mirror of https://github.com/axmolengine/axmol.git
614 lines
14 KiB
C++
614 lines
14 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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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) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2020 c4games.com.
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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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#pragma once
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#include <string>
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#include "math/CCMath.h"
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#include "base/CCRef.h"
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#include "renderer/backend/Types.h"
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/**
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* @addtogroup base
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* @{
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*/
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NS_CC_BEGIN
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struct Color4B;
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struct Color4F;
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/**
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* RGB color composed of bytes 3 bytes.
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* @since v3.0
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*/
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struct CC_DLL Color3B
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{
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Color3B();
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Color3B(uint8_t _r, uint8_t _g, uint8_t _b);
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explicit Color3B(const Color4B& color);
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explicit Color3B(const Color4F& color);
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bool operator==(const Color3B& right) const;
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bool operator==(const Color4B& right) const;
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bool operator==(const Color4F& right) const;
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bool operator!=(const Color3B& right) const;
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bool operator!=(const Color4B& right) const;
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bool operator!=(const Color4F& right) const;
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bool equals(const Color3B& other) const { return (*this == other); }
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uint8_t r = 0;
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uint8_t g = 0;
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uint8_t b = 0;
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static const Color3B WHITE;
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static const Color3B YELLOW;
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static const Color3B BLUE;
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static const Color3B GREEN;
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static const Color3B RED;
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static const Color3B MAGENTA;
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static const Color3B BLACK;
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static const Color3B ORANGE;
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static const Color3B GRAY;
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};
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/**
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* RGBA color composed of 4 bytes.
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* @since v3.0
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*/
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struct CC_DLL Color4B
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{
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Color4B();
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Color4B(uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a);
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explicit Color4B(const Color3B& color, uint8_t _a = 255);
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Color4B(const Color4F& color);
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inline void set(uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a)
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{
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r = _r;
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g = _g;
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b = _b;
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a = _a;
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}
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bool operator==(const Color4B& right) const;
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bool operator==(const Color3B& right) const;
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bool operator==(const Color4F& right) const;
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bool operator!=(const Color4B& right) const;
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bool operator!=(const Color3B& right) const;
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bool operator!=(const Color4F& right) const;
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uint8_t r = 0;
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uint8_t g = 0;
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uint8_t b = 0;
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uint8_t a = 0;
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static const Color4B WHITE;
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static const Color4B YELLOW;
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static const Color4B BLUE;
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static const Color4B GREEN;
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static const Color4B RED;
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static const Color4B MAGENTA;
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static const Color4B BLACK;
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static const Color4B ORANGE;
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static const Color4B GRAY;
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};
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/**
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* RGBA color composed of 4 floats.
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* @since v3.0
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*/
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struct CC_DLL Color4F
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{
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Color4F();
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Color4F(float _r, float _g, float _b, float _a);
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explicit Color4F(const Color3B& color, float _a = 1.0f);
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explicit Color4F(const Color4B& color);
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bool operator==(const Color4F& right) const;
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bool operator==(const Color3B& right) const;
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bool operator==(const Color4B& right) const;
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bool operator!=(const Color4F& right) const;
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bool operator!=(const Color3B& right) const;
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bool operator!=(const Color4B& right) const;
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bool equals(const Color4F& other) const { return (*this == other); }
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float r = 0.f;
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float g = 0.f;
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float b = 0.f;
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float a = 0.f;
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static const Color4F WHITE;
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static const Color4F YELLOW;
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static const Color4F BLUE;
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static const Color4F GREEN;
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static const Color4F RED;
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static const Color4F MAGENTA;
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static const Color4F BLACK;
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static const Color4F ORANGE;
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static const Color4F GRAY;
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};
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Color4F& operator+=(Color4F& lhs, const Color4F& rhs);
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Color4F operator+(Color4F lhs, const Color4F& rhs);
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Color4F& operator-=(Color4F& lhs, const Color4F& rhs);
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Color4F operator-(Color4F lhs, const Color4F& rhs);
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Color4F& operator*=(Color4F& lhs, const Color4F& rhs);
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Color4F operator*(Color4F lhs, const Color4F& rhs);
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Color4F& operator*=(Color4F& lhs, float rhs);
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Color4F operator*(Color4F lhs, float rhs);
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Color4F& operator/=(Color4F& lhs, const Color4F& rhs);
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Color4F operator/(Color4F lhs, const Color4F& rhs);
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Color4F& operator/=(Color4F& lhs, float rhs);
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Color4F operator/(Color4F lhs, float rhs);
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/** @struct Tex2F
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* A TEXCOORD composed of 2 floats: u, v
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* @since v3.0
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*/
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typedef Vec2 Tex2F;
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/** @struct PointSprite
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* Vec2 Sprite component.
