mirror of https://github.com/axmolengine/axmol.git
610 lines
18 KiB
C++
610 lines
18 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 __CCDIRECTOR_H__
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#define __CCDIRECTOR_H__
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#include "ccConfig.h"
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#include "ccTypes.h"
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#include "Cocos2dDefine.h"
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#include "cocoa/NSObject.h"
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#include "cocoa/CGGeometry.h"
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#include "cocoa/NSMutableArray.h"
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#include "cocoa/CGGeometry.h"
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// OpenGL related
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#include "support/EAGLView.h"
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#include "platform/platform.h"
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/** @typedef tPixelFormat
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Possible Pixel Formats for the EAGLView
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*/
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typedef enum {
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/** RGB565 pixel format. No alpha. 16-bit. (Default) */
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kCCPixelFormatRGB565,
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/** RGBA format. 32-bit. Needed for some 3D effects. It is not as fast as the RGB565 format. */
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kCCPixelFormatRGBA8888,
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/** default pixel format */
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kCCPixelFormatDefault = kCCPixelFormatRGB565,
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// backward compatibility stuff
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kPixelFormatRGB565 = kCCPixelFormatRGB565,
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kRGB565 = kCCPixelFormatRGB565,
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kPixelFormatRGBA8888 = kCCPixelFormatRGBA8888,
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kRGBA8 = kCCPixelFormatRGBA8888,
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} tPixelFormat;
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/** @typedef tDepthBufferFormat
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Possible DepthBuffer Formats for the EAGLView.
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Use 16 or 24 bit depth buffers if you are going to use real 3D objects.
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*/
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typedef enum {
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/// A Depth Buffer of 0 bits will be used (default)
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kCCDepthBufferNone,
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/// A depth buffer of 16 bits will be used
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kCCDepthBuffer16,
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/// A depth buffer of 24 bits will be used
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kCCDepthBuffer24,
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// backward compatibility stuff
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kDepthBuffer16 = kCCDepthBuffer16,
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kDepthBuffer24 = kCCDepthBuffer24,
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} tDepthBufferFormat;
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/** @typedef ccDirectorProjection
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Possible OpenGL projections used by director
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*/
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typedef enum {
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/// sets a 2D projection (orthogonal projection)
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kCCDirectorProjection2D,
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/// sets a 3D projection with a fovy=60, znear=0.5f and zfar=1500.
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kCCDirectorProjection3D,
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/// it does nothing. But if you are using a custom projection set it this value.
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kCCDirectorProjectionCustom,
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/// Detault projection is 3D projection
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kCCDirectorProjectionDefault = kCCDirectorProjection3D,
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// backward compatibility stuff
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CCDirectorProjection2D = kCCDirectorProjection2D,
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CCDirectorProjection3D = kCCDirectorProjection3D,
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CCDirectorProjectionCustom = kCCDirectorProjectionCustom,
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} ccDirectorProjection;
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/** @typedef ccDirectorType
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Possible Director Types.
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@since v0.8.2
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*/
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typedef enum {
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/** Will use a Director that triggers the main loop from an NSTimer object
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*
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* Features and Limitations:
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* - Integrates OK with UIKit objects
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* - It the slowest director
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* - The invertal update is customizable from 1 to 60
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*/
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kCCDirectorTypeNSTimer,
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/** will use a Director that triggers the main loop from a custom main loop.
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*
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* Features and Limitations:
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* - Faster than NSTimer Director
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* - It doesn't integrate well with UIKit objecgts
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* - The interval update can't be customizable
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*/
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kCCDirectorTypeMainLoop,
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/** Will use a Director that triggers the main loop from a thread, but the main loop will be executed on the main thread.
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*
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* Features and Limitations:
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* - Faster than NSTimer Director
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* - It doesn't integrate well with UIKit objecgts
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* - The interval update can't be customizable
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*/
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kCCDirectorTypeThreadMainLoop,
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/** Will use a Director that synchronizes timers with the refresh rate of the display.
