mirror of https://github.com/axmolengine/axmol.git
388 lines
15 KiB
C++
388 lines
15 KiB
C++
/****************************************************************************
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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) 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 "CCNode.h"
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#include "CCProtocols.h"
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#include "CCTextureAtlas.h"
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#include "ccTypes.h"
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#include "CCDictionary.h"
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#include <string>
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NS_CC_BEGIN
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class CCSpriteBatchNode;
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class CCSpriteFrame;
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class CCAnimation;
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class CCRect;
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class CCPoint;
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class CCSize;
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class CCTexture2D;
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struct transformValues_;
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#define CCSpriteIndexNotInitialized 0xffffffff /// CCSprite invalid index on the CCSpriteBatchode
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/** CCSprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) )
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*
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* CCSprite 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 CCSpriteBatchNode then the following features/limitations are valid
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* - Features when the parent is a CCBatchNode:
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* - MUCH faster rendering, specially if the CCSpriteBatchNode 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: CCOrbitCamera action doesn't work)
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* - GridBase actions are not supported (eg: CCLens, CCRipple, CCTwirl)
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* - The Alias/Antialias property belongs to CCSpriteBatchNode, so you can't individually set the aliased property.
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* - The Blending function property belongs to CCSpriteBatchNode, 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 CCNode, then CCSprite behaves like any other CCNode:
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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 CCSprite is (0.5, 0.5).
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*/
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class CC_DLL CCSprite : public CCNode, public CCTextureProtocol, public CCRGBAProtocol
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{
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/** Opacity: conforms to CCRGBAProtocol protocol */
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CC_PROPERTY(GLubyte, m_nOpacity, Opacity)
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/** Color: conforms with CCRGBAProtocol protocol */
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CC_PROPERTY_PASS_BY_REF(ccColor3B, m_sColor, Color);
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public:
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virtual void draw(void);
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public:
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// attributes
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/** whether or not the Sprite needs to be updated in the Atlas */
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inline virtual bool isDirty(void) { return m_bDirty; }
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/** make the Sprite to be updated in the Atlas. */
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inline virtual void setDirty(bool bDirty) { m_bDirty = bDirty; }
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/** get the quad (tex coords, vertex coords and color) information */
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inline ccV3F_C4B_T2F_Quad getQuad(void) { return m_sQuad; }
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/** returns whether or not the texture rectangle is rotated */
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inline bool isTextureRectRotated(void) { return m_bRectRotated; }
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/** Set the index used on the TextureAtlas. */
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inline unsigned int getAtlasIndex(void) { return m_uAtlasIndex; }
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/** Set 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) { m_uAtlasIndex = uAtlasIndex; }
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/** returns the rect of the CCSprite in points */
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inline const CCRect& getTextureRect(void) { return m_obRect; }
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inline CCTextureAtlas* getTextureAtlas(void) { return m_pobTextureAtlas; }
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inline void setTextureAtlas(CCTextureAtlas *pobTextureAtlas) { m_pobTextureAtlas = pobTextureAtlas; }
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CCSpriteBatchNode* getSpriteBatchNode(void);
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void setSpriteBatchNode(CCSpriteBatchNode *pobSpriteBatchNode);
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/** Get offset position of the sprite. Calculated automatically by editors like Zwoptex.
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@since v0.99.0
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*/
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inline const CCPoint& getOffsetPosition(void) { return m_obOffsetPosition; }
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/** conforms to CCTextureProtocol protocol */
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inline ccBlendFunc getBlendFunc(void) { return m_sBlendFunc; }
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/** conforms to CCTextureProtocol protocol */
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inline void setBlendFunc(ccBlendFunc blendFunc) { m_sBlendFunc = blendFunc; }
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public:
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/** Creates an sprite with a texture.
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The rect used will be the size of the texture.
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The offset will be (0,0).
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@warning: This interface will be deprecated in future.
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*/
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static CCSprite* spriteWithTexture(CCTexture2D *pTexture);
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/** Creates an sprite with a texture and a rect.
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The offset will be (0,0).
