mirror of https://github.com/axmolengine/axmol.git
423 lines
13 KiB
C++
Executable File
423 lines
13 KiB
C++
Executable File
/****************************************************************************
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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 __CCDIRECTOR_H__
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#define __CCDIRECTOR_H__
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#include "platform/CCPlatformMacros.h"
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#include "CCObject.h"
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#include "ccTypes.h"
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#include "CCGeometry.h"
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#include "CCArray.h"
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#include "CCGeometry.h"
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#include "CCEGLView.h"
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#include "CCGL.h"
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#include "kazmath/mat4.h"
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NS_CC_BEGIN
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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 calls "updateProjection" on the projection delegate.
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kCCDirectorProjectionCustom,
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/// Detault projection is 3D projection
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kCCDirectorProjectionDefault = kCCDirectorProjection3D,
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} ccDirectorProjection;
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class CCLabelTTF;
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class CCScene;
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class CCEGLView;
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class CCDirectorDelegate;
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class CCNode;
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class CCScheduler;
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class CCActionManager;
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class CCTouchDispatcher;
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class CCKeypadDispatcher;
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class CCAccelerometer;
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/**
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@brief 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 responsible for:
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- initializing the OpenGL context
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- setting the OpenGL pixel format (default on is RGB565)
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- setting the OpenGL buffer depth (default one is 0-bit)
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- setting the projection (default one is 3D)
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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()->methodName();
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The CCDirector also sets the default OpenGL 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 CC_DLL CCDirector : public CCObject
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{
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public:
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CCDirector(void);
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virtual ~CCDirector(void);
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virtual bool init(void);
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// attribute
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/** Get current running Scene. Director can only run one Scene at the time */
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inline CCScene* getRunningScene(void) { return m_pRunningScene; }
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/** Get the FPS value */
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inline double getAnimationInterval(void) { return m_dAnimationInterval; }
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/** Set the FPS value. */
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virtual void setAnimationInterval(double dValue) = 0;
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/** Whether or not to display the FPS on the bottom-left corner */
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inline bool isDisplayStats(void) { return m_bDisplayStats; }
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/** Display the FPS on the bottom-left corner */
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inline void setDisplayStats(bool bDisplayStats) { m_bDisplayStats = bDisplayStats; }
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/** seconds per frame */
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inline float getSecondsPerFrame() { return m_fSecondsPerFrame; }
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/** Get the CCEGLView, where everything is rendered */
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inline CC_GLVIEW* getOpenGLView(void) { return m_pobOpenGLView; }
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void setOpenGLView(CC_GLVIEW *pobOpenGLView);
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inline bool isNextDeltaTimeZero(void) { return m_bNextDeltaTimeZero; }
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void setNextDeltaTimeZero(bool bNextDeltaTimeZero);
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/** Whether or not the Director is paused */
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inline bool isPaused(void) { return m_bPaused; }
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/** How many frames were called since the director started */
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inline unsigned int getFrames(void) { return m_uFrames; }
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/** Sets an OpenGL projection
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@since v0.8.2
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*/
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inline ccDirectorProjection getProjection(void) { return m_eProjection; }
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void setProjection(ccDirectorProjection kProjection);
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/** How many frames were called since the director started */
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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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inline bool isSendCleanupToScene(void) { return m_bSendCleanupToScene; }
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/** This object will be visited after the main scene is visited.
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This object MUST implement the "visit" selector.
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Useful to hook a notification object, like CCNotifications (http://github.com/manucorporat/CCNotifications)
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@since v0.99.5
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*/
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CCNode* getNotificationNode();
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void setNotificationNode(CCNode *node);
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bool enableRetinaDisplay(bool bEnabelRetina);
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// window size
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/** returns the size of the OpenGL view in points.
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*/
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CCSize getWinSize(void);
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/** returns the size of the OpenGL view in pixels.
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*/
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CCSize getWinSizeInPixels(void);
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/** changes the projection size */
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void reshapeProjection(const CCSize& newWindowSize);
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/** converts a UIKit coordinate to an OpenGL coordinate
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Useful to convert (multi) touches coordinates to the current layout (portrait or landscape)
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*/
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CCPoint convertToGL(const CCPoint& 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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CCPoint convertToUI(const CCPoint& obPoint);
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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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* It will call pushScene: and then it will call startAnimation
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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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/* end is key word of lua, use other name to export to lua. */
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inline void endToLua(void){end();}
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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 consumption
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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 don't want to pause your animation call [pause] instead.
