mirror of https://github.com/axmolengine/axmol.git
312 lines
11 KiB
C++
312 lines
11 KiB
C++
/****************************************************************************
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Copyright (c) 2012 cocos2d-x.org
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http://www.cocos2d-x.org
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Created by Jung Sang-Taik on 12. 3. 16..
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Copyright (c) 2012 Neofect. All rights reserved.
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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 __CCScale9Sprite_H__
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#define __CCScale9Sprite_H__
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#include "cocos2d.h"
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#include "../../ExtensionMacros.h"
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NS_CC_EXT_BEGIN
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/**
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* @addtogroup GUI
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* @{
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* @addtogroup control_extension
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* @{
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*/
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/**
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* A 9-slice sprite for cocos2d.
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*
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* 9-slice scaling allows you to specify how scaling is applied
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* to specific areas of a sprite. With 9-slice scaling (3x3 grid),
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* you can ensure that the sprite does not become distorted when
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* scaled.
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*
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* @see http://yannickloriot.com/library/ios/cccontrolextension/Classes/CCScale9Sprite.html
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*/
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class Scale9Sprite : public NodeRGBA
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{
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public:
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Scale9Sprite();
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virtual ~Scale9Sprite();
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public:
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static Scale9Sprite* create();
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/**
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* Creates a 9-slice sprite with a texture file, a delimitation zone and
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* with the specified cap insets.
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*
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* @see initWithFile:rect:centerRegion:
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*/
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static Scale9Sprite* create(const char* file, Rect rect, Rect capInsets);
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/**
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* Creates a 9-slice sprite with a texture file. The whole texture will be
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* broken down into a 3×3 grid of equal blocks.
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*
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* @see initWithFile:capInsets:
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*/
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static Scale9Sprite* create(Rect capInsets, const char* file);
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/**
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* Creates a 9-slice sprite with a texture file and a delimitation zone. The
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* texture will be broken down into a 3×3 grid of equal blocks.
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*
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* @see initWithFile:rect:
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*/
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static Scale9Sprite* create(const char* file, Rect rect);
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/**
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* Creates a 9-slice sprite with a texture file. The whole texture will be
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* broken down into a 3×3 grid of equal blocks.
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*
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* @see initWithFile:
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*/
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static Scale9Sprite* create(const char* file);
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/**
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* Creates a 9-slice sprite with an sprite frame.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @see initWithSpriteFrame:
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*/
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static Scale9Sprite* createWithSpriteFrame(SpriteFrame* spriteFrame);
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/**
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* Creates a 9-slice sprite with an sprite frame and the centre of its zone.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @see initWithSpriteFrame:centerRegion:
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*/
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static Scale9Sprite* createWithSpriteFrame(SpriteFrame* spriteFrame, Rect capInsets);
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/**
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* Creates a 9-slice sprite with an sprite frame name.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @see initWithSpriteFrameName:
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*/
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static Scale9Sprite* createWithSpriteFrameName(const char*spriteFrameName);
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/**
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* Creates a 9-slice sprite with an sprite frame name and the centre of its
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* zone.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @see initWithSpriteFrameName:centerRegion:
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*/
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static Scale9Sprite* createWithSpriteFrameName(const char*spriteFrameName, Rect capInsets);
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/**
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* Initializes a 9-slice sprite with a texture file, a delimitation zone and
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* with the specified cap insets.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param file The name of the texture file.
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* @param rect The rectangle that describes the sub-part of the texture that
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* is the whole image. If the shape is the whole texture, set this to the
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* texture's full rect.
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* @param capInsets The values to use for the cap insets.
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*/
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virtual bool initWithFile(const char* file, Rect rect, Rect capInsets);
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/**
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* Initializes a 9-slice sprite with a texture file and a delimitation zone. The
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* texture will be broken down into a 3×3 grid of equal blocks.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param file The name of the texture file.
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* @param rect The rectangle that describes the sub-part of the texture that
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* is the whole image. If the shape is the whole texture, set this to the
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* texture's full rect.
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*/
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virtual bool initWithFile(const char* file, Rect rect);
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/**
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* Initializes a 9-slice sprite with a texture file and with the specified cap
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* insets.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param file The name of the texture file.
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* @param capInsets The values to use for the cap insets.
