mirror of https://github.com/axmolengine/axmol.git
324 lines
12 KiB
C++
324 lines
12 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2009 Jason Booth
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Copyright (c) 2009 Robert J Payne
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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) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmolengine.github.io/
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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 __SPRITE_CCSPRITE_FRAME_CACHE_H__
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#define __SPRITE_CCSPRITE_FRAME_CACHE_H__
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#include <set>
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#include <unordered_map>
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#include <string>
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#include "2d/SpriteFrame.h"
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#include "2d/SpriteSheetLoader.h"
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#include "base/Object.h"
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#include "base/Value.h"
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#include "base/Map.h"
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#include "base/Data.h"
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NS_AX_BEGIN
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class Sprite;
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class Texture2D;
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class PolygonInfo;
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/**
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* @addtogroup _2d
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* @{
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*/
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/** @class SpriteFrameCache
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* @brief Singleton that handles the loading of the sprite frames.
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The SpriteFrameCache loads SpriteFrames from a .plist file.
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A SpriteFrame contains information about how to use a sprite
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located in a sprite sheet.
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The .plist file contains the following elements:
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- `frames`:
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Dictionary of sprites. Key is the sprite's name, value a dict containing the sprite frame data.
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A sprite frame consists of the following values:
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- `spriteOffset`: difference vector between the original sprite's center and the center of the trimmed sprite
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- `spriteSize`: size of the trimmed sprite
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- `spriteSourceSize`: size of the original sprite
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- `textureRect`: the position of the sprite in the sprite sheet
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- `textureRotated`: true if the sprite is rotated clockwise
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- `anchor`: anchor point in normalized coordinates (optional)
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Optional values when using polygon outlines
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- `triangles`: 3 indices per triangle, pointing to vertices and verticesUV coordinates
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- `vertices`: vertices in sprite coordinates, each vertex consists of a pair of x and y coordinates
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- `verticesUV`: vertices in the sprite sheet, each vertex consists of a pair of x and y coordinates
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- `metadata`:
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Dictionary containing additional information about the sprite sheet:
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- `format`: plist file format, currently 3
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- `size`: size of the texture (optional)
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- `textureFileName`: name of the texture's image file
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Use one of the following tools to create the .plist file and sprite sheet:
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- [TexturePacker](https://www.codeandweb.com/texturepacker/cocos2d)
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- [Zwoptex](https://zwopple.com/zwoptex/)
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@since v0.9
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@js cc.spriteFrameCache
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*/
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class AX_DLL SpriteFrameCache
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{
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public:
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/** Returns the shared instance of the Sprite Frame cache.
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*
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* @return The instance of the Sprite Frame Cache.
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* @js NA
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*/
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static SpriteFrameCache* getInstance();
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/** Destroys the cache. It releases all the Sprite Frames and the retained instance.
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* @js NA
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*/
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static void destroyInstance();
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/** Destructor.
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* @js NA
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* @lua NA
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*/
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virtual ~SpriteFrameCache();
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/** Initialize method.
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*
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* @return if success return true.
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*/
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bool init();
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/** Adds multiple Sprite Frames from a plist file.
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* A texture will be loaded automatically. The texture name will composed by replacing the .plist suffix with .png.
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* If you want to use another texture, you should use the addSpriteFramesWithFile(std::string_view plist, const
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* std::string& textureFileName) method.
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* @js addSpriteFrames
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* @lua addSpriteFrames
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*
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* @param spriteSheetFileName file name.
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* @param spriteSheetFormat
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*/
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void addSpriteFramesWithFile(std::string_view spriteSheetFileName,
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uint32_t spriteSheetFormat = SpriteSheetFormat::PLIST);
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/** Adds multiple Sprite Frames from a plist file. The texture will be associated with the created sprite frames.
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@since v0.99.5
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* @js addSpriteFrames
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* @lua addSpriteFrames
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*
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* @param spriteSheetFileName Plist file name.
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* @param textureFileName Texture file name.
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* @param spriteSheetFormat
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*/
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void addSpriteFramesWithFile(std::string_view spriteSheetFileName,
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std::string_view textureFileName,
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uint32_t spriteSheetFormat = SpriteSheetFormat::PLIST);
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/** Adds multiple Sprite Frames from a plist file. The texture will be associated with the created sprite frames.
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* @js addSpriteFrames
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* @lua addSpriteFrames
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*
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* @param spriteSheetFileName file name.
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* @param texture Texture pointer.
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* @param spriteSheetFormat
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*/
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void addSpriteFramesWithFile(std::string_view spriteSheetFileName,
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Texture2D* texture,
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uint32_t spriteSheetFormat = SpriteSheetFormat::PLIST);
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/** Adds multiple Sprite Frames from a plist file content. The texture will be associated with the created sprite
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* frames.
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* @js NA
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* @lua addSpriteFrames
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*
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* @param content file content string.
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* @param texture Texture pointer.
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* @param spriteSheetFormat
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*/
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void addSpriteFramesWithFileContent(const Data& content,
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Texture2D* texture,
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uint32_t spriteSheetFormat = SpriteSheetFormat::PLIST);
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/** Adds an sprite frame with a given name.
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If the name already exists, then the contents of the old name will be replaced with the new one.
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*
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* @param frame A certain sprite frame.
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* @param frameName The name of the sprite frame.
