mirror of https://github.com/axmolengine/axmol.git
61 lines
2.7 KiB
C++
61 lines
2.7 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 __SPRITE_CCSPRITE_SHEET_H__
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#define __SPRITE_CCSPRITE_SHEET_H__
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#include "CCSpriteBatchNode.h"
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namespace cocos2d {
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/* Added only to prevent GCC compile warnings
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Will be removed in v1.1
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*/
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class CC_DLL CCSpriteSheetInternalOnly : public CCSpriteBatchNode
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{
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};
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/** @brief CCSpriteSheet is like a batch node: if it contains children, it will draw them in 1 single OpenGL call
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* (often known as "batch draw").
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*
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* A CCSpriteSheet can reference one and only one texture (one image file, one texture atlas).
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* Only the CCSprites that are contained in that texture can be added to the CCSpriteSheet.
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* All CCSprites added to a CCSpriteSheet are drawn in one OpenGL ES draw call.
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* If the CCSprites are not added to a CCSpriteSheet then an OpenGL ES draw call will be needed for each one, which is less efficient.
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*
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*
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* Limitations:
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* - The only object that is accepted as child (or grandchild) is CCSprite or any subclass of CCSprite. eg: particles, labels and layer can't be added to a CCSpriteSheet.
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* - Either all its children are Aliased or Antialiased. It can't be a mix. This is because "alias" is a property of the texture, and all the sprites share the same texture.
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*
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* @since v0.7.1
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* @deprecated Use CCSpriteBatchNode instead. This class will be removed in v1.1
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*/
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class CC_DLL CCSpriteSheet: public CCSpriteSheetInternalOnly
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{
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};
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}//namespace cocos2d
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#endif // __SPRITE_CCSPRITE_SHEET_H__
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