mirror of https://github.com/axmolengine/axmol.git
473 lines
14 KiB
C++
473 lines
14 KiB
C++
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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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://axmolengine.github.io/
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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 __AX_UTILS_H__
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#define __AX_UTILS_H__
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#include <vector>
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#include <string>
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#include "2d/Node.h"
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#include "base/Macros.h"
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#include "base/RefPtr.h"
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#include "base/Data.h"
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#include "renderer/backend/Types.h"
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#include "math/Mat4.h"
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#include "math/Mat3.h"
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#include "base/axstd.h"
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/** @file ccUtils.h
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Misc free functions
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*/
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NS_AX_BEGIN
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/*
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ccNextPOT function is licensed under the same license that is used in Texture2D.m.
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*/
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/** Returns the Next Power of Two value.
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Examples:
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- If "value" is 15, it will return 16.
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- If "value" is 16, it will return 16.
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- If "value" is 17, it will return 32.
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@param value The value to get next power of two.
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@return Returns the next power of two value.
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@since v0.99.5
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*/
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int ccNextPOT(int value);
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class Sprite;
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class Image;
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namespace utils
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{
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/** Capture the entire screen.
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* To ensure the snapshot is applied after everything is updated and rendered in the current frame,
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* we need to wrap the operation with a custom command which is then inserted into the tail of the render queue.
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* @param afterCaptured specify the callback function which will be invoked after the snapshot is done.
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* @param filename specify a filename where the snapshot is stored. This parameter can be either an absolute path or a
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* simple base filename ("hello.png" etc.), don't use a relative path containing directory names.("mydir/hello.png"
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* etc.).
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* @since v4.0 with axmol
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*/
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AX_DLL void captureScreen(std::function<void(RefPtr<Image>)> imageCallback);
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/** Capture a specific Node.
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* @param startNode specify the snapshot Node. It should be ax::Scene
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* @param scale
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* @returns: return a Image, then can call saveToFile to save the image as "xxx.png or xxx.jpg".
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* @since v4.0 with axmol
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*/
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AX_DLL void captureNode(Node* startNode, std::function<void(RefPtr<Image>)> imageCallback, float scale = 1.0f);
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/** Capture the entire screen. V4-copmatiable only, [DEPRECATED]
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* To ensure the snapshot is applied after everything is updated and rendered in the current frame,
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* we need to wrap the operation with a custom command which is then inserted into the tail of the render queue.
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* @param afterCaptured specify the callback function which will be invoked after the snapshot is done.
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* @param filename specify a filename where the snapshot is stored. This parameter can be either an absolute path or a
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* simple base filename ("hello.png" etc.), don't use a relative path containing directory names.("mydir/hello.png"
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* etc.).
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* @since v4.0
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*/
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AX_DLL void captureScreen(std::function<void(bool, std::string_view)> afterCap, std::string_view filename);
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/** Find children by name, it will return all child that has the same name.
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* It supports c++ 11 regular expression. It is a helper function of `Node::enumerateChildren()`.
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* You can refer to `Node::enumerateChildren()` for detail information.
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*
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* @param node The node to find
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* @param name The name to search for, it supports c++ 11 expression
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* @return Array of Nodes that matches the name
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* @since v3.2
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*/
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AX_DLL std::vector<Node*> findChildren(const Node& node, std::string_view name);
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/** Same to ::atof, but strip the string, remain 7 numbers after '.' before call atof.
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* Why we need this? Because in android c++_static, atof ( and std::atof ) is unsupported for numbers have long decimal
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* part and contain several numbers can approximate to 1 ( like 90.099998474121094 ), it will return inf. This function
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* is used to fix this bug.
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* @param str The string be to converted to double.
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* @return Returns converted value of a string.
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*/
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AX_DLL double atof(const char* str);
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/** Get current exact time, accurate to nanoseconds.
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* @return Returns the time in seconds since the Epoch.
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*/
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AX_DLL double gettime();
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/**
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* Get current time in milliseconds, accurate to nanoseconds
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*
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* @return Returns the time in milliseconds since the Epoch.
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*/
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AX_DLL long long getTimeInMilliseconds();
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/**
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* Calculate unionof bounding box of a node and its children.
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* @return Returns unionof bounding box of a node and its children.
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*/
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AX_DLL Rect getCascadeBoundingBox(Node* node);
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/**
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* Create a sprite instance from base64 encoded image and adds the texture to the Texture Cache.
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* @return Returns an instance of sprite
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*/
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AX_DLL Sprite* createSpriteFromBase64Cached(const char* base64String, const char* key);
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/**
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* Create a sprite instance from base64 encoded image.