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*/
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struct CC_DLL PointSprite
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{
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Vec2 pos; // 8 bytes
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Color4B color; // 4 bytes
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float size = 0.f; // 4 bytes
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};
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/** @struct Quad2
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* A 2D Quad. 4 * 2 floats.
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*/
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struct CC_DLL Quad2
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{
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Vec2 tl;
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Vec2 tr;
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Vec2 bl;
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Vec2 br;
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};
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/** @struct Quad3
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* A 3D Quad. 4 * 3 floats.
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*/
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struct CC_DLL Quad3
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{
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Vec3 bl;
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Vec3 br;
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Vec3 tl;
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Vec3 tr;
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};
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/** @struct V2F_C4B_T2F
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* A Vec2 with a vertex point, a tex coord point and a color 4B.
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*/
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struct V2F_C4B_T2F
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{
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/// vertices (2F)
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Vec2 vertices;
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/// colors (4B)
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Color4B colors;
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/// tex coords (2F)
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Tex2F texCoords;
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};
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/** @struct V2F_C4B_PF
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*
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*/
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struct V2F_C4B_PF
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{
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/// vertices (2F)
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Vec2 vertices;
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/// colors (4B)
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Color4B colors;
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/// pointsize
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float pointSize = 0.f;
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};
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/** @struct V2F_C4F_T2F
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* A Vec2 with a vertex point, a tex coord point and a color 4F.
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*/
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struct CC_DLL V2F_C4F_T2F
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{
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/// vertices (2F)
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Vec2 vertices;
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/// colors (4F)
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Color4F colors;
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/// tex coords (2F)
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Tex2F texCoords;
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};
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/** @struct V3F_C4B_T2F
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* A Vec2 with a vertex point, a tex coord point and a color 4B.
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*/
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struct CC_DLL V3F_C4B_T2F
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{
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/// vertices (3F)
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Vec3 vertices; // 12 bytes
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/// colors (4B)
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Color4B colors; // 4 bytes
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// tex coords (2F)
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Tex2F texCoords; // 8 bytes
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};
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/** @struct V3F_T2F
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* A Vec2 with a vertex point, a tex coord point.
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*/
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struct CC_DLL V3F_T2F
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{
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/// vertices (2F)
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Vec3 vertices;
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/// tex coords (2F)
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Tex2F texCoords;
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};
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/** @struct V3F_C4F
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* A Vec3 with a vertex point, a color.
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*/
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struct CC_DLL V3F_C4F
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{
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/// vertices (3F)
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Vec3 vertices;
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/// vertices (4F)
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Color4F colors;
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};
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/** @struct V2F_C4B_T2F_Triangle
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* A Triangle of V2F_C4B_T2F.
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*/
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struct CC_DLL V2F_C4B_T2F_Triangle
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{
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V2F_C4B_T2F a;
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V2F_C4B_T2F b;
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V2F_C4B_T2F c;
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};
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/** @struct V2F_C4B_T2F_Quad
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* A Quad of V2F_C4B_T2F.
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*/
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struct CC_DLL V2F_C4B_T2F_Quad
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{
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/// bottom left
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V2F_C4B_T2F bl;
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/// bottom right
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V2F_C4B_T2F br;
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/// top left
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V2F_C4B_T2F tl;
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/// top right
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V2F_C4B_T2F tr;
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};
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/** @struct V3F_C4B_T2F_Quad
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* 4 Vertex3FTex2FColor4B.
