mirror of https://github.com/axmolengine/axmol.git
154 lines
5.5 KiB
C++
154 lines
5.5 KiB
C++
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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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) 2020 C4games Ltd.
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Copyright (c) 2021-2022 Bytedance Inc.
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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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#pragma once
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#include <string>
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#include "2d/CCSprite.h"
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NS_AX_BEGIN
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/**
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* @addtogroup _2d
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* @{
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*/
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/**
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* Anchored Sprite
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*
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* This node follows the same rules as the normal Sprite.
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* but instead of anchoring the node with its children,
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* it instead moves the vertices and anchors them without
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* altering the node's children positions
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*
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* The default anchorPoint of Anchored Sprite is (0.5, 0.5).
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*/
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class AX_DLL AnchoredSprite : public Sprite
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{
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public:
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/// @name Creators
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/// @{
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/**
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* Creates an empty anchored sprite without texture. You can call setTexture method subsequently.
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*
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* @memberof Sprite
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* @return An autoreleased sprite object.
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*/
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static AnchoredSprite* create();
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/**
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* Creates an anchored sprite with an image filename.
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*
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* After creation, the rect of sprite will be the size of the image,
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* and the offset will be (0,0).
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*
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* @param filename A path to image file, e.g., "scene1/monster.png".
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* @return An autoreleased sprite object.
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*/
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static AnchoredSprite* create(std::string_view filename);
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static AnchoredSprite* create(std::string_view filename, PixelFormat format);
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/**
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* Creates an anchored polygon sprite with a polygon info.
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*
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* After creation, the rect of sprite will be the size of the image,
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* and the offset will be (0,0).
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*
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* @param polygonInfo A path to image file, e.g., "scene1/monster.png".
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* @return An autoreleased sprite object.
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*/
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static AnchoredSprite* create(const PolygonInfo& info);
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/**
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* Creates an anchored sprite with an image filename and a rect.
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*
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* @param filename A path to image file, e.g., "scene1/monster.png".
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* @param rect A subrect of the image file.
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* @return An autoreleased sprite object.
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*/
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static AnchoredSprite* create(std::string_view filename, const Rect& rect);
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/**
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* Creates an anchored sprite with a Texture2D object.
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*
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* After creation, the rect will be the size of the texture, and the offset will be (0,0).
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*
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* @param texture A pointer to a Texture2D object.
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* @return An autoreleased sprite object.
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*/
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static AnchoredSprite* createWithTexture(Texture2D* texture);
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/**
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* Creates an anchored sprite with a texture and a rect.
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*
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* After creation, the offset will be (0,0).
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*
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* @param texture A pointer to an existing Texture2D object.
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* You can use a Texture2D object for many sprites.
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* @param rect Only the contents inside the rect of this texture will be applied for this sprite.
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* @param rotated Whether or not the rect is rotated.
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* @return An autoreleased sprite object.
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*/
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static AnchoredSprite* createWithTexture(Texture2D* texture, const Rect& rect, bool rotated = false);
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/**
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* Creates an anchored sprite with an sprite frame.
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*
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* @param spriteFrame A sprite frame which involves a texture and a rect.
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* @return An autoreleased sprite object.
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*/
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static AnchoredSprite* createWithSpriteFrame(SpriteFrame* spriteFrame);
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/**
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* Creates an anchored sprite with an sprite frame name.
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*
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* A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param.
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* If the SpriteFrame doesn't exist it will raise an exception.
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*
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* @param spriteFrameName The name of sprite frame.
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* @return An autoreleased sprite object.
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*/
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static AnchoredSprite* createWithSpriteFrameName(std::string_view spriteFrameName);
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/* This function will reposition the sprite's vertices itself instead of the node */
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virtual void setAnchorPoint(const Vec2& anchor) override;
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/* Gets the hit area of the anchored sprite, this requires special calculations for shifted vertices and should be used with touch event listeners */
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virtual Rect getTouchRect();
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protected:
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virtual void setVertexCoords(const Rect& rect, V3F_C4B_T2F_Quad* outQuad) override;
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Vec2 _spriteVertexAnchor = Vec2::ANCHOR_MIDDLE;
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};
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// end of sprite_nodes group
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/// @}
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NS_AX_END
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