mirror of https://github.com/axmolengine/axmol.git
385 lines
10 KiB
C++
385 lines
10 KiB
C++
/****************************************************************************
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Copyright (c) 2012 cocos2d-x.org
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Copyright (c) 2010 Sangwoo Im
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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 __CCSCROLLVIEW_H__
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#define __CCSCROLLVIEW_H__
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#include "2d/CCLayer.h"
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#include "base/CCEventListenerTouch.h"
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#include "2d/CCActionTween.h"
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#include "extensions/ExtensionMacros.h"
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#include "extensions/ExtensionExport.h"
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NS_CC_EXT_BEGIN
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/**
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* @addtogroup GUI
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* @{
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*/
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class ScrollView;
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class CC_EX_DLL ScrollViewDelegate
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{
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public:
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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 ~ScrollViewDelegate() {}
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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 void scrollViewDidScroll(ScrollView* view) {};
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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 void scrollViewDidZoom(ScrollView* view) {};
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};
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/**
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* ScrollView support for cocos2d-x.
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* It provides scroll view functionalities to cocos2d projects natively.
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*/
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class CC_EX_DLL ScrollView : public Layer, public ActionTweenDelegate
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{
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public:
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enum class Direction
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{
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NONE = -1,
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HORIZONTAL = 0,
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VERTICAL,
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BOTH
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};
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/**
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* Returns an autoreleased scroll view object.
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*
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* @param size view size
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* @param container parent object
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* @return autoreleased scroll view object
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*/
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static ScrollView* create(Size size, Node* container = NULL);
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/**
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* Returns an autoreleased scroll view object.
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*
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* @return autoreleased scroll view object
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*/
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static ScrollView* create();
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/**
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* @js ctor
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*/
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ScrollView();
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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 ~ScrollView();
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bool init() override;
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/**
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* Returns a scroll view object
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*
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* @param size view size
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* @param container parent object
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* @return scroll view object
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*/
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bool initWithViewSize(Size size, Node* container = NULL);
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/**
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* Sets a new content offset. It ignores max/min offset. It just sets what's given. (just like UIKit's UIScrollView)
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*
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* @param offset The new offset.
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* @param animated If true, the view will scroll to the new offset.
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*/
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void setContentOffset(Vec2 offset, bool animated = false);
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Vec2 getContentOffset();
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/**
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* Sets a new content offset. It ignores max/min offset. It just sets what's given. (just like UIKit's UIScrollView)
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* You can override the animation duration with this method.
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*
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* @param offset The new offset.
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* @param dt The animation duration.
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*/
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void setContentOffsetInDuration(Vec2 offset, float dt);
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void setZoomScale(float s);
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/**
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* Sets a new scale and does that for a predefined duration.
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*
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* @param s The new scale vale
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* @param animated If true, scaling is animated
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*/
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void setZoomScale(float s, bool animated);
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float getZoomScale();
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/**
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* Sets a new scale for container in a given duration.
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*
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* @param s The new scale value
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* @param dt The animation duration
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*/
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void setZoomScaleInDuration(float s, float dt);
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/**
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* Set min scale
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*
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* @param minScale min scale
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*/
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void setMinScale(float minScale) {
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_minScale = minScale;
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}
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/**
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* Set max scale
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*
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* @param maxScale max scale
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*/
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void setMaxScale(float maxScale) {
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_maxScale = maxScale;
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}
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/**
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* Returns the current container's minimum offset. You may want this while you animate scrolling by yourself
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*/
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Vec2 minContainerOffset();
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/**
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* Returns the current container's maximum offset. You may want this while you animate scrolling by yourself
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*/
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Vec2 maxContainerOffset();
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/**
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* Determines if a given node's bounding box is in visible bounds
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*
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* @returns true if it is in visible bounds
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*/
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bool isNodeVisible(Node * node);
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/**
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* Provided to make scroll view compatible with SWLayer's pause method
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*/
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using Layer::pause; // fix warning
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void pause(Ref* sender);
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/**
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* Provided to make scroll view compatible with SWLayer's resume method
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*/
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using Layer::resume; // fix warning
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void resume(Ref* sender);
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void setTouchEnabled(bool enabled);
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bool isTouchEnabled() const;
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bool isDragging() const {return _dragging;}
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bool isTouchMoved() const { return _touchMoved; }
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bool isBounceable() const { return _bounceable; }
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void setBounceable(bool bBounceable) { _bounceable = bBounceable; }
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/**
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* size to clip. Node boundingBox uses contentSize directly.
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* It's semantically different what it actually means to common scroll views.
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* Hence, this scroll view will use a separate size property.
