and color) information.
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*/
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inline V3F_C4B_T2F_Quad getQuad(void) { return _quad; }
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/**
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* Returns whether or not the texture rectangle is rotated.
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*/
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inline bool isTextureRectRotated(void) const { return _rectRotated; }
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/**
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* Returns the index used on the TextureAtlas.
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*/
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inline unsigned int getAtlasIndex(void) const { return _atlasIndex; }
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/**
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* Sets the index used on the TextureAtlas.
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* @warning Don't modify this value unless you know what you are doing
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*/
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inline void setAtlasIndex(unsigned int uAtlasIndex) { _atlasIndex = uAtlasIndex; }
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/**
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* Returns the rect of the Sprite in points
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*/
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inline const Rect& getTextureRect(void) { return _rect; }
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/**
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* Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode
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*/
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inline TextureAtlas* getTextureAtlas(void) { return _textureAtlas; }
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/**
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* Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode
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*/
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inline void setTextureAtlas(TextureAtlas *pobTextureAtlas) { _textureAtlas = pobTextureAtlas; }
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/**
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* Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
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*/
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inline const Point& getOffsetPosition(void) const { return _offsetPosition; }
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/**
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* Returns the flag which indicates whether the sprite is flipped horizontally or not.
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*
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* It only flips the texture of the sprite, and not the texture of the sprite's children.
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* Also, flipping the texture doesn't alter the anchorPoint.
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* If you want to flip the anchorPoint too, and/or to flip the children too use:
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* sprite->setScaleX(sprite->getScaleX() * -1);
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*
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* @return true if the sprite is flipped horizaontally, false otherwise.
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*/
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bool isFlipX(void) const;
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/**
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* Sets whether the sprite should be flipped horizontally or not.
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*
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* @param bFlipX true if the sprite should be flipped horizaontally, false otherwise.
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*/
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void setFlipX(bool bFlipX);
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/**
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* Return the flag which indicates whether the sprite is flipped vertically or not.
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*
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* It only flips the texture of the sprite, and not the texture of the sprite's children.
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* Also, flipping the texture doesn't alter the anchorPoint.
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* If you want to flip the anchorPoint too, and/or to flip the children too use:
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* sprite->setScaleY(sprite->getScaleY() * -1);
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*
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* @return true if the sprite is flipped vertically, flase otherwise.
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*/
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bool isFlipY(void) const;
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/**
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* Sets whether the sprite should be flipped vertically or not.
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*
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* @param bFlipY true if the sprite should be flipped vertically, flase otherwise.
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*/
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void setFlipY(bool bFlipY);
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/// @} End of Sprite properties getter/setters
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protected:
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void updateColor(void);
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virtual void setTextureCoords(Rect rect);
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virtual void updateBlendFunc(void);
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virtual void setReorderChildDirtyRecursively(void);
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virtual void setDirtyRecursively(bool bValue);
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//
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// Data used when the sprite is rendered using a SpriteSheet
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//
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TextureAtlas* _textureAtlas; /// SpriteBatchNode texture atlas (weak reference)
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unsigned int _atlasIndex; /// Absolute (real) Index on the SpriteSheet
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SpriteBatchNode* _batchNode; /// Used batch node (weak reference)
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bool _dirty; /// Whether the sprite needs to be updated
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bool _recursiveDirty; /// Whether all of the sprite's children needs to be updated
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bool _hasChildren; /// Whether the sprite contains children
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bool _shouldBeHidden; /// should not be drawn because one of the ancestors is not visible
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AffineTransform _transformToBatch;
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//
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// Data used when the sprite is self-rendered
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//
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BlendFunc _blendFunc; /// It's required for TextureProtocol inheritance
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Texture2D* _texture; /// Texture2D object that is used to render the sprite
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//
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// Shared data
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//
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// texture
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Rect _rect; /// Retangle of Texture2D
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bool _rectRotated; /// Whether the texture is rotated
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// Offset Position (used by Zwoptex)
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Point _offsetPosition;
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Point _unflippedOffsetPositionFromCenter;
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// vertex coords, texture coords and color info
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V3F_C4B_T2F_Quad _quad;
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// opacity and RGB protocol
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bool _opacityModifyRGB;
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// image is flipped
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bool _flipX; /// Whether the sprite is flipped horizaontally or not.
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bool _flipY; /// Whether the sprite is flipped vertically or not.
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};
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// end of sprite_nodes group
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/// @}
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NS_CC_END
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#endif // __SPITE_NODE_CCSPRITE_H__
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