axmol/cocos/2d/ccTypes.h

484 lines
11 KiB
C++

/****************************************************************************
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2011 Zynga Inc.
Copyright (c) 2013-2014 Chukong Technologies 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 __CCTYPES_H__
#define __CCTYPES_H__
#include <string>
#include "base/CCGeometry.h"
#include "CCGL.h"
#include "math/CCMath.h"
NS_CC_BEGIN
USING_NS_CC_MATH;
struct Color4B;
struct Color4F;
/** RGB color composed of bytes 3 bytes
@since v3.0
*/
struct Color3B
{
Color3B();
Color3B(GLubyte _r, GLubyte _g, GLubyte _b);
explicit Color3B(const Color4B& color);
explicit Color3B(const Color4F& color);
bool operator==(const Color3B& right) const;
bool operator==(const Color4B& right) const;
bool operator==(const Color4F& right) const;
bool operator!=(const Color3B& right) const;
bool operator!=(const Color4B& right) const;
bool operator!=(const Color4F& right) const;
bool equals(const Color3B& other)
{
return (*this == other);
}
GLubyte r;
GLubyte g;
GLubyte b;
const static Color3B WHITE;
const static Color3B YELLOW;
const static Color3B BLUE;
const static Color3B GREEN;
const static Color3B RED;
const static Color3B MAGENTA;
const static Color3B BLACK;
const static Color3B ORANGE;
const static Color3B GRAY;
};
/** RGBA color composed of 4 bytes
@since v3.0
*/
struct Color4B
{
Color4B();
Color4B(GLubyte _r, GLubyte _g, GLubyte _b, GLubyte _a);
explicit Color4B(const Color3B& color);
explicit Color4B(const Color4F& color);
bool operator==(const Color4B& right) const;
bool operator==(const Color3B& right) const;
bool operator==(const Color4F& right) const;
bool operator!=(const Color4B& right) const;
bool operator!=(const Color3B& right) const;
bool operator!=(const Color4F& right) const;
GLubyte r;
GLubyte g;
GLubyte b;
GLubyte a;
const static Color4B WHITE;
const static Color4B YELLOW;
const static Color4B BLUE;
const static Color4B GREEN;
const static Color4B RED;
const static Color4B MAGENTA;
const static Color4B BLACK;
const static Color4B ORANGE;
const static Color4B GRAY;
};
/** RGBA color composed of 4 floats
@since v3.0
*/
struct Color4F
{
Color4F();
Color4F(float _r, float _g, float _b, float _a);
explicit Color4F(const Color3B& color);
explicit Color4F(const Color4B& color);
bool operator==(const Color4F& right) const;
bool operator==(const Color3B& right) const;
bool operator==(const Color4B& right) const;
bool operator!=(const Color4F& right) const;
bool operator!=(const Color3B& right) const;
bool operator!=(const Color4B& right) const;
bool equals(const Color4F &other)
{
return (*this == other);
}
GLfloat r;
GLfloat g;
GLfloat b;
GLfloat a;
const static Color4F WHITE;
const static Color4F YELLOW;
const static Color4F BLUE;
const static Color4F GREEN;
const static Color4F RED;
const static Color4F MAGENTA;
const static Color4F BLACK;
const static Color4F ORANGE;
const static Color4F GRAY;
};
/** A vertex composed of 2 floats: x, y
@since v3.0
*/
// struct Vertex2F
// {
// Vertex2F(float _x, float _y) :x(_x), y(_y) {}
// Vertex2F(): x(0.f), y(0.f) {}
// GLfloat x;
// GLfloat y;
// };
/** A vertex composed of 2 floats: x, y
@since v3.0
*/
// struct Vertex3F
// {
// Vertex3F(float _x, float _y, float _z)
// : x(_x)
// , y(_y)
// , z(_z)
// {}
// Vertex3F(): x(0.f), y(0.f), z(0.f) {}
// GLfloat x;
// GLfloat y;
// GLfloat z;
// };
/** A texcoord composed of 2 floats: u, y
@since v3.0
*/
struct Tex2F {
Tex2F(float _u, float _v): u(_u), v(_v) {}
Tex2F(): u(0.f), v(0.f) {}
GLfloat u;
GLfloat v;
};
//! Vector2 Sprite component
struct PointSprite
{
Vector2 pos; // 8 bytes
Color4B color; // 4 bytes
GLfloat size; // 4 bytes
};
//! A 2D Quad. 4 * 2 floats
struct Quad2
{
Vector2 tl;
Vector2 tr;
Vector2 bl;
Vector2 br;
};
//! A 3D Quad. 4 * 3 floats
struct Quad3 {
Vector3 bl;
Vector3 br;
Vector3 tl;
Vector3 tr;
};
//! a Vector2 with a vertex point, a tex coord point and a color 4B
struct V2F_C4B_T2F
{
//! vertices (2F)
Vector2 vertices;
//! colors (4B)
Color4B colors;
//! tex coords (2F)
Tex2F texCoords;
};
//! a Vector2 with a vertex point, a tex coord point and a color 4F
struct V2F_C4F_T2F
{
//! vertices (2F)