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*/
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Size getViewSize() const { return _viewSize; }
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void setViewSize(Size size);
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Node * getContainer();
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void setContainer(Node * pContainer);
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/**
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* direction allowed to scroll. ScrollViewDirectionBoth by default.
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*/
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Direction getDirection() const { return _direction; }
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virtual void setDirection(Direction eDirection) { _direction = eDirection; }
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/**
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* @js NA
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* @lua NA
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*/
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ScrollViewDelegate* getDelegate() { return _delegate; }
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/**
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* @code
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* when this function bound to js or lua,the input param are changed
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* in js: var setDelegate(var jsObject)
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* in lua: local setDelegate()
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* @endcode
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*/
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void setDelegate(ScrollViewDelegate* pDelegate) { _delegate = pDelegate; }
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void updateInset();
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/**
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* Determines whether it clips its children or not.
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*/
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bool isClippingToBounds() { return _clippingToBounds; }
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void setClippingToBounds(bool bClippingToBounds) { _clippingToBounds = bClippingToBounds; }
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virtual bool onTouchBegan(Touch *touch, Event *event) override;
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virtual void onTouchMoved(Touch *touch, Event *event) override;
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virtual void onTouchEnded(Touch *touch, Event *event) override;
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virtual void onTouchCancelled(Touch *touch, Event *event) override;
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// Overrides
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virtual void setContentSize(const Size & size) override;
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virtual const Size& getContentSize() const override;
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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 void visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override;
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using Node::addChild;
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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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/**
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* CCActionTweenDelegate
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*/
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void updateTweenAction(float value, const std::string& key) override;
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bool hasVisibleParents() const;
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protected:
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/**
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* Relocates the container at the proper offset, in bounds of max/min offsets.
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*
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* @param animated If true, relocation is animated
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*/
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void relocateContainer(bool animated);
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/**
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* implements auto-scrolling behavior. change SCROLL_DEACCEL_RATE as needed to choose
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* deacceleration speed. it must be less than 1.0f.
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*
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* @param dt delta
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*/
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void deaccelerateScrolling(float dt);
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/**
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* This method makes sure auto scrolling causes delegate to invoke its method
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*/
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void performedAnimatedScroll(float dt);
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/**
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* Expire animated scroll delegate calls
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*/
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void stoppedAnimatedScroll(Node* node);
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/**
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* clip this view so that outside of the visible bounds can be hidden.
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*/
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void beforeDraw();
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void onBeforeDraw();
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/**
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* retract what's done in beforeDraw so that there's no side effect to
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* other nodes.
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*/
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void afterDraw();
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void onAfterDraw();
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/**
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* Zoom handling
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*/
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void handleZoom();
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Rect getViewRect();
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/**
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* scroll view delegate
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*/
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ScrollViewDelegate* _delegate;
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Direction _direction;
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/**
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* If YES, the view is being dragged.
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*/
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bool _dragging;
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/**
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* Content offset. Note that left-bottom point is the origin
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*/
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Vec2 _contentOffset;
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/**
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* Container holds scroll view contents, Sets the scrollable container object of the scroll view
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*/
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Node* _container;
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/**
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* Determiens whether user touch is moved after begin phase.
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*/
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bool _touchMoved;
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/**
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* max inset point to limit scrolling by touch
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*/
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Vec2 _maxInset;
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/**
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* min inset point to limit scrolling by touch
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*/
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Vec2 _minInset;
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/**
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* Determines whether the scroll view is allowed to bounce or not.
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*/
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bool _bounceable;
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bool _clippingToBounds;
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/**
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* scroll speed
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*/
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Vec2 _scrollDistance;
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/**
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* Touch point
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*/
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Vec2 _touchPoint;
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/**
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* length between two fingers
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*/
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float _touchLength;
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/**
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* Touch objects to detect multitouch
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*/
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std::vector<Touch*> _touches;
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/**
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* size to clip. Node boundingBox uses contentSize directly.
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* It's semantically different what it actually means to common scroll views.
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* Hence, this scroll view will use a separate size property.
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*/
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Size _viewSize;
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/**
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* max and min scale
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*/
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float _minScale, _maxScale;
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/**
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* scissor rect for parent, just for restoring GL_SCISSOR_BOX
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*/
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Rect _parentScissorRect;
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bool _scissorRestored;
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/** Touch listener */
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EventListenerTouchOneByOne* _touchListener;
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CustomCommand _beforeDrawCommand;
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CustomCommand _afterDrawCommand;
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};
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// end of GUI group
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/// @}
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NS_CC_EXT_END
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#endif /* __CCSCROLLVIEW_H__ */
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