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@warning: This interface will be deprecated in future.
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*/
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static CCSprite* spriteWithTexture(CCTexture2D *pTexture, const CCRect& rect);
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/** Creates an sprite with a texture.
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The rect used will be the size of the texture.
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The offset will be (0,0).
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*/
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static CCSprite* createWithTexture(CCTexture2D *pTexture);
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/** Creates an sprite with a texture and a rect.
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The offset will be (0,0).
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*/
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static CCSprite* createWithTexture(CCTexture2D *pTexture, const CCRect& rect);
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/** Creates an sprite with an sprite frame.
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@warning: This interface will be deprecated in future.
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*/
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static CCSprite* spriteWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
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/** Creates an sprite with an sprite frame name.
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An CCSpriteFrame will be fetched from the CCSpriteFrameCache by name.
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If the CCSpriteFrame doesn't exist it will raise an exception.
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@warning: This interface will be deprecated in future.
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@since v0.9
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*/
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static CCSprite* spriteWithSpriteFrameName(const char *pszSpriteFrameName);
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/** Creates an sprite with an sprite frame. */
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static CCSprite* createWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
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/** Creates an sprite with an sprite frame name.
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An CCSpriteFrame will be fetched from the CCSpriteFrameCache by name.
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If the CCSpriteFrame doesn't exist it will raise an exception.
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@since v0.9
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*/
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static CCSprite* createWithSpriteFrameName(const char *pszSpriteFrameName);
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/** Creates an sprite with an image filename.
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The rect used will be the size of the image.
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@warning: This interface will be deprecated in future.
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The offset will be (0,0).
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*/
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static CCSprite* spriteWithFile(const char *pszFileName);
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/** Creates an sprite with an image filename and a rect.
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The offset will be (0,0).
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@warning: This interface will be deprecated in future.
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*/
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static CCSprite* spriteWithFile(const char *pszFileName, const CCRect& rect);
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/** Creates an sprite with an image filename.
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The rect used will be the size of the image.
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The offset will be (0,0).
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*/
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static CCSprite* create(const char *pszFileName);
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/** Creates an sprite with an image filename and a rect.
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The offset will be (0,0).
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*/
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static CCSprite* create(const char *pszFileName, const CCRect& rect);
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/** Creates an sprite.
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@warning: This interface will be deprecated in future.
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*/
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static CCSprite* node();
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/** Creates an sprite.
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*/
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static CCSprite* create();
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public:
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CCSprite(void);
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virtual ~CCSprite(void);
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virtual bool init(void);
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virtual void removeChild(CCNode* pChild, bool bCleanup);
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virtual void removeAllChildrenWithCleanup(bool bCleanup);
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virtual void reorderChild(CCNode *pChild, int zOrder);
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virtual void addChild(CCNode *pChild);
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virtual void addChild(CCNode *pChild, int zOrder);
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virtual void addChild(CCNode *pChild, int zOrder, int tag);
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virtual void sortAllChildren();
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virtual void setDirtyRecursively(bool bValue);
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virtual void setPosition(const CCPoint& pos);
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virtual void setRotation(float fRotation);
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virtual void setSkewX(float sx);
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virtual void setSkewY(float sy);
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virtual void setScaleX(float fScaleX);
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virtual void setScaleY(float fScaleY);
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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 CCPoint& anchor);
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virtual void ignoreAnchorPointForPosition(bool value);
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virtual void setVisible(bool bVisible);
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void setFlipX(bool bFlipX);
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void setFlipY(bool bFlipY);
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/** whether or not the sprite is flipped horizontally.
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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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bool isFlipX(void);
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/** whether or not the sprite is flipped vertically.
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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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bool isFlipY(void);
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void updateColor(void);
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// RGBAProtocol
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/** opacity: conforms to CCRGBAProtocol protocol */
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virtual void setOpacityModifyRGB(bool bValue);
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virtual bool isOpacityModifyRGB(void);
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// CCTextureProtocol
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virtual void setTexture(CCTexture2D *texture);
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virtual CCTexture2D* getTexture(void);
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/** Initializes an sprite with a texture.