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*
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* Features and Limitations:
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* - Faster than NSTimer Director
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* - Only available on 3.1+
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* - Scheduled timers & drawing are synchronizes with the refresh rate of the display
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* - Integrates OK with UIKit objects
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* - The interval update can be 1/60, 1/30, 1/15
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*/
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kCCDirectorTypeDisplayLink,
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/** Default director is the NSTimer directory */
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kCCDirectorTypeDefault = kCCDirectorTypeNSTimer,
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// backward compatibility stuff
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CCDirectorTypeNSTimer = kCCDirectorTypeNSTimer,
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CCDirectorTypeMainLoop = kCCDirectorTypeMainLoop,
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CCDirectorTypeThreadMainLoop = kCCDirectorTypeThreadMainLoop,
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CCDirectorTypeDisplayLink = kCCDirectorTypeDisplayLink,
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CCDirectorTypeDefault =kCCDirectorTypeDefault,
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} ccDirectorType;
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/** @typedef ccDeviceOrientation
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Possible device orientations
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*/
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typedef enum {
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/// Device oriented vertically, home button on the bottom
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kCCDeviceOrientationPortrait = UIDeviceOrientationPortrait,
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/// Device oriented vertically, home button on the top
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kCCDeviceOrientationPortraitUpsideDown = UIDeviceOrientationPortraitUpsideDown,
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/// Device oriented horizontally, home button on the right
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kCCDeviceOrientationLandscapeLeft = UIDeviceOrientationLandscapeLeft,
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/// Device oriented horizontally, home button on the left
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kCCDeviceOrientationLandscapeRight = UIDeviceOrientationLandscapeRight,
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// Backward compatibility stuff
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CCDeviceOrientationPortrait = kCCDeviceOrientationPortrait,
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CCDeviceOrientationPortraitUpsideDown = kCCDeviceOrientationPortraitUpsideDown,
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CCDeviceOrientationLandscapeLeft = kCCDeviceOrientationLandscapeLeft,
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CCDeviceOrientationLandscapeRight = kCCDeviceOrientationLandscapeRight,
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} ccDeviceOrientation;
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class CCLabelAtlas;
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class CCScene;
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/**Class that creates and handle the main Window and manages how
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and when to execute the Scenes.
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The CCDirector is also resposible for:
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- initializing the OpenGL ES context
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- setting the OpenGL ES pixel format (default on is RGB565)
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- setting the OpenGL ES buffer depth (default one is 0-bit)
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- setting the projection (default one is 2D)
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- setting the orientation (default one is Protrait)
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Since the CCDirector is a singleton, the standard way to use it is by calling:
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- [[CCDirector sharedDirector] xxxx];
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The CCDirector also sets the default OpenGL ES context:
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- GL_TEXTURE_2D is enabled
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- GL_VERTEX_ARRAY is enabled
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- GL_COLOR_ARRAY is enabled
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- GL_TEXTURE_COORD_ARRAY is enabled
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*/
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class CCDirector : public NSObject
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{
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public:
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virtual CCDirector* init(void);
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virtual ~CCDirector(void);
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// attribute
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// The current running Scene. Director can only run one Scene at the time
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CCScene* getRunningScene(void);
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// The FPS value
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double getAnimationInterval(void);
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virtual void setAnimationInterval(double dValue);
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// Whether or not to display the FPS on the bottom-left corner
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bool isDisplayFPS(void);
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void setDisplayFPS(bool bDisplayFPS);
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// The EAGLView, where everything is rendered
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EAGLView* getOpenGLView(void);
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void setOpenGLView(EAGLView *pobOpenGLView);
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// Pixel format used to create the context
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tPixelFormat getPiexFormat(void);
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// whether or not the next delta time will be zero
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bool isNextDeltaTimeZero(void);
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void setNextDeltaTimeZero(bool bNextDeltaTimeZero);
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// The device orientattion
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ccDeviceOrientation getDeviceOrientation(void);
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void setDeviceOrientation(ccDeviceOrientation kDeviceOrientation);
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// Whether or not the Director is paused
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bool isPaused(void);
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/** Sets an OpenGL projection
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@since v0.8.2
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*/
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ccDirectorProjection getProjection(void);
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void setProjection(ccDirectorProjection kProjection);
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/** Whether or not the replaced scene will receive the cleanup message.
