mirror of https://github.com/axmolengine/axmol.git
122 lines
4.6 KiB
C++
122 lines
4.6 KiB
C++
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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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 __SPRITE_CCSPRITE_FRAME_CACHE_H__
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#define __SPRITE_CCSPRITE_FRAME_CACHE_H__
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/*
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* To create sprite frames and texture atlas, use this tool:
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* http://zwoptex.zwopple.com/
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*/
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#include "CCSpriteFrame.h"
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#include "CCTexture2D.h"
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#include "cocoa/NSObject.h"
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#include "cocoa/NSMutableDictionary.h"
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#include <string>
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class CCSpirte;
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/** Singleton that handles the loading of the sprite frames.
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It saves in a cache the sprite frames.
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@since v0.9
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*/
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class CCSpriteFrameCache : public NSObject
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{
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public:
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void init(void);
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~CCSpriteFrameCache(void);
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/*Adds multiple Sprite Frames with a dictionary. The texture will be associated with the created sprite frames.
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the pobDictionary look like:
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"metadata" -> NSMutableDictionary<string, INT32>
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"frames" -> NSMutableDictionary<string, string>
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|__"x" -> "123"
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"y" -> "12"
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...
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*/
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void addSpriteFramesWithDictionary(NSMutableDictionary<std::string> *pobDictionary, CCTexture2D *pobTexture);
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/** Adds multiple Sprite Frames from a plist file.
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* A texture will be loaded automatically. The texture name will composed by replacing the .plist suffix with .png
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* If you want to use another texture, you should use the addSpriteFramesWithFile:texture method.
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*/
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void addSpriteFramesWithFile(const char *pszPlist);
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// Adds multiple Sprite Frames from a plist file. The texture will be associated with the created sprite frames.
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void addSpriteFramesWithFile(const char *pszPlist, CCTexture2D *pobTexture);
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/** Adds an sprite frame with a given name.
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If the name already exists, then the contents of the old name will be replaced with the new one.
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*/
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void addSpriteFrame(CCSpriteFrame *pobFrame, const char *pszFrameName);
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/** Purges the dictionary of loaded sprite frames.
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* Call this method if you receive the "Memory Warning".
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* In the short term: it will free some resources preventing your app from being killed.
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* In the medium term: it will allocate more resources.
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* In the long term: it will be the same.
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*/
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void removeSpriteFrames(void);
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/** Removes unused sprite frames.
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* Sprite Frames that have a retain count of 1 will be deleted.
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* It is convinient to call this method after when starting a new Scene.
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*/
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void removeUnusedSpriteFrames(void);
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// Deletes an sprite frame from the sprite frame cache.
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void removeSpriteFrameByName(const char *pszName);
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/** Returns an Sprite Frame that was previously added.
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If the name is not found it will return nil.
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You should retain the returned copy if you are going to use it.
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*/
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CCSpriteFrame* spriteFrameByName(const char *pszName);
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/** Creates an sprite with the name of an sprite frame.
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The created sprite will contain the texture, rect and offset of the sprite frame.
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It returns an autorelease object.
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@deprecated use [CCSprite spriteWithSpriteFrameName:name]. This method will be removed on final v0.9
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*/
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CCSprite* createSpriteWithFrameName(const char *pszName);
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public:
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// Retruns ths shared instance of the Sprite Frame cache
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static CCSpriteFrameCache* sharedSpriteFrameCache(void);
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// Purges the cache. It releases all the Sprite Frames and the retained instance.
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static void purgeSharedSpriteFrameCache(void);
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private:
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CCSpriteFrameCache(void) {}
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protected:
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NSMutableDictionary<std::string, CCSpriteFrame*> *m_pobSpriteFrames;
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};
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#endif // __SPRITE_CCSPRITE_FRAME_CACHE_H__
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