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* @return Returns an instance of sprite
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*/
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AX_DLL Sprite* createSpriteFromBase64(const char* base64String);
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/**
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* Find a child by name recursively
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* @return Returns found node or nullptr
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*/
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AX_DLL Node* findChild(Node* levelRoot, std::string_view name);
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/**
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* Find a child by tag recursively
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* @return Returns found node or nullptr
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*/
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AX_DLL Node* findChild(Node* levelRoot, int tag);
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/**
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* Find a child by name recursively
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* @return Returns found node or nullptr with specified type 'T'
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*/
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template <typename T>
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inline T findChild(Node* levelRoot, std::string_view name)
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{
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return dynamic_cast<T>(findChild(levelRoot, name));
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}
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/**
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* Find a child by tag recursively
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* @return Returns found node or nullptr with specified type 'T'
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*/
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template <typename T>
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inline T findChild(Node* levelRoot, int tag)
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{
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return dynamic_cast<T>(findChild(levelRoot, tag));
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}
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/**
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* Gets the md5 hash for the given file.
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* @param filename The file to calculate md5 hash.
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* @param bufferSize The size of buffer used for reading the file
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* @return The md5 hash for the file
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*/
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AX_DLL std::string getFileMD5Hash(std::string_view filename, uint32_t bufferSize = 16 * 1024);
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/**
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* Gets the md5 hash for the given buffer.
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* @param data The buffer to calculate md5 hash.
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* @return The md5 hash for the data
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*/
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AX_DLL std::string getDataMD5Hash(const Data& data);
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/**
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* Gets the hash for the given buffer with specific algorithm.
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* @param data The buffer to calculate the hash.
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* @param algorithm The hash algorithm, support "md5", "sha1", "sha256", "sha512" and more
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* @param toHex Convert to lowercase hex string
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* @return The hash for the data
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*/
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AX_DLL std::string computeDigest(std::string_view data, std::string_view algorithm, bool toHex = true);
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/**
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* Gets the hash for the given file with specific algorithm.
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* @param filename The path of the file to hash.
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* @param algorithm The hash algorithm, support "md5", "sha1", "sha256", "sha512" and more
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* @param bufferSize Chunk size used for hashing
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* @param toHex Convert to lowercase hex string
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* @return The hash for the file
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*/
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AX_DLL std::string computeFileDigest(std::string_view filename,
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std::string_view algorithm,
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uint32_t bufferSize = 16 * 1024,
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bool toHex = true);
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/**
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@brief Converts language iso 639-1 code to LanguageType enum.
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@return LanguageType enum.
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* @js NA
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* @lua NA
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*/
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AX_DLL LanguageType getLanguageTypeByISO2(const char* code);
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AX_DLL backend::BlendFactor toBackendBlendFactor(int factor);
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AX_DLL int toGLBlendFactor(backend::BlendFactor blendFactor);
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AX_DLL backend::SamplerFilter toBackendSamplerFilter(int mode);
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AX_DLL backend::SamplerAddressMode toBackendAddressMode(int mode);
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// Adjust matrix for metal.
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AX_DLL const Mat4& getAdjustMatrix();
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/**
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Get the Normal Matrix of matrixMV
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*/
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AX_DLL Mat3 getNormalMat3OfMat4(const Mat4& mat);
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/**
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@brief Parses a list of space-separated integers.
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@return Vector of ints.
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* @js NA
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* @lua NA
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*/
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AX_DLL std::vector<int> parseIntegerList(std::string_view intsString);
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/**
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@brief translate charstring/binarystream to hexstring.
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@return hexstring.
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* @js NA
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* @lua NA
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*/
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AX_DLL std::string bin2hex(std::string_view binary /*charstring also regard as binary in C/C++*/,
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int delim = -1,
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bool prefix = false);
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/**
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@brief killCurrentProcess immidiately, any object's destructor never call
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@return NA.
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* @js NA
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* @lua NA
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*/
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AX_DLL void killCurrentProcess();
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/**
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* Create a Game Object, like CREATE_FUNC, but more powerful
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* @return Returns a RefPtr<T> game object
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* @remark Auto manage ax::Ref reference count, use std::unique_ptr
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* @limition The init function finit must be public
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*/
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template <typename T, typename F, typename... Ts>
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static RefPtr<T> makeInstance(F&& memf, Ts&&... args)
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{
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RefPtr<T> pRet(ReferencedObject<T>{new T()});
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if (pRet && std::mem_fn(memf)(pRet.get(), std::forward<Ts>(args)...))
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return pRet;
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pRet.reset();
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return pRet;
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}
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/**
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* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
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* @return Returns a autorelease game object
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* @remark Auto manage ax::Ref reference count, use std::unique_ptr
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* @limition The init function finit must be public
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*/
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template <typename T>
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inline static RefPtr<T> makeInstance()
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{
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return makeInstance<T>(&T::init);
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}
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/**
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* Create a Game Object, like CREATE_FUNC, but more powerful
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* @return Returns a autorelease game object
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* @remark Auto manage ax::Ref reference count, use AutoReleasePool
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* @limition The init function finit must be public
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*/
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template <typename T, typename F, typename... Ts>
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inline T* createInstance(F&& finit, Ts&&... args)
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{
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T* pRet = new T();
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if (std::mem_fn(finit)(pRet, std::forward<Ts>(args)...))