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*/
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struct CC_DLL V3F_C4B_T2F_Quad
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{
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/// top left
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V3F_C4B_T2F tl;
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/// bottom left
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V3F_C4B_T2F bl;
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/// top right
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V3F_C4B_T2F tr;
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/// bottom right
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V3F_C4B_T2F br;
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};
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/** @struct V2F_C4F_T2F_Quad
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* 4 Vertex2FTex2FColor4F Quad.
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*/
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struct CC_DLL V2F_C4F_T2F_Quad
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{
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/// bottom left
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V2F_C4F_T2F bl;
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/// bottom right
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V2F_C4F_T2F br;
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/// top left
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V2F_C4F_T2F tl;
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/// top right
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V2F_C4F_T2F tr;
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};
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/** @struct V3F_T2F_Quad
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*
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*/
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struct CC_DLL V3F_T2F_Quad
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{
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/// bottom left
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V3F_T2F bl;
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/// bottom right
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V3F_T2F br;
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/// top left
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V3F_T2F tl;
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/// top right
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V3F_T2F tr;
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};
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namespace backend
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{
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enum class BlendFactor : uint32_t;
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}
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/** @struct BlendFunc
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* Blend Function used for textures.
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*/
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struct CC_DLL BlendFunc
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{
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/** source blend function */
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backend::BlendFactor src;
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/** destination blend function */
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backend::BlendFactor dst;
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/** Blending disabled. Uses {BlendFactor::ONE, BlendFactor::ZERO} */
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static const BlendFunc DISABLE;
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/** Blending enabled for textures with Alpha premultiplied. Uses {BlendFactor::ONE,
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* BlendFactor::ONE_MINUS_SRC_ALPHA} */
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static const BlendFunc ALPHA_PREMULTIPLIED;
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/** Blending enabled for textures with Alpha NON premultiplied. Uses {BlendFactor::SRC_ALPHA,
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* BlendFactor::ONE_MINUS_SRC_ALPHA} */
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static const BlendFunc ALPHA_NON_PREMULTIPLIED;
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/** Enables Additive blending. Uses {BlendFactor::SRC_ALPHA, BlendFactor::ONE} */
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static const BlendFunc ADDITIVE;
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bool operator==(const BlendFunc& a) const { return src == a.src && dst == a.dst; }
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bool operator!=(const BlendFunc& a) const { return src != a.src || dst != a.dst; }
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bool operator<(const BlendFunc& a) const { return src < a.src || (src == a.src && dst < a.dst); }
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};
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/** @enum TextVAlignment
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* Vertical text alignment type.
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*
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* @note If any of these enums are edited and/or reordered, update Texture2D.m.
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*/
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enum class CC_DLL TextVAlignment
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{
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TOP,
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CENTER,
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BOTTOM
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};
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/** @enum TextHAlignment
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* Horizontal text alignment type.
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*
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* @note If any of these enums are edited and/or reordered, update Texture2D.m.
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*/
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enum class CC_DLL TextHAlignment
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{
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LEFT,
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CENTER,
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RIGHT
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};
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/**
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* @brief Possible GlyphCollection used by Label.
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*
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* Specify a collections of characters to be load when Label created.
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* Consider using DYNAMIC.
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*/
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enum class GlyphCollection
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{
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DYNAMIC,
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NEHE,
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ASCII,
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CUSTOM
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};
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// Types for animation in particle systems
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/** @struct T2F_Quad
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* Texture coordinates for a quad.
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*/
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struct CC_DLL T2F_Quad
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{
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/// bottom left
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Tex2F bl;
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/// bottom right
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Tex2F br;
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/// top left
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Tex2F tl;
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/// top right
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Tex2F tr;
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};
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/** @struct AnimationFrameData
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* Struct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad.
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*/
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struct CC_DLL AnimationFrameData
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{
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T2F_Quad texCoords;
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Vec2 size;
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float delay = 0.f;
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};
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/**
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types used for defining fonts properties (i.e. font name, size, stroke or shadow)
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*/
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/** @struct FontShadow
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* Shadow attributes.