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If the new scene is pushed, then the old scene won't receive the "cleanup" message.
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If the new scene replaces the old one, the it will receive the "cleanup" message.
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@since v0.99.0
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*/
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bool isSendCleanupToScene(void);
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/** The size in pixels of the surface. It could be different than the screen size.
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High-res devices might have a higher surface size than the screen size.
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Only available when compiled using SDK >= 4.0.
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@since v0.99.4
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*/
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CGFloat getContentScaleFactor(void);
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void setContentScaleFactor(CGFloat obCGFloatValue);
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// UI dependent
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/** Uses a new pixel format for the EAGLView.
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Call this class method before attaching it to a UIView
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Default pixel format: kRGB565. Supported pixel formats: kRGBA8 and kRGB565
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@deprecated Set the pixel format when creating the EAGLView. This method will be removed in v1.0
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*/
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void setPixelFormat(tPixelFormat kPixelFormat);
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/** Change depth buffer format of the render buffer.
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Call this class method before attaching it to a UIWindow/UIView
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Default depth buffer: 0 (none). Supported: kCCDepthBufferNone, kCCDepthBuffer16, and kCCDepthBuffer24
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@deprecated Set the depth buffer format when creating the EAGLView. This method will be removed in v1.0
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*/
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void setDepthBufferFormat(tDepthBufferFormat kDepthBufferFormat);
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// Integration with UI
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/** detach the cocos2d view from the view/window */
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bool detach(void);
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/** attach in UIWindow using the full frame.
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It will create a EAGLView.
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@deprecated set setOpenGLView instead. Will be removed in v1.0
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*/
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// bool attachInWindow(UIWindow *pWindow);
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/** attach in UIView using the full frame.
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It will create a EAGLView.
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@deprecated set setOpenGLView instead. Will be removed in v1.0
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*/
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// bool attachInView(UIView *pView);
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/** attach in UIView using the given frame.
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It will create a EAGLView and use it.
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@deprecated set setOpenGLView instead. Will be removed in v1.0
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*/
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// bool attchInViewWithFrame(UIView *pView, CGRect frame);
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// set the view where opengl to draw in
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bool attachWindow(UIWindow *pVindow);
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// Landspace
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// returns the size of the OpenGL view in pixels, according to the landspace
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CGSize getWinSize(void);
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// returns the display size of the OpenGL view in pixels
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CGSize getDisplaySize(void);
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/** converts a UIKit coordinate to an OpenGL coordinate
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Useful to convert (multi) touchs coordinates to the current layout (portrait or landscape)
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*/
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CGPoint convertToGL(CGPoint obPoint);
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/** converts an OpenGL coordinate to a UIKit coordinate
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Useful to convert node points to window points for calls such as glScissor
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*/
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CGPoint convertToUI(CGPoint obPoint);
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// rotates the screen if Landscape mode is activated
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void applyLandSpace(void);
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// XXX: missing description
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float getZEye(void);
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// Scene Management
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/**Enters the Director's main loop with the given Scene.
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* Call it to run only your FIRST scene.
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* Don't call it if there is already a running scene.
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*/
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void runWithScene(CCScene *pScene);
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/**Suspends the execution of the running scene, pushing it on the stack of suspended scenes.
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* The new scene will be executed.
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* Try to avoid big stacks of pushed scenes to reduce memory allocation.
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* ONLY call it if there is a running scene.
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*/
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void pushScene(CCScene *pScene);
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/**Pops out a scene from the queue.
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* This scene will replace the running one.
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* The running scene will be deleted. If there are no more scenes in the stack the execution is terminated.
