axmol/cocos/2d/CCTextureAtlas.h

251 lines
8.1 KiB
C++

/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
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 __CCTEXTURE_ATLAS_H__
#define __CCTEXTURE_ATLAS_H__
#include "ccTypes.h"
#include "CCObject.h"
#include "ccConfig.h"
#include <string>
NS_CC_BEGIN
class Texture2D;
/**
* @addtogroup textures
* @{
*/
/** @brief A class that implements a Texture Atlas.
Supported features:
* The atlas file can be a PVRTC, PNG or any other format supported by Texture2D
* Quads can be updated in runtime
* Quads can be added in runtime
* Quads can be removed in runtime
* Quads can be re-ordered in runtime
* The TextureAtlas capacity can be increased or decreased in runtime
* OpenGL component: V3F, C4B, T2F.
The quads are rendered using an OpenGL ES VBO.
To render the quads using an interleaved vertex array list, you should modify the ccConfig.h file
*/
class CC_DLL TextureAtlas : public Object
{
public:
/** creates a TextureAtlas with an filename and with an initial capacity for Quads.
* The TextureAtlas capacity can be increased in runtime.
*/
static TextureAtlas* create(const char* file , int capacity);
/** creates a TextureAtlas with a previously initialized Texture2D object, and
* with an initial capacity for n Quads.
* The TextureAtlas capacity can be increased in runtime.
*/
static TextureAtlas* createWithTexture(Texture2D *texture, int capacity);
/**
* @js ctor
*/
TextureAtlas();
/**
* @js NA
* @lua NA
*/
virtual ~TextureAtlas();
/** initializes a TextureAtlas with a filename and with a certain capacity for Quads.
* The TextureAtlas capacity can be increased in runtime.
*
* WARNING: Do not reinitialize the TextureAtlas because it will leak memory (issue #706)
*/
bool initWithFile(const char* file, int capacity);
/** initializes a TextureAtlas with a previously initialized Texture2D object, and
* with an initial capacity for Quads.
* The TextureAtlas capacity can be increased in runtime.
*
* WARNING: Do not reinitialize the TextureAtlas because it will leak memory (issue #706)
*/
bool initWithTexture(Texture2D *texture, int capacity);
/** updates a Quad (texture, vertex and color) at a certain index
* index must be between 0 and the atlas capacity - 1
@since v0.8
*/
void updateQuad(V3F_C4B_T2F_Quad* quad, int index);
/** Inserts a Quad (texture, vertex and color) at a certain index
index must be between 0 and the atlas capacity - 1
@since v0.8
*/
void insertQuad(V3F_C4B_T2F_Quad* quad, int index);
/** Inserts a c array of quads at a given index
index must be between 0 and the atlas capacity - 1
this method doesn't enlarge the array when amount + index > totalQuads
@since v1.1
*/
void insertQuads(V3F_C4B_T2F_Quad* quads, int index, int amount);
/** Removes the quad that is located at a certain index and inserts it at a new index
This operation is faster than removing and inserting in a quad in 2 different steps
@since v0.7.2
*/
void insertQuadFromIndex(int fromIndex, int newIndex);
/** removes a quad at a given index number.
The capacity remains the same, but the total number of quads to be drawn is reduced in 1
@since v0.7.2
*/
void removeQuadAtIndex(int index);
/** removes a amount of quads starting from index
@since 1.1
*/
void removeQuadsAtIndex(int index, int amount);
/** removes all Quads.
The TextureAtlas capacity remains untouched. No memory is freed.
The total number of quads to be drawn will be 0
@since v0.7.2
*/
void removeAllQuads();
/** resize the capacity of the TextureAtlas.
* The new capacity can be lower or higher than the current one
* It returns true if the resize was successful.
* If it fails to resize the capacity it will return false with a new capacity of 0.
*/
bool resizeCapacity(int capacity);
/**
Used internally by ParticleBatchNode
don't use this unless you know what you're doing
@since 1.1
*/
void increaseTotalQuadsWith(int amount);
/** Moves an amount of quads from oldIndex at newIndex
@since v1.1
*/
void moveQuadsFromIndex(int oldIndex, int amount, int newIndex);
/**
Moves quads from index till totalQuads to the newIndex
Used internally by ParticleBatchNode
This method doesn't enlarge the array if newIndex + quads to be moved > capacity
@since 1.1
*/
void moveQuadsFromIndex(int index, int newIndex);
/**
Ensures that after a realloc quads are still empty
Used internally by ParticleBatchNode
@since 1.1
*/
void fillWithEmptyQuadsFromIndex(int index, int amount);
/** draws n quads
* n can't be greater than the capacity of the Atlas
*/
void drawNumberOfQuads(int n);
/** draws n quads from an index (offset).
n + start can't be greater than the capacity of the atlas
@since v1.0
*/
void drawNumberOfQuads(int numberOfQuads, int start);
/** draws all the Atlas's Quads
*/
void drawQuads();
/** listen the event that coming to foreground on Android
*/
void listenBackToForeground(Object *obj);
/** whether or not the array buffer of the VBO needs to be updated*/
inline bool isDirty(void) { return _dirty; }
/** specify if the array buffer of the VBO needs to be updated */
inline void setDirty(bool bDirty) { _dirty = bDirty; }
/**
* @js NA
* @lua NA
*/
const char* description() const;
/** Gets the quantity of quads that are going to be drawn */
int getTotalQuads() const;
/** Gets the quantity of quads that can be stored with the current texture atlas size */
int getCapacity() const;
/** Gets the texture of the texture atlas */
Texture2D* getTexture() const;
/** Sets the texture for the texture atlas */
void setTexture(Texture2D* texture);
/** Gets the quads that are going to be rendered */
V3F_C4B_T2F_Quad* getQuads();
/** Sets the quads that are going to be rendered */
void setQuads(V3F_C4B_T2F_Quad* quads);
private:
void setupIndices();
void mapBuffers();
#if CC_TEXTURE_ATLAS_USE_VAO
void setupVBOandVAO();
#else
void setupVBO();
#endif
protected:
GLushort* _indices;
#if CC_TEXTURE_ATLAS_USE_VAO
GLuint _VAOname;
#endif
GLuint _buffersVBO[2]; //0: vertex 1: indices
bool _dirty; //indicates whether or not the array buffer of the VBO needs to be updated
/** quantity of quads that are going to be drawn */
int _totalQuads;
/** quantity of quads that can be stored with the current texture atlas size */
int _capacity;
/** Texture of the texture atlas */
Texture2D* _texture;
/** Quads that are going to be rendered */
V3F_C4B_T2F_Quad* _quads;
};
// end of textures group
/// @}
NS_CC_END
#endif //__CCTEXTURE_ATLAS_H__