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*/
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void addSpriteFrame(SpriteFrame* frame, std::string_view frameName);
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/** Check if multiple Sprite Frames from a plist file have been loaded.
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* @js NA
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* @lua NA
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*
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* @param plist Plist file name.
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* @return True if the file is loaded.
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*/
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bool isSpriteFramesWithFileLoaded(std::string_view plist) const;
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/** Purges the dictionary of loaded sprite frames.
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* Call this method if you receive the "Memory Warning".
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* In the short term: it will free some resources preventing your app from being killed.
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* In the medium term: it will allocate more resources.
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* In the long term: it will be the same.
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*/
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void removeSpriteFrames();
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/** Removes unused sprite frames.
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* Sprite Frames that have a retain count of 1 will be deleted.
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* It is convenient to call this method after when starting a new Scene.
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* @js NA
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*/
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void removeUnusedSpriteFrames();
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void removeUnusedSpriteSheets();
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/** Deletes an sprite frame from the sprite frame cache.
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*
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* @param name The name of the sprite frame that needs to removed.
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*/
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void removeSpriteFrameByName(std::string_view name);
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/** Removes multiple Sprite Frames from a plist file.
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* Sprite Frames stored in this file will be removed.
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* It is convenient to call this method when a specific texture needs to be removed.
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* @since v0.99.5
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*
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* @param plist The name of the plist that needs to removed.
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*/
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void removeSpriteFramesFromFile(std::string_view plist);
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/** Removes multiple Sprite Frames from a plist file content.
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* Sprite Frames stored in this file will be removed.
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* It is convenient to call this method when a specific texture needs to be removed.
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*
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* @param plist_content The string of the plist content that needs to removed.
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* @js NA
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*/
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void removeSpriteFramesFromFileContent(std::string_view plist_content);
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/** Removes all Sprite Frames associated with the specified textures.
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* It is convenient to call this method when a specific texture needs to be removed.
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* @since v0.995.
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*
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* @param texture The texture that needs to removed.
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*/
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void removeSpriteFramesFromTexture(Texture2D* texture);
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/** Returns an Sprite Frame that was previously added.
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If the name is not found it will return nil.
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You should retain the returned copy if you are going to use it.
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* @js getSpriteFrame
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* @lua getSpriteFrame
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*
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* @param name A certain sprite frame name.
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* @return The sprite frame.
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*/
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SpriteFrame* getSpriteFrameByName(std::string_view name);
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bool reloadTexture(std::string_view spriteSheetFileName);
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SpriteFrame* findFrame(std::string_view frame);
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std::string_view getSpriteFrameName(SpriteFrame* frame);
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/** Record SpriteFrame with plist and frame name, add frame name
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* and plist to index
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*/
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void insertFrame(const std::shared_ptr<SpriteSheet>& spriteSheet,
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std::string_view frameName,
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SpriteFrame* frameObj);
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/** Delete frame from cache, rebuild index
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*/
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bool eraseFrame(std::string_view frameName);
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void addSpriteFrameCapInset(SpriteFrame* spriteFrame, const Rect& capInsets, Texture2D* texture);
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void registerSpriteSheetLoader(std::shared_ptr<ISpriteSheetLoader> loader);
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void deregisterSpriteSheetLoader(uint32_t spriteSheetFormat);
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ISpriteSheetLoader* getSpriteSheetLoader(uint32_t spriteSheetFormat);
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protected:
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// MARMALADE: Made this protected not private, as deriving from this class is pretty useful
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SpriteFrameCache() {}
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/** Removes multiple Sprite Frames from Dictionary.
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* @since v0.99.5
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*/
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void removeSpriteFramesFromDictionary(ValueMap& dictionary);
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/** Delete a list of frames from cache, rebuild index
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*/
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bool eraseFrames(const std::vector<std::string_view>& frame);
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/** Delete frame from index and SpriteFrame is kept.
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*/
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bool removeSpriteSheet(std::string_view spriteSheetFileName);
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/** Clear index and all SpriteFrames.
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*/
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void clear();
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inline bool hasFrame(std::string_view frame) const;
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inline bool isSpriteSheetInUse(std::string_view spriteSheetFileName) const;
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inline StringMap<SpriteFrame*>& getSpriteFrames();
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void markPlistFull(std::string_view spriteSheetFileName, bool full)
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{
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// _spriteSheets[spriteSheetFileName]->full = full;
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auto it = _spriteSheets.find(spriteSheetFileName);
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if (it != _spriteSheets.end())
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{
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it.value()->full = full;
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}
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}
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bool isPlistFull(std::string_view spriteSheetFileName) const
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{
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auto it = _spriteSheets.find(spriteSheetFileName);
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return it == _spriteSheets.end() ? false : it->second->full;
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}
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private:
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StringMap<SpriteFrame*> _spriteFrames;
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hlookup::string_map<std::shared_ptr<SpriteSheet>> _spriteSheets;
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hlookup::string_map<std::shared_ptr<SpriteSheet>> _spriteFrameToSpriteSheetMap;
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std::map<uint32_t, std::shared_ptr<ISpriteSheetLoader>> _spriteSheetLoaders;
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};
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// end of _2d group
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/// @}
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NS_AX_END
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#endif // __SPRITE_CCSPRITE_FRAME_CACHE_H__
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