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* ONLY call it if there is a running scene.
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*/
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void popScene(void);
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/** Replaces the running scene with a new one. The running scene is terminated.
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* ONLY call it if there is a running scene.
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*/
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void replaceScene(CCScene *pScene);
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/** Ends the execution, releases the running scene.
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It doesn't remove the OpenGL view from its parent. You have to do it manually.
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*/
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void end(void);
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/** Pauses the running scene.
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The running scene will be _drawed_ but all scheduled timers will be paused
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While paused, the draw rate will be 4 FPS to reduce CPU consuption
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*/
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void pause(void);
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/** Resumes the paused scene
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The scheduled timers will be activated again.
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The "delta time" will be 0 (as if the game wasn't paused)
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*/
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void resume(void);
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/** Stops the animation. Nothing will be drawn. The main loop won't be triggered anymore.
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If you wan't to pause your animation call [pause] instead.
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*/
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virtual void stopAnimation(void);
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/** The main loop is triggered again.
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Call this function only if [stopAnimation] was called earlier
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@warning Dont' call this function to start the main loop. To run the main loop call runWithScene
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*/
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virtual void startAnimation(void);
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// Memory Helper
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/** Removes cached all cocos2d cached data.
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It will purge the CCTextureCache, CCSpriteFrameCache, CCBitmapFont cache
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@since v0.99.3
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*/
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void purgeCachedData(void);
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// OpenGL Helper
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// sets the OpenGL default values
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void setGLDefaultValues(void);
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// enables/disables OpenGL alpha blending
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void setAlphaBlending(bool bOn);
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// enables/disables OpenGL depth test
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void setDepthTest(bool bOn);
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public:
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// returns a shared instance of the director
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static CCDirector* getSharedDirector(void);
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/** There are 4 types of Director.
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- CCDirectorTypeNSTimer (default)
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- CCDirectorTypeMainLoop
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- CCDirectorTypeThreadMainLoop
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- CCDirectorTypeDisplayLink
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Each Director has it's own benefits, limitations.
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If you are using SDK 3.1 or newer it is recommed to use the DisplayLink director
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This method should be called before any other call to the director.
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It will return NO if the director type is CCDirectorTypeDisplayLink and the running SDK is < 3.1. Otherwise it will return YES.
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@since v0.8.2
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*/
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// should we support four types???
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static bool setDierectorType(ccDrirectorType obDirectorType);
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protected:
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bool isOpenGLAttached(void);
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// bool initOpenGLViewWithViewWithFrame(UIView *pView, CGRect obRect);
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virtual void preMainLoop(void);
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void mainLoop(void);
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void setNextScene(void);
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// shows the FPS in the screen
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void showFPS(void);
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// calculates delta time since last time it was called
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void calculateDeltaTime(void);
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#if defined CC_ENABLE_PROFILERS
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void showProfilers(void);
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#endif // CC_ENABLE_PROFILERS
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private:
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CCDirector(void) {}
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protected:
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EAGLView *m_pobOpenGLView;
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//NSTimeInterval animationInterval;
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//NSTimeInterval oldAnimationInterval;
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// NSTimeInterval -> double
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double m_dAnimationInterval;
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double m_dOldAnimationInterval;
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tPixelFormat m_ePixelFormat;
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tDepthBufferFormat m_eDepthBufferFormat;
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/* landscape mode ? */
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bool m_bLandscape;
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/* orientation */
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ccDeviceOrientation m_obDeviceOrientation;
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/* display FPS ? */
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bool m_bDisplayFPS;
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INT32 m_nFrames;
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ccTime m_fAccumDt;
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ccTime m_fFrameRate;
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#if CC_DIRECTOR_FAST_FPS
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CCLabelAtlas *FPSLabel;
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#endif
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/* is the running scene paused */
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bool m_bPaused;
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/* The running scene */
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CCScene *m_pRunningScene;
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/* will be the next 'runningScene' in the next frame
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nextScene is a weak reference. */
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CCScene *m_pNextScene;
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/* If YES, then "old" scene will receive the cleanup message */
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bool m_bSendCleanupToScene;
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/* scheduled scenes */
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NSMutableArray *m_pobScenesStack;
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/* last time the main loop was updated */
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struct timeval m_sLastUpdate;
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/* delta time since last tick to main loop */
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ccTime m_fDeltaTime;
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/* whether or not the next delta time will be zero */
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bool m_bNextDeltaTimeZero;
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/* projection used */
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ccDirectorProjection m_eProjection;
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/* screen, different than surface size */
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CGSize m_obScreenSize;
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/* screen, different than surface size */
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CGSize m_obSurfaceSize;
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/* content scale factor */
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CGFloat m_fContentScaleFactor;
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#if CC_ENABLE_PROFILERS
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ccTime m_fAccumDtForProfiler;
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#endif
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}
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/** FastDirector is a Director that triggers the main loop as fast as possible.
