mirror of https://github.com/axmolengine/axmol.git
115 lines
3.1 KiB
C++
Executable File
115 lines
3.1 KiB
C++
Executable File
/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga 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 __CCSCENE_H__
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#define __CCSCENE_H__
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#include "CCNode.h"
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namespace cocos2d {
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typedef enum
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{
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ccNormalScene = 1 << 0,
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ccTransitionScene = 1 << 1,
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} ccSceneFlag;
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/** @brief CCScene is a subclass of CCNode that is used only as an abstract concept.
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CCScene an CCNode are almost identical with the difference that CCScene has it's
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anchor point (by default) at the center of the screen.
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For the moment CCScene has no other logic than that, but in future releases it might have
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additional logic.
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It is a good practice to use and CCScene as the parent of all your nodes.
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*/
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class CC_DLL CCScene : public CCNode
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{
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public:
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CCScene();
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virtual ~CCScene();
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bool init();
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static CCScene *node(void);
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inline ccSceneFlag getSceneType(void) {
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return m_eSceneType;
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}
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#if LUA_ENGINE
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virtual void onEnter();
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virtual void onExit();
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void registerScriptEventsHandler(int functionRefID);
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void unregisterScriptEventsHandler(void);
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#endif // LUA_ENGINE
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protected:
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ccSceneFlag m_eSceneType;
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#if LUA_ENGINE
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int m_eventsFunctionRefID;
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#endif
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};
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}//namespace cocos2d
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// for the subclass of CCScene, each has to implement the static "node" method
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#define SCENE_NODE_FUNC(scene) \
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static scene* node() \
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{ \
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scene *pRet = new scene(); \
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if (pRet && pRet->init()) \
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{ \
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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 = NULL; \
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return NULL; \
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} \
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};
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#define SCENE_FUNC_PARAM(__TYPE__,__PARAMTYPE__,__PARAM__) \
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static cocos2d::CCScene* node(__PARAMTYPE__ __PARAM__) \
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{ \
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cocos2d::CCScene * scene = NULL; \
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do \
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{ \
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scene = cocos2d::CCScene::node(); \
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CC_BREAK_IF(! scene); \
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__TYPE__ *layer = __TYPE__::node(__PARAM__); \
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CC_BREAK_IF(! layer); \
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scene->addChild(layer); \
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} while (0); \
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return scene; \
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};
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#endif // __CCSCENE_H__
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