mirror of https://github.com/axmolengine/axmol.git
112 lines
3.8 KiB
C++
Executable File
112 lines
3.8 KiB
C++
Executable File
/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2009 Leonardo Kasperavičius
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Copyright (c) 2011 ynga 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 __CC_PARTICLE_SYSTEM_QUAD_H__
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#define __CC_PARTICLE_SYSTEM_QUAD_H__
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#include "CCParticleSystem.h"
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NS_CC_BEGIN
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class CCSpriteFrame;
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/** @brief CCParticleSystemQuad is a subclass of CCParticleSystem
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It includes all the features of ParticleSystem.
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Special features and Limitations:
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- Particle size can be any float number.
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- The system can be scaled
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- The particles can be rotated
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- On 1st and 2nd gen iPhones: It is only a bit slower that CCParticleSystemPoint
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- On 3rd gen iPhone and iPads: It is MUCH faster than CCParticleSystemPoint
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- It consumes more RAM and more GPU memory than CCParticleSystemPoint
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- It supports subrects
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@since v0.8
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*/
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class CC_DLL CCParticleSystemQuad : public CCParticleSystem
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{
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protected:
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ccV3F_C4B_T2F_Quad *m_pQuads; // quads to be rendered
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GLushort *m_pIndices; // indices
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#if CC_TEXTURE_ATLAS_USE_VAO
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GLuint m_uVAOname;
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#endif
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GLuint m_pBuffersVBO[2]; //0: vertex 1: indices
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public:
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CCParticleSystemQuad();
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virtual ~CCParticleSystemQuad();
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/** creates an initializes a CCParticleSystemQuad from a plist file.
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This plist files can be creted manually or with Particle Designer:
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*/
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static CCParticleSystemQuad * particleWithFile(const char *plistFile);
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/** initialices the indices for the vertices*/
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void setupIndices();
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/** initilizes the texture with a rectangle measured Points */
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void initTexCoordsWithRect(const CCRect& rect);
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/** Sets a new CCSpriteFrame as particle.
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WARNING: this method is experimental. Use setTexture:withRect instead.
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@since v0.99.4
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*/
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void setDisplayFrame(CCSpriteFrame *spriteFrame);
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/** Sets a new texture with a rect. The rect is in Points.
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@since v0.99.4
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*/
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void setTextureWithRect(CCTexture2D *texture, const CCRect& rect);
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// super methods
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virtual bool initWithTotalParticles(unsigned int numberOfParticles);
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virtual void setTexture(CCTexture2D* texture);
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virtual void updateQuadWithParticle(tCCParticle* particle, const CCPoint& newPosition);
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virtual void postStep();
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virtual void draw();
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virtual void setBatchNode(CCParticleBatchNode* batchNode);
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virtual void setTotalParticles(unsigned int tp);
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/** listen the event that coming to foreground on Android
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*/
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void listenBackToForeground(CCObject *obj);
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private:
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#if CC_TEXTURE_ATLAS_USE_VAO
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void setupVBOandVAO();
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#else
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void setupVBO();
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#endif
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bool allocMemory();
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};
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NS_CC_END
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#endif //__CC_PARTICLE_SYSTEM_QUAD_H__
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