mirror of https://github.com/axmolengine/axmol.git
184 lines
6.8 KiB
C++
184 lines
6.8 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2009 Jason Booth
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Copyright (c) 2009 Robert J Payne
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2011 Zynga Inc.
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Copyright (c) 2013-2014 Chukong Technologies 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 __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 <set>
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#include <string>
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#include "2d/CCSpriteFrame.h"
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#include "base/CCRef.h"
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#include "base/CCValue.h"
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#include "base/CCMap.h"
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NS_CC_BEGIN
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class Sprite;
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class Texture2D;
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/**
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* @addtogroup sprite_nodes
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* @{
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*/
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/** @brief 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 CC_DLL SpriteFrameCache : public Ref
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{
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public:
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/** Returns the shared instance of the Sprite Frame cache */
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static SpriteFrameCache* getInstance();
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/** @deprecated Use getInstance() instead */
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CC_DEPRECATED_ATTRIBUTE static SpriteFrameCache* sharedSpriteFrameCache() { return SpriteFrameCache::getInstance(); }
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/** Destroys the cache. It releases all the Sprite Frames and the retained instance. */
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static void destroyInstance();
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/** @deprecated Use destroyInstance() instead */
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CC_DEPRECATED_ATTRIBUTE static void purgeSharedSpriteFrameCache() { return SpriteFrameCache::destroyInstance(); }
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~SpriteFrameCache();
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bool init();
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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(const std::string& plist, const std::string& textureFileName) method.
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* @js addSpriteFrames
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* @lua addSpriteFrames
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*/
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void addSpriteFramesWithFile(const std::string& plist);
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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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@since v0.99.5
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* @js addSpriteFrames
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* @lua addSpriteFrames
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*/
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void addSpriteFramesWithFile(const std::string& plist, const std::string& textureFileName);
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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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* @js addSpriteFrames
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* @lua addSpriteFrames
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*/
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void addSpriteFramesWithFile(const std::string&plist, Texture2D *texture);
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/** Adds multiple Sprite Frames from a plist file content. The texture will be associated with the created sprite frames.
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* @js addSpriteFrames
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* @lua addSpriteFrames
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*/
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void addSpriteFramesWithFileContent(const std::string& plist_content, Texture2D *texture);
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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(SpriteFrame *frame, const std::string& frameName);
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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();
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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 convenient to call this method after when starting a new Scene.
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*/
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void removeUnusedSpriteFrames();
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/** Deletes an sprite frame from the sprite frame cache. */
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void removeSpriteFrameByName(const std::string& name);
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/** Removes multiple Sprite Frames from a plist file.
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* Sprite Frames stored in this file will be removed.
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* It is convenient to call this method when a specific texture needs to be removed.
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* @since v0.99.5
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*/
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void removeSpriteFramesFromFile(const std::string& plist);
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/** Removes multiple Sprite Frames from a plist file content.
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* Sprite Frames stored in this file will be removed.
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* It is convenient to call this method when a specific texture needs to be removed.
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*/
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void removeSpriteFramesFromFileContent(const std::string& plist_content);
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/** Removes all Sprite Frames associated with the specified textures.
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* It is convenient to call this method when a specific texture needs to be removed.
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* @since v0.995.
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*/
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void removeSpriteFramesFromTexture(Texture2D* texture);
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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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* @js getSpriteFrame
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* @lua getSpriteFrame
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*/
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SpriteFrame* getSpriteFrameByName(const std::string& name);
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/** @deprecated use getSpriteFrameByName() instead */
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CC_DEPRECATED_ATTRIBUTE SpriteFrame* spriteFrameByName(const std::string&name) { return getSpriteFrameByName(name); }
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protected:
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// MARMALADE: Made this protected not private, as deriving from this class is pretty useful
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SpriteFrameCache(){}
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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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*/
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void addSpriteFramesWithDictionary(ValueMap& dictionary, Texture2D *texture);
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/** Removes multiple Sprite Frames from Dictionary.
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* @since v0.99.5
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*/
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void removeSpriteFramesFromDictionary(ValueMap& dictionary);
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Map<std::string, SpriteFrame*> _spriteFrames;
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ValueMap _spriteFramesAliases;
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std::set<std::string>* _loadedFileNames;
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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 // __SPRITE_CCSPRITE_FRAME_CACHE_H__
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