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*/
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struct CC_DLL FontShadow
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{
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/// shadow x and y offset
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Vec2 _shadowOffset;
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/// shadow blurriness
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float _shadowBlur = 0.f;
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/// shadow opacity
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float _shadowOpacity = 0.f;
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/// true if shadow enabled
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bool _shadowEnabled = false;
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};
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/** @struct FontStroke
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* Stroke attributes.
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*/
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struct CC_DLL FontStroke
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{
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/// stroke color
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Color3B _strokeColor = Color3B::BLACK;
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/// stroke size
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float _strokeSize = 0.f;
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/// true if stroke enabled
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bool _strokeEnabled = false;
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/// stroke alpha
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uint8_t _strokeAlpha = 255;
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};
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/** @struct FontDefinition
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* Font attributes.
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*/
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struct CC_DLL FontDefinition
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{
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/// font name
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std::string _fontName;
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/// font size
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int _fontSize = 0;
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/// horizontal alignment
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TextHAlignment _alignment = TextHAlignment::CENTER;
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/// vertical alignment
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TextVAlignment _vertAlignment = TextVAlignment::TOP;
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/// rendering box
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Vec2 _dimensions = Vec2::ZERO;
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/// font color
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Color3B _fontFillColor = Color3B::WHITE;
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/// font alpha
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uint8_t _fontAlpha = 255;
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/// font shadow
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FontShadow _shadow;
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/// font stroke
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FontStroke _stroke;
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/// enable text wrap
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bool _enableWrap = true;
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/** There are 4 overflows: none, clamp, shrink and resize_height.
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* The corresponding integer values are 0, 1, 2, 3 respectively
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* For more information, please refer to Label::Overflow enum class.
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*/
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int _overflow = 0;
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};
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/**
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* @brief Effects used by `Label`
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*
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*/
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enum class LabelEffect
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{
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// FIXME: Covert them to bitwise. More than one effect should be supported
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NORMAL,
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OUTLINE,
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SHADOW,
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GLOW,
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ITALICS,
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BOLD,
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UNDERLINE,
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STRIKETHROUGH,
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ALL
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};
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/** @struct Acceleration
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* The device accelerometer reports values for each axis in units of g-force.
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*/
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class CC_DLL Acceleration : public Ref
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{
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public:
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double x = 0;
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double y = 0;
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double z = 0;
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double timestamp = 0;
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};
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extern const std::string CC_DLL STD_STRING_EMPTY;
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extern const ssize_t CC_DLL CC_INVALID_INDEX;
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enum class SetIntervalReason : char
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{
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BY_GAME = 0,
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BY_ENGINE,
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BY_SYSTEM,
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BY_SCENE_CHANGE,
|
|
BY_DIRECTOR_PAUSE
|
|
};
|
|
|
|
struct CC_DLL Viewport
|
|
{
|
|
int x = 0;
|
|
int y = 0;
|
|
unsigned int w = 0;
|
|
unsigned int h = 0;
|
|
};
|
|
|
|
struct CC_DLL ScissorRect
|
|
{
|
|
float x = 0;
|
|
float y = 0;
|
|
float width = 0;
|
|
float height = 0;
|
|
};
|
|
|
|
struct TextureFlag
|
|
{
|
|
enum
|
|
{
|
|
NONE = 0,
|
|
ANTIALIAS_ENABLED = 1 << 1,
|
|
PREMULTIPLIEDALPHA = 1 << 2,
|
|
RENDERTARGET = 1 << 3,
|
|
};
|
|
};
|
|
|
|
struct TextureSamplerFlag
|
|
{
|
|
enum
|
|
{
|
|
DEFAULT = 0,
|
|
DUAL_SAMPLER = 1 << 1,
|
|
};
|
|
};
|
|
|
|
using TextureUsage = backend::TextureUsage;
|
|
using PixelFormat = backend::PixelFormat;
|
|
|
|
using TargetBufferFlags = backend::TargetBufferFlags;
|
|
using DepthStencilFlags = backend::DepthStencilFlags;
|
|
using RenderTargetFlag = backend::RenderTargetFlag;
|
|
using ClearFlag = backend::ClearFlag;
|
|
|
|
NS_CC_END
|
|
// end group
|
|
/// @}
|