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*
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* Features and Limitations:
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* - Faster than "normal" director
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* - Consumes more battery than the "normal" director
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* - It has some issues while using UIKit objects
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*/
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/*
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class CCFastDirector : public CCDirector
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{
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public:
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static CCFastDirector* getSharedDirector(void);
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protected:
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virtual void preMainLoop(void);
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private:
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CCFastDirector(void) {}
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protected:
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bool isRunning;
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NSAutoreleasePool *pAutoreleasePool;
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};
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*/
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/** ThreadedFastDirector is a Director that triggers the main loop from a thread.
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*
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* Features and Limitations:
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* - Faster than "normal" director
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* - Consumes more battery than the "normal" director
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* - It can be used with UIKit objects
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*
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* @since v0.8.2
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*/
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/*
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class CCThreadedFastDirector : public CCDirector
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{
|
|
public:
|
|
static CCThreadedFastDirector* getSharedDirector(void);
|
|
protected:
|
|
virtual void preMainLoop(void);
|
|
|
|
private:
|
|
CCThreadedFastDirector(void){}
|
|
|
|
protected:
|
|
bool isRunning;
|
|
};
|
|
*/
|
|
|
|
/** DisplayLinkDirector is a Director that synchronizes timers with the refresh rate of the display.
|
|
*
|
|
* Features and Limitations:
|
|
* - Only available on 3.1+
|
|
* - Scheduled timers & drawing are synchronizes with the refresh rate of the display
|
|
* - Only supports animation intervals of 1/60 1/30 & 1/15
|
|
*
|
|
* It is the recommended Director if the SDK is 3.1 or newer
|
|
*
|
|
* @since v0.8.2
|
|
*/
|
|
class CCDisplayLinkDirector : public CCDirector
|
|
{
|
|
public:
|
|
// static CCDisplayLinkDirector* getSharedDirector(void);
|
|
virtual void preMainLoop(void);
|
|
virtual void setAnimationInterval(double dValue);
|
|
|
|
protected:
|
|
CCDisplayLinkDirector(void) {}
|
|
|
|
protected:
|
|
bool m_bInvalid;
|
|
};
|
|
|
|
/** TimerDirector is a Director that calls the main loop from an NSTimer object
|
|
*
|
|
* Features and Limitations:
|
|
* - Integrates OK with UIKit objects
|
|
* - It the slowest director
|
|
* - The invertal update is customizable from 1 to 60
|
|
*
|
|
* It is the default Director.
|
|
*/
|
|
/*
|
|
class CCTimerDirector : public CCDirector
|
|
{
|
|
public:
|
|
static CCTimerDirector* getSharedDirector(void);
|
|
|
|
protected:
|
|
virtual void preMain(void);
|
|
|
|
private:
|
|
CCTimerDirector(void) {}
|
|
|
|
protected:
|
|
NSTimer *pAnimationTimer;
|
|
};
|
|
*/
|
|
|
|
#endif // __CCDIRECTOR_H__
|