axmol/cocos/base/CCObject.h

219 lines
6.4 KiB
C++

/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2013-2014 Chukong Technologies
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __CCOBJECT_H__
#define __CCOBJECT_H__
#include "CCDataVisitor.h"
#include "ccMacros.h"
#include "CCConsole.h"
#ifdef EMSCRIPTEN
#include <GLES2/gl2.h>
#endif // EMSCRIPTEN
NS_CC_BEGIN
/**
* @addtogroup base_nodes
* @{
*/
class Object;
class Node;
/** Interface that defines how to clone an object */
class CC_DLL Clonable
{
public:
/** returns a copy of the object */
virtual Clonable* clone() const = 0;
/**
* @js NA
* @lua NA
*/
virtual ~Clonable() {};
/** returns a copy of the object.
@deprecated Use clone() instead
*/
CC_DEPRECATED_ATTRIBUTE Object* copy() const
{
// use "clone" instead
CC_ASSERT(false);
return nullptr;
}
};
class CC_DLL Object
{
public:
/// object id, ScriptSupport need public _ID
unsigned int _ID;
/// Lua reference id
int _luaID;
protected:
/// count of references
unsigned int _referenceCount;
public:
/**
* Constructor
*
* The object's reference count is 1 after construction.
* @js NA
*/
Object();
/**
* @js NA
* @lua NA
*/
virtual ~Object();
/**
* Release the ownership immediately.
*
* This decrements the object's reference count.
*
* If the reference count reaches 0 after the descrement, this object is
* destructed.
*
* @see retain, autorelease
* @js NA
*/
inline void release()
{
CCASSERT(_referenceCount > 0, "reference count should greater than 0");
--_referenceCount;
if (_referenceCount == 0)
delete this;
}
/**
* Retains the ownership.
*
* This increases the object's reference count.
*
* @see release, autorelease
* @js NA
*/
inline void retain()
{
CCASSERT(_referenceCount > 0, "reference count should greater than 0");
++_referenceCount;
}
/**
* Release the ownership sometime soon automatically.
*
* This descrements the object's reference count at the end of current
* autorelease pool block.
*
* If the reference count reaches 0 after the descrement, this object is
* destructed.
*
* @returns The object itself.
*
* @see AutoreleasePool, retain, release
* @js NA
* @lua NA
*/
Object* autorelease();
/**
* Returns a boolean value that indicates whether there is only one
* reference to the object. That is, whether the reference count is 1.
*
* @returns Whether the object's reference count is 1.
* @js NA
*/
CC_DEPRECATED_ATTRIBUTE bool isSingleReference() const;
/**
* Returns the object's current reference count.
*
* @returns The object's reference count.
* @js NA
*/
CC_DEPRECATED_ATTRIBUTE unsigned int retainCount() const { return getReferenceCount(); };
unsigned int getReferenceCount() const;
/**
* Returns a boolean value that indicates whether this object and a given
* object are equal.
*
* @param object The object to be compared to this object.
*
* @returns True if this object and @p object are equal, otherwise false.
* @js NA
* @lua NA
*/
virtual bool isEqual(const Object* object);
/**
* @js NA
* @lua NA
*/
virtual void acceptVisitor(DataVisitor &visitor);
/**
* @js NA
* @lua NA
*/
virtual void update(float dt) {CC_UNUSED_PARAM(dt);};
friend class AutoreleasePool;
};
typedef void (Object::*SEL_SCHEDULE)(float);
typedef void (Object::*SEL_CallFunc)();
typedef void (Object::*SEL_CallFuncN)(Node*);
typedef void (Object::*SEL_CallFuncND)(Node*, void*);
typedef void (Object::*SEL_CallFuncO)(Object*);
typedef void (Object::*SEL_MenuHandler)(Object*);
typedef int (Object::*SEL_Compare)(Object*);
#define schedule_selector(_SELECTOR) static_cast<cocos2d::SEL_SCHEDULE>(&_SELECTOR)
#define callfunc_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFunc>(&_SELECTOR)
#define callfuncN_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFuncN>(&_SELECTOR)
#define callfuncND_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFuncND>(&_SELECTOR)
#define callfuncO_selector(_SELECTOR) static_cast<cocos2d::SEL_CallFuncO>(&_SELECTOR)
#define menu_selector(_SELECTOR) static_cast<cocos2d::SEL_MenuHandler>(&_SELECTOR)
#define event_selector(_SELECTOR) static_cast<cocos2d::SEL_EventHandler>(&_SELECTOR)
#define compare_selector(_SELECTOR) static_cast<cocos2d::SEL_Compare>(&_SELECTOR)
// new callbacks based on C++11
#define CC_CALLBACK_0(__selector__,__target__, ...) std::bind(&__selector__,__target__, ##__VA_ARGS__)
#define CC_CALLBACK_1(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, ##__VA_ARGS__)
#define CC_CALLBACK_2(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, ##__VA_ARGS__)
#define CC_CALLBACK_3(__selector__,__target__, ...) std::bind(&__selector__,__target__, std::placeholders::_1, std::placeholders::_2, std::placeholders::_3 ##__VA_ARGS__)
// end of base_nodes group
/// @}
NS_CC_END
#endif // __CCOBJECT_H__