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The rect used will be the size of the texture.
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The offset will be (0,0).
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*/
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virtual bool initWithTexture(CCTexture2D *pTexture);
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/** Initializes an sprite with a texture and a rect.
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The offset will be (0,0).
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*/
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virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect);
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/** Initializes an sprite with a texture and a rect in points, optionally rotated.
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The offset will be (0,0).
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IMPORTANT: This is the designated initializer.
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*/
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virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect, bool rotated);
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// Initializes an sprite with an sprite frame.
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virtual bool initWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
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/** Initializes an sprite with an sprite frame name.
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An CCSpriteFrame will be fetched from the CCSpriteFrameCache by name.
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If the CCSpriteFrame doesn't exist it will raise an exception.
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@since v0.9
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*/
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virtual bool initWithSpriteFrameName(const char *pszSpriteFrameName);
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/** Initializes an sprite with an image filename.
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The rect used will be the size of the image.
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The offset will be (0,0).
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*/
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virtual bool initWithFile(const char *pszFilename);
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/** Initializes an sprite with an image filename, and a rect.
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The offset will be (0,0).
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*/
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virtual bool initWithFile(const char *pszFilename, const CCRect& rect);
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// BatchNode methods
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/** updates the quad according the the rotation, position, scale values. */
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virtual void updateTransform(void);
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/** updates the texture rect of the CCSprite 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 CCRect& rect);
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/** set the texture rect, rectRotated and untrimmed size of the CCSprite 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 CCRect& rect, bool rotated, const CCSize& untrimmedSize);
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/** set the vertex rect.
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It will be called internally by setTextureRect. 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 CCRect& rect);
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// Frames
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/** sets a new display frame to the CCSprite. */
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virtual void setDisplayFrame(CCSpriteFrame *pNewFrame);
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/** returns whether or not a CCSpriteFrame is being displayed */
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virtual bool isFrameDisplayed(CCSpriteFrame *pFrame);
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/** returns the current displayed frame. */
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virtual CCSpriteFrame* displayFrame(void);
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virtual CCSpriteBatchNode* getBatchNode(void);
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virtual void setBatchNode(CCSpriteBatchNode *pobSpriteBatchNode);
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// Animation
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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 CCAnimationCache
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@since v0.99.5
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*/
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virtual void setDisplayFrameWithAnimationName(const char *animationName, int frameIndex);
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protected:
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virtual void setTextureCoords(CCRect rect);
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virtual void updateBlendFunc(void);
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virtual void setReorderChildDirtyRecursively(void);
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protected:
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//
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// Data used when the sprite is rendered using a CCSpriteSheet
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//
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CCTextureAtlas *m_pobTextureAtlas; // Sprite Sheet texture atlas (weak reference)
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unsigned int m_uAtlasIndex; // Absolute (real) Index on the SpriteSheet
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CCSpriteBatchNode *m_pobBatchNode; // Used batch node (weak reference)
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bool m_bDirty; // Sprite needs to be updated
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bool m_bRecursiveDirty; // Subchildren needs to be updated
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bool m_bHasChildren; // optimization to check if it contain children
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bool m_bShouldBeHidden; // should not be drawn because one of the ancestors is not visible
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CCAffineTransform m_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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ccBlendFunc m_sBlendFunc; // Needed for the texture protocol
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CCTexture2D *m_pobTexture;// Texture 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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CCRect m_obRect;
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bool m_bRectRotated;
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// Offset Position (used by Zwoptex)
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CCPoint m_obOffsetPosition;
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CCPoint m_obUnflippedOffsetPositionFromCenter;
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// vertex coords, texture coords and color info
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ccV3F_C4B_T2F_Quad m_sQuad;
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// opacity and RGB protocol
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ccColor3B m_sColorUnmodified;
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bool m_bOpacityModifyRGB;
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// image is flipped
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bool m_bFlipX;
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bool m_bFlipY;
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};
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NS_CC_END
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#endif // __SPITE_NODE_CCSPRITE_H__
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