Vector2 vertices;
//! colors (4F)
Color4F colors;
//! tex coords (2F)
Tex2F texCoords;
};
//! a Vector2 with a vertex point, a tex coord point and a color 4B
struct V3F_C4B_T2F
{
//! vertices (3F)
Vector3 vertices; // 12 bytes
//! colors (4B)
Color4B colors; // 4 bytes
// tex coords (2F)
Tex2F texCoords; // 8 bytes
};
//! A Triangle of V2F_C4B_T2F
struct V2F_C4B_T2F_Triangle
{
//! Vector2 A
V2F_C4B_T2F a;
//! Vector2 B
V2F_C4B_T2F b;
//! Vector2 B
V2F_C4B_T2F c;
};
//! A Quad of V2F_C4B_T2F
struct V2F_C4B_T2F_Quad
{
//! bottom left
V2F_C4B_T2F bl;
//! bottom right
V2F_C4B_T2F br;
//! top left
V2F_C4B_T2F tl;
//! top right
V2F_C4B_T2F tr;
};
//! 4 Vertex3FTex2FColor4B
struct V3F_C4B_T2F_Quad
{
//! top left
V3F_C4B_T2F tl;
//! bottom left
V3F_C4B_T2F bl;
//! top right
V3F_C4B_T2F tr;
//! bottom right
V3F_C4B_T2F br;
};
//! 4 Vertex2FTex2FColor4F Quad
struct V2F_C4F_T2F_Quad
{
//! bottom left
V2F_C4F_T2F bl;
//! bottom right
V2F_C4F_T2F br;
//! top left
V2F_C4F_T2F tl;
//! top right
V2F_C4F_T2F tr;
};
//! Blend Function used for textures
struct BlendFunc
{
//! source blend function
GLenum src;
//! destination blend function
GLenum dst;
//! Blending disabled. Uses {GL_ONE, GL_ZERO}
const static BlendFunc DISABLE;
//! Blending enabled for textures with Alpha premultiplied. Uses {GL_ONE, GL_ONE_MINUS_SRC_ALPHA}
const static BlendFunc ALPHA_PREMULTIPLIED;
//! Blending enabled for textures with Alpha NON premultiplied. Uses {GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA}
const static BlendFunc ALPHA_NON_PREMULTIPLIED;
//! Enables Additive blending. Uses {GL_SRC_ALPHA, GL_ONE}
const static BlendFunc ADDITIVE;
bool operator==(const BlendFunc &a) const
{
return src == a.src && dst == a.dst;
}
bool operator<(const BlendFunc &a) const
{
return src < a.src || (src < a.src && dst < a.dst);
}
};
// Label::VAlignment
// Label::HAlignment
// XXX: If any of these enums are edited and/or reordered, update Texture2D.m
//! Vertical text alignment type
enum class TextVAlignment
{
TOP,
CENTER,
BOTTOM,
};
// XXX: If any of these enums are edited and/or reordered, update Texture2D.m
//! Horizontal text alignment type
enum class TextHAlignment
{
LEFT,
CENTER,
RIGHT,
};
// types for animation in particle systems
// texture coordinates for a quad
struct T2F_Quad
{
//! bottom left
Tex2F bl;
//! bottom right
Tex2F br;
//! top left
Tex2F tl;
//! top right
Tex2F tr;
};
// struct that holds the size in pixels, texture coordinates and delays for animated ParticleSystemQuad
struct AnimationFrameData
{
T2F_Quad texCoords;
float delay;
Size size;
};
/**
types used for defining fonts properties (i.e. font name, size, stroke or shadow)
*/
// shadow attributes
struct FontShadow
{
public:
// shadow is not enabled by default
FontShadow()
: _shadowEnabled(false)
, _shadowBlur(0)
, _shadowOpacity(0)
{}
// true if shadow enabled
bool _shadowEnabled;
// shadow x and y offset
Size _shadowOffset;
// shadow blurrines
float _shadowBlur;
// shadow opacity
float _shadowOpacity;
};
// stroke attributes
struct FontStroke
{
public:
// stroke is disabled by default
FontStroke()
: _strokeEnabled(false)
, _strokeColor(Color3B::BLACK)
, _strokeSize(0)
{}
// true if stroke enabled
bool _strokeEnabled;
// stroke color
Color3B _strokeColor;
// stroke size
float _strokeSize;
};
// font attributes
struct FontDefinition
{
public:
/**
* @js NA
* @lua NA
*/
FontDefinition()
: _fontSize(0)
, _alignment(TextHAlignment::CENTER)
, _vertAlignment(TextVAlignment::TOP)
, _dimensions(Size::ZERO)
, _fontFillColor(Color3B::WHITE)
{}
// font name
std::string _fontName;
// font size
int _fontSize;
// horizontal alignment
TextHAlignment _alignment;
// vertical alignment
TextVAlignment _vertAlignment;
// renering box
Size _dimensions;
// font color
Color3B _fontFillColor;
// font shadow
FontShadow _shadow;
// font stroke
FontStroke _stroke;
};
/**
@brief The device accelerometer reports values for each axis in units of g-force
*/
class Acceleration
{
public:
double x;
double y;
double z;
double timestamp;
Acceleration(): x(0), y(0), z(0), timestamp(0) {}
};
extern const std::string STD_STRING_EMPTY;
extern const ssize_t CC_INVALID_INDEX;
NS_CC_END
#endif //__CCTYPES_H__