mirror of https://github.com/axmolengine/axmol.git
275 lines
8.9 KiB
C++
275 lines
8.9 KiB
C++
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2020 c4games.com
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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 __CC_UTILS_H__
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#define __CC_UTILS_H__
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#include <vector>
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#include <string>
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#include "2d/CCNode.h"
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#include "base/ccMacros.h"
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#include "base/CCData.h"
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#include "renderer/backend/Types.h"
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#include "math/Mat4.h"
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#define CC_HEX2CHAR(hex) (hex < 0xa ? (hex + '0') : (hex + 'a' - 10))
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/** @file ccUtils.h
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Misc free functions
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*/
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NS_CC_BEGIN
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/*
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ccNextPOT function is licensed under the same license that is used in Texture2D.m.
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*/
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/** Returns the Next Power of Two value.
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Examples:
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- If "value" is 15, it will return 16.
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- If "value" is 16, it will return 16.
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- If "value" is 17, it will return 32.
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@param value The value to get next power of two.
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@return Returns the next power of two value.
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@since v0.99.5
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*/
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int ccNextPOT(int value);
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class Sprite;
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class Image;
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namespace utils
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{
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/** Capture the entire screen.
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* To ensure the snapshot is applied after everything is updated and rendered in the current frame,
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* we need to wrap the operation with a custom command which is then inserted into the tail of the render queue.
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* @param afterCaptured specify the callback function which will be invoked after the snapshot is done.
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* @param filename specify a filename where the snapshot is stored. This parameter can be either an absolute path or a simple
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* base filename ("hello.png" etc.), don't use a relative path containing directory names.("mydir/hello.png" etc.).
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* @since v3.2
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*/
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CC_DLL void captureScreen(const std::function<void(bool, const std::string&)>& afterCaptured, const std::string& filename);
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/** Capture a specific Node.
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* @param startNode specify the snapshot Node. It should be cocos2d::Scene
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* @param scale
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* @returns: return a Image, then can call saveToFile to save the image as "xxx.png or xxx.jpg".
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* @since v3.11
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* !!! remark: Caller is responsible for releasing it by calling delete.
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*/
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CC_DLL void captureNode(Node* startNode, std::function<void(Image*)> imageCallback, float scale = 1.0f);
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/** Find children by name, it will return all child that has the same name.
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* It supports c++ 11 regular expression. It is a helper function of `Node::enumerateChildren()`.
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* You can refer to `Node::enumerateChildren()` for detail information.
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*
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* @param node The node to find
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* @param name The name to search for, it supports c++ 11 expression
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* @return Array of Nodes that matches the name
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* @since v3.2
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*/
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CC_DLL std::vector<Node*> findChildren(const Node &node, const std::string &name);
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/** Same to ::atof, but strip the string, remain 7 numbers after '.' before call atof.
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* Why we need this? Because in android c++_static, atof ( and std::atof ) is unsupported for numbers have long decimal part and contain
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* several numbers can approximate to 1 ( like 90.099998474121094 ), it will return inf. This function is used to fix this bug.
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* @param str The string be to converted to double.
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* @return Returns converted value of a string.
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*/
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CC_DLL double atof(const char* str);
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/** Get current exact time, accurate to nanoseconds.
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* @return Returns the time in seconds since the Epoch.
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*/
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CC_DLL double gettime();
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/**
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* Get current time in milliseconds, accurate to nanoseconds
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*
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* @return Returns the time in milliseconds since the Epoch.
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*/
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CC_DLL long long getTimeInMilliseconds();
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/**
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* Calculate unionof bounding box of a node and its children.
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* @return Returns unionof bounding box of a node and its children.
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*/
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CC_DLL Rect getCascadeBoundingBox(Node *node);
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/**
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* Create a sprite instance from base64 encoded image and adds the texture to the Texture Cache.
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* @return Returns an instance of sprite
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*/
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CC_DLL Sprite* createSpriteFromBase64Cached(const char* base64String, const char* key);
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/**
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* Create a sprite instance from base64 encoded image.
