mirror of https://github.com/axmolengine/axmol.git
104 lines
3.3 KiB
C++
104 lines
3.3 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) 2013-2014 Chukong Technologies Inc.
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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 __CCPARALLAX_NODE_H__
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#define __CCPARALLAX_NODE_H__
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#include "2d/CCNode.h"
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/*#include "ccArray.h"*/
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NS_CC_BEGIN
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struct _ccArray;
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/**
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* @addtogroup tilemap_parallax_nodes
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* @{
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*/
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/** @brief ParallaxNode: A node that simulates a parallax scroller
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The children will be moved faster / slower than the parent according the the parallax ratio.
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*/
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class CC_DLL ParallaxNode : public Node
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{
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public:
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// Create a Parallax node
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static ParallaxNode * create();
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// prevents compiler warning: "Included function hides overloaded virtual functions"
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using Node::addChild;
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void addChild(Node * child, int z, const Vec2& parallaxRatio, const Vec2& positionOffset);
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/** Sets an array of layers for the Parallax node */
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void setParallaxArray( struct _ccArray *parallaxArray) { _parallaxArray = parallaxArray; }
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/** Returns the array of layers of the Parallax node */
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struct _ccArray* getParallaxArray() { return _parallaxArray; }
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const struct _ccArray* getParallaxArray() const { return _parallaxArray; }
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//
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// Overrides
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//
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virtual void addChild(Node * child, int zOrder, int tag) override;
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virtual void addChild(Node * child, int zOrder, const std::string &name) override;
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virtual void removeChild(Node* child, bool cleanup) override;
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virtual void removeAllChildrenWithCleanup(bool cleanup) override;
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virtual void visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override;
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CC_CONSTRUCTOR_ACCESS:
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/** Adds a child to the container with a z-order, a parallax ratio and a position offset
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It returns self, so you can chain several addChilds.
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@since v0.8
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* @js ctor
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*/
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ParallaxNode();
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/**
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* @js NA
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* @lua NA
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*/
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virtual ~ParallaxNode();
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protected:
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Vec2 absolutePosition();
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Vec2 _lastPosition;
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struct _ccArray* _parallaxArray;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ParallaxNode);
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};
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// end of tilemap_parallax_nodes group
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/// @}
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NS_CC_END
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#endif //__CCPARALLAX_NODE_H__
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