mirror of https://github.com/axmolengine/axmol.git
167 lines
5.4 KiB
C++
167 lines
5.4 KiB
C++
/****************************************************************************
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Copyright (c) 2010 Lam Pham
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2014 Chukong Technologies 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 __MISC_NODE_CCPROGRESS_TIMER_H__
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#define __MISC_NODE_CCPROGRESS_TIMER_H__
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#include "CCSprite.h"
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#include "renderer/CCCustomCommand.h"
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#ifdef EMSCRIPTEN
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#include "CCGLBufferedNode.h"
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#endif // EMSCRIPTEN
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NS_CC_BEGIN
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/**
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* @addtogroup misc_nodes
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* @{
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*/
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/**
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@brief ProgressTimer is a subclass of Node.
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It renders the inner sprite according to the percentage.
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The progress can be Radial, Horizontal or vertical.
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@since v0.99.1
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*/
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class CC_DLL ProgressTimer : public Node
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#ifdef EMSCRIPTEN
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, public GLBufferedNode
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#endif // EMSCRIPTEN
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{
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public:
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/** Types of progress
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@since v0.99.1
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*/
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enum class Type
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{
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/// Radial Counter-Clockwise
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RADIAL,
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/// Bar
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BAR,
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};
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/** Creates a progress timer with the sprite as the shape the timer goes through */
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static ProgressTimer* create(Sprite* sp);
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/** Change the percentage to change progress. */
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inline Type getType() const { return _type; }
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/** Percentages are from 0 to 100 */
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inline float getPercentage() const {return _percentage; }
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/** The image to show the progress percentage, retain */
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inline Sprite* getSprite() const { return _sprite; }
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void setPercentage(float percentage);
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void setSprite(Sprite *sprite);
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void setType(Type type);
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/**
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* @js setReverseDirection
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* @lua setReverseDirection
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*/
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void setReverseProgress(bool reverse);
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inline bool isReverseDirection() { return _reverseDirection; };
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inline void setReverseDirection(bool value) { _reverseDirection = value; };
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/**
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* Midpoint is used to modify the progress start position.
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* If you're using radials type then the midpoint changes the center point
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* If you're using bar type the the midpoint changes the bar growth
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* it expands from the center but clamps to the sprites edge so:
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* you want a left to right then set the midpoint all the way to Point(0,y)
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* you want a right to left then set the midpoint all the way to Point(1,y)
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* you want a bottom to top then set the midpoint all the way to Point(x,0)
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* you want a top to bottom then set the midpoint all the way to Point(x,1)
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*/
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void setMidpoint(const Point& point);
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/** Returns the Midpoint */
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Point getMidpoint() const;
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/**
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* This allows the bar type to move the component at a specific rate
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* Set the component to 0 to make sure it stays at 100%.
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* For example you want a left to right bar but not have the height stay 100%
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* Set the rate to be Point(0,1); and set the midpoint to = Point(0,.5f);
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*/
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inline void setBarChangeRate(const Point& barChangeRate ) { _barChangeRate = barChangeRate; }
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/** Returns the BarChangeRate */
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inline Point getBarChangeRate() const { return _barChangeRate; }
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// Overrides
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virtual void draw(Renderer *renderer, const kmMat4 &transform, bool transformUpdated) override;
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virtual void setAnchorPoint(const Point& anchorPoint) override;
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virtual void setColor(const Color3B &color) override;
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virtual const Color3B& getColor() const override;
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virtual void setOpacity(GLubyte opacity) override;
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virtual GLubyte getOpacity() const override;
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protected:
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/**
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* @js ctor
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*/
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ProgressTimer();
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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 ~ProgressTimer();
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/** Initializes a progress timer with the sprite as the shape the timer goes through */
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bool initWithSprite(Sprite* sp);
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void onDraw();
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Tex2F textureCoordFromAlphaPoint(Point alpha);
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Vertex2F vertexFromAlphaPoint(Point alpha);
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void updateProgress(void);
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void updateBar(void);
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void updateRadial(void);
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virtual void updateColor(void) override;
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Point boundaryTexCoord(char index);
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Type _type;
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Point _midpoint;
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Point _barChangeRate;
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float _percentage;
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Sprite *_sprite;
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int _vertexDataCount;
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V2F_C4B_T2F *_vertexData;
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CustomCommand _customCommand;
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bool _reverseDirection;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(ProgressTimer);
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};
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// end of misc_nodes group
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/// @}
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NS_CC_END
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#endif //__MISC_NODE_CCPROGRESS_TIMER_H__
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