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*/
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virtual bool initWithFile(Rect capInsets, const char* file);
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/**
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* Initializes a 9-slice sprite with a texture file. The whole texture will be
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* broken down into a 3×3 grid of equal blocks.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param file The name of the texture file.
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*/
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virtual bool initWithFile(const char* file);
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/**
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* Initializes a 9-slice sprite with an sprite frame and with the specified
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* cap insets.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param spriteFrame The sprite frame object.
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* @param capInsets The values to use for the cap insets.
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*/
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virtual bool initWithSpriteFrame(SpriteFrame* spriteFrame, Rect capInsets);
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/**
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* Initializes a 9-slice sprite with an sprite frame.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param spriteFrame The sprite frame object.
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*/
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virtual bool initWithSpriteFrame(SpriteFrame* spriteFrame);
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/**
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* Initializes a 9-slice sprite with an sprite frame name and with the specified
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* cap insets.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param spriteFrameName The sprite frame name.
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* @param capInsets The values to use for the cap insets.
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*/
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virtual bool initWithSpriteFrameName(const char*spriteFrameName, Rect capInsets);
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/**
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* Initializes a 9-slice sprite with an sprite frame name.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param spriteFrameName The sprite frame name.
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*/
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virtual bool initWithSpriteFrameName(const char*spriteFrameName);
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virtual bool init();
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virtual bool initWithBatchNode(SpriteBatchNode* batchnode, Rect rect, bool rotated, Rect capInsets);
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virtual bool initWithBatchNode(SpriteBatchNode* batchnode, Rect rect, Rect capInsets);
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/**
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* Creates and returns a new sprite object with the specified cap insets.
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* You use this method to add cap insets to a sprite or to change the existing
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* cap insets of a sprite. In both cases, you get back a new image and the
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* original sprite remains untouched.
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*
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* @param capInsets The values to use for the cap insets.
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*/
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Scale9Sprite* resizableSpriteWithCapInsets(Rect capInsets);
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virtual bool updateWithBatchNode(SpriteBatchNode* batchnode, Rect rect, bool rotated, Rect capInsets);
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virtual void setSpriteFrame(SpriteFrame * spriteFrame);
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// overrides
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virtual void setContentSize(const Size & size) override;
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virtual void visit() override;
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virtual void setOpacityModifyRGB(bool bValue) override;
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virtual bool isOpacityModifyRGB(void) const override;
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virtual void setOpacity(GLubyte opacity) override;
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virtual GLubyte getOpacity() const override;
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virtual void setColor(const Color3B& color) override;
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virtual const Color3B& getColor() const override;
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virtual void updateDisplayedOpacity(GLubyte parentOpacity) override;
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virtual void updateDisplayedColor(const Color3B& parentColor) override;
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protected:
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void updateCapInset();
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void updatePositions();
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bool _spritesGenerated;
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Rect _spriteRect;
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bool _spriteFrameRotated;
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Rect _capInsetsInternal;
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bool _positionsAreDirty;
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SpriteBatchNode* _scale9Image;
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Sprite* _topLeft;
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Sprite* _top;
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Sprite* _topRight;
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Sprite* _left;
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Sprite* _centre;
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Sprite* _right;
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Sprite* _bottomLeft;
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Sprite* _bottom;
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Sprite* _bottomRight;
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bool _opacityModifyRGB;
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/** Original sprite's size. */
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CC_SYNTHESIZE_READONLY(Size, _originalSize, OriginalSize);
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/** Prefered sprite's size. By default the prefered size is the original size. */
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//if the preferredSize component is given as -1, it is ignored
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CC_PROPERTY(Size, _preferredSize, PreferredSize);
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/**
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* The end-cap insets.
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* On a non-resizeable sprite, this property is set to CGRect::ZERO; the sprite
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* does not use end caps and the entire sprite is subject to stretching.
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*/
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CC_PROPERTY(Rect, _capInsets, CapInsets);
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/** Sets the left side inset */
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CC_PROPERTY(float, _insetLeft, InsetLeft);
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/** Sets the top side inset */
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CC_PROPERTY(float, _insetTop, InsetTop);
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/** Sets the right side inset */
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CC_PROPERTY(float, _insetRight, InsetRight);
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/** Sets the bottom side inset */
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CC_PROPERTY(float, _insetBottom, InsetBottom);
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};
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// end of GUI group
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/// @}
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/// @}
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NS_CC_EXT_END
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#endif // __CCScale9Sprite_H__
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