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pRet->autorelease();
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else
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{
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delete pRet;
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pRet = nullptr;
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}
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return pRet;
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}
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/**
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* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
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* @return Returns a autorelease game object
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* @remark Auto manage ax::Ref reference count, use AutoReleasePool
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* @limition The init function finit must be public
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*/
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template <typename T>
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inline T* createInstance()
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{
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return ::ax::utils::createInstance<T>(&T::init);
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}
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/**
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* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
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* @return Returns a game object
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* @remark You need call release after you don't want use it manually
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* @limition The init function finit must be public
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*/
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template <typename T, typename F, typename... Ts>
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static T* newInstance(F&& memf, Ts&&... args)
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{
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T* pRet = new T();
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if (std::mem_fn(memf)(pRet, std::forward<Ts>(args)...))
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return pRet;
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else
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{
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delete pRet;
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pRet = nullptr;
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return nullptr;
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}
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}
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/**
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* Create a Game Object with 'bool T::init()', like CREATE_FUNC, but more powerful
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* @return Returns a game object
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* @remark You need call release after you don't want use it manually
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* @limition The init function finit must be public
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*/
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template <typename T>
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inline static T* newInstance()
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{
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return newInstance<T>(&T::init);
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}
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// check a number is power of two.
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inline bool isPOT(int number)
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{
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return ((number > 0) && (number & (number - 1)) == 0);
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}
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// Convert ASCII hex digit to a nibble (four bits, 0 - 15).
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//
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// Use unsigned to avoid signed overflow UB.
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inline unsigned char hex2nibble(unsigned char c)
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{
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if (c >= '0' && c <= '9')
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{
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return c - '0';
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}
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else if (c >= 'a' && c <= 'f')
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{
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return 10 + (c - 'a');
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}
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else if (c >= 'A' && c <= 'F')
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{
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return 10 + (c - 'A');
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}
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return 0;
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}
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// Convert a nibble ASCII hex digit
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inline unsigned char nibble2hex(unsigned char c, unsigned char a = 'a')
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{
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return ((c) < 0xa ? ((c) + '0') : ((c) + a - 10));
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}
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// Convert ASCII hex string (two characters) to byte.
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//
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// E.g., "0B" => 0x0B, "af" => 0xAF.
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inline char hex2char(const char* p)
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{
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return hex2nibble((uint8_t)p[0]) << 4 | hex2nibble(p[1]);
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}
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// Convert byte to ASCII hex string (two characters).
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inline char* char2hex(char* p, unsigned char c, unsigned char a = 'a')
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{
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p[0] = nibble2hex(c >> 4, a);
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p[1] = nibble2hex(c & (uint8_t)0xf, a);
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return p;
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}
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AX_DLL std::string urlEncode(std::string_view s);
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AX_DLL std::string urlDecode(std::string_view st);
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/**
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* Encodes bytes into a 64base buffer
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* @returns base64 encoded string
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*
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@since axmol-2.1.0
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*/
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AX_DLL std::string base64Encode(const void* in, size_t inlen);
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template<typename _Ty, size_t _Extent = std::dynamic_extent>
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inline std::string base64Encode(std::span<_Ty, _Extent> in)
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{
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return base64Encode(in.data(), in.size_bytes());
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}
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/**
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* Decodes a 64base encoded buffer
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* @returns palintext
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*
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@since axmol-1.0.0
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*/
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AX_DLL yasio::byte_buffer base64Decode(std::string_view s);
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/**
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* Encodes bytes into a 64base encoded memory with terminating '\0' character.
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* The encoded memory is expected to be freed by the caller by calling `free()`
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*
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* @returns the length of the out buffer
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*
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@since v2.1.4, axmol-1.0.0 move from namespace ax to ax::utils
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*/
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AX_DLL int base64Encode(const unsigned char* in, unsigned int inLength, char** out);
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/**
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* Decodes a 64base encoded memory. The decoded memory is
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* expected to be freed by the caller by calling `free()`
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*
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* @returns the length of the out buffer
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*
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@since v0.8.1, axmol-1.0.0 move from namespace ax to ax::utils
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*/
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AX_DLL int base64Decode(const unsigned char* in, unsigned int inLength, unsigned char** out);
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AX_DLL uint32_t fourccValue(std::string_view str);
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} // namespace utils
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NS_AX_END
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#endif // __SUPPORT_AX_UTILS_H__
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