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*/
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virtual void stopAnimation(void) = 0;
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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 Don't 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) = 0;
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/** Draw the scene.
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This method is called every frame. Don't call it manually.
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*/
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void drawScene(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, CCLabelBMFont 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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virtual void mainLoop(void) = 0;
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/** rotates the screen if an orientation different than Portrait is used */
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void applyOrientation(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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void setContentScaleFactor(CCFloat scaleFactor);
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CCFloat getContentScaleFactor(void);
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public:
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/** CCScheduler associated with this director
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@since v2.0
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*/
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CC_PROPERTY(CCScheduler*, m_pScheduler, Scheduler);
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/** CCActionManager associated with this director
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@since v2.0
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*/
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CC_PROPERTY(CCActionManager*, m_pActionManager, ActionManager);
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/** CCTouchDispatcher associated with this director
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@since v2.0
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*/
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CC_PROPERTY(CCTouchDispatcher*, m_pTouchDispatcher, TouchDispatcher);
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/** CCKeypadDispatcher associated with this director
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@since v2.0
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*/
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CC_PROPERTY(CCKeypadDispatcher*, m_pKeypadDispatcher, KeypadDispatcher);
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/** CCAccelerometer associated with this director
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@since v2.0
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*/
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CC_PROPERTY(CCAccelerometer*, m_pAccelerometer, Accelerometer);
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/** returns a shared instance of the director */
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static CCDirector* sharedDirector(void);
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protected:
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void purgeDirector();
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bool m_bPurgeDirecotorInNextLoop; // this flag will be set to true in end()
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void updateContentScaleFactor(void);
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void setNextScene(void);
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void showStats();
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void createStatsLabel();
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void calculateMPF();
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/** calculates delta time since last time it was called */
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void calculateDeltaTime();
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protected:
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/* The CCEGLView, where everything is rendered */
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CC_GLVIEW *m_pobOpenGLView;
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double m_dAnimationInterval;
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double m_dOldAnimationInterval;
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/* landscape mode ? */
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bool m_bLandscape;
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bool m_bDisplayStats;
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ccTime m_fAccumDt;
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ccTime m_fFrameRate;
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CCLabelTTF *m_pFPSLabel;
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CCLabelTTF *m_pSPFLabel;
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CCLabelTTF *m_pDrawsLabel;
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/* is the running scene paused */
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bool m_bPaused;
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/* How many frames were called since the director started */
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unsigned int m_uTotalFrames;
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unsigned int m_uFrames;
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ccTime m_fSecondsPerFrame;
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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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CCArray* m_pobScenesStack;
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/* last time the main loop was updated */
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struct cc_timeval *m_pLastUpdate;
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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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/* window size in points */
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CCSize m_obWinSizeInPoints;
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/* window size in pixels */
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CCSize m_obWinSizeInPixels;
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/* content scale factor */
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CCFloat m_fContentScaleFactor;
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/* store the fps string */
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char *m_pszFPS;
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/* This object will be visited after the scene. Useful to hook a notification node */
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CCNode *m_pNotificationNode;
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/* Projection protocol delegate */
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CCDirectorDelegate *m_pProjectionDelegate;
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/* contentScaleFactor could be simulated */
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bool m_bIsContentScaleSupported;
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};
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/**
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@brief DisplayLinkDirector is a Director that synchronizes timers with the refresh rate of the display.
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Features and Limitations:
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- Scheduled timers & drawing are synchronizes with the refresh rate of the display
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- Only supports animation intervals of 1/60 1/30 & 1/15
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@since v0.8.2
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*/
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class CCDisplayLinkDirector : public CCDirector
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{
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public:
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CCDisplayLinkDirector(void)
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: m_bInvalid(false)
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{}
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virtual void mainLoop(void);
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virtual void setAnimationInterval(double dValue);
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virtual void startAnimation(void);
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virtual void stopAnimation();
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protected:
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bool m_bInvalid;
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};
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NS_CC_END
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#endif // __CCDIRECTOR_H__
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