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* @return Returns an instance of sprite
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*/
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CC_DLL Sprite* createSpriteFromBase64(const char* base64String);
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/**
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* Find a child by name recursively
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* @return Returns found node or nullptr
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*/
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CC_DLL Node* findChild(Node* levelRoot, const std::string& name);
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/**
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* Find a child by tag recursively
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* @return Returns found node or nullptr
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*/
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CC_DLL Node* findChild(Node* levelRoot, int tag);
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/**
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* Find a child by name recursively
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* @return Returns found node or nullptr with specified type 'T'
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*/
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template<typename T>
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inline T findChild(Node* levelRoot, const std::string& name)
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{
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return dynamic_cast<T>(findChild(levelRoot, name));
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}
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/**
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* Find a child by tag recursively
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* @return Returns found node or nullptr with specified type 'T'
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*/
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template<typename T>
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inline T findChild(Node* levelRoot, int tag)
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{
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return dynamic_cast<T>(findChild(levelRoot, tag));
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}
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/**
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* Create a Game Object instance, like CREATE_FUNC, but more powerful
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* @return Returns a autorelease game object
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* @limition: the init function finit must be public
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*/
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template<typename T, typename F, typename...Ts>
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inline T* createInstance(F&& finit, Ts&&... args)
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{
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T* pRet = new(std::nothrow) T();
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if (pRet && std::mem_fn(finit)(pRet, std::forward<Ts>(args)...)) {
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pRet->autorelease();
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return pRet;
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}
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else
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{
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delete pRet;
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pRet = nullptr;
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return nullptr;
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}
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}
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/**
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* Create a Game Object instance with 'bool T::init()' function, like CREATE_FUNC, but more powerful
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* @return Returns a autorelease game object
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* @limition: the init function finit must be public
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*/
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template<typename T>
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inline T* createInstance()
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{
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return ::cocos2d::utils::createInstance<T>(&T::init);
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}
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/**
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* Gets the md5 hash for the given file.
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* @param filename The file to calculate md5 hash.
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* @return The md5 hash for the file
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*/
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CC_DLL std::string getFileMD5Hash(const std::string &filename);
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/**
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* Gets the md5 hash for the given buffer.
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* @param data The buffer to calculate md5 hash.
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* @return The md5 hash for the data
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*/
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CC_DLL std::string getDataMD5Hash(const Data &data);
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/**
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@brief Converts language iso 639-1 code to LanguageType enum.
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@return LanguageType enum.
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* @js NA
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* @lua NA
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*/
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CC_DLL LanguageType getLanguageTypeByISO2(const char* code);
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CC_DLL backend::BlendFactor toBackendBlendFactor(int factor);
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CC_DLL int toGLBlendFactor(backend::BlendFactor blendFactor);
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CC_DLL backend::SamplerFilter toBackendSamplerFilter(int mode);
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CC_DLL backend::SamplerAddressMode toBackendAddressMode(int mode);
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// Adjust matrix for metal.
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CC_DLL const Mat4& getAdjustMatrix();
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/**
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Get the Normal Matrix of matrixMV
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*/
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CC_DLL std::vector<float> getNormalMat3OfMat4(const Mat4 &mat);
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/**
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@brief Parses a list of space-separated integers.
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@return Vector of ints.
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* @js NA
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* @lua NA
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*/
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CC_DLL std::vector<int> parseIntegerList(const std::string &intsString);
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/**
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@brief translate charstring/binarystream to hexstring.
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@return hexstring.
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* @js NA
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* @lua NA
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*/
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CC_DLL std::string bin2hex(const std::string& binary /*charstring also regard as binary in C/C++*/, int delim = -1, bool prefix = false);
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/**
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@brief killCurrentProcess immidiately, any object's destructor never call
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@return NA.
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* @js NA
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* @lua NA
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*/
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CC_DLL void killCurrentProcess();
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}
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NS_CC_END
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#endif // __SUPPORT_CC_UTILS_H__
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