mirror of https://github.com/axmolengine/axmol.git
287 lines
7.7 KiB
C++
287 lines
7.7 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) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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 __BASE_CCPROTOCOLS_H__
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#define __BASE_CCPROTOCOLS_H__
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/// @cond DO_NOT_SHOW
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#include <string>
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#include "base/ccTypes.h"
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#include "renderer/CCTexture2D.h"
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NS_CC_BEGIN
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/**
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* RGBA protocol that affects Node's color and opacity
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*/
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class CC_DLL __RGBAProtocol
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{
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public:
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virtual ~__RGBAProtocol() {}
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/**
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* Changes the color with R,G,B bytes
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*
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* @param color Example: Color3B(255,100,0) means R=255, G=100, B=0
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* @js NA
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* @lua NA
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*/
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virtual void setColor(const Color3B& color) = 0;
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/**
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* Returns color that is currently used.
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*
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* @return The Color3B contains R,G,B bytes.
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* @js NA
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* @lua NA
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*/
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virtual const Color3B& getColor() const = 0;
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/**
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* Returns the displayed color.
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*
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* @return The Color3B contains R,G,B bytes.
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* @js NA
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* @lua NA
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*/
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virtual const Color3B& getDisplayedColor() const = 0;
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/**
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* Returns the displayed opacity.
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*
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* @return The opacity of sprite, from 0 ~ 255
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* @js NA
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* @lua NA
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*/
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virtual unsigned char getDisplayedOpacity() const = 0;
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/**
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* Returns the opacity.
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*
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* The opacity which indicates how transparent or opaque this node is.
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* 0 indicates fully transparent and 255 is fully opaque.
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*
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* @return The opacity of sprite, from 0 ~ 255
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* @js NA
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* @lua NA
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*/
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virtual unsigned char getOpacity() const = 0;
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/**
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* Changes the opacity.
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*
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* @param opacity Goes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.
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* @js NA
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* @lua NA
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*/
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virtual void setOpacity(unsigned char opacity) = 0;
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// optional
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/**
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* Changes the OpacityModifyRGB property.
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* If this property is set to true, then the rendered color will be affected by opacity.
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* Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.
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*
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* @param value If true, then the opacity will be applied as: glColor(R,G,B,opacity);
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* If false, then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);
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* @js NA
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* @lua NA
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*/
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virtual void setOpacityModifyRGB(bool value) = 0;
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/**
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* Returns whether or not the opacity will be applied using glColor(R,G,B,opacity)
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* or glColor(opacity, opacity, opacity, opacity)
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*
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* @return Returns opacity modify flag.
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* @js NA
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* @lua NA
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*/
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virtual bool isOpacityModifyRGB() const = 0;
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/**
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* whether or not color should be propagated to its children.
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* @js NA
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* @lua NA
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*/
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virtual bool isCascadeColorEnabled() const = 0;
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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 setCascadeColorEnabled(bool cascadeColorEnabled) = 0;
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/**
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* recursive method that updates display color
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* @js NA
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* @lua NA
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*/
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virtual void updateDisplayedColor(const Color3B& color) = 0;
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/**
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* whether or not opacity should be propagated to its children.
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* @js NA
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* @lua NA
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*/
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virtual bool isCascadeOpacityEnabled() const = 0;
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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 setCascadeOpacityEnabled(bool cascadeOpacityEnabled) = 0;
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/**
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* recursive method that updates the displayed opacity.
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* @js NA
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* @lua NA
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*/
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virtual void updateDisplayedOpacity(unsigned char opacity) = 0;
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};
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/**
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* Specify the blending function according glBlendFunc
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* Please refer to glBlendFunc in OpenGL ES Manual
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* http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml for more details.
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*/
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class CC_DLL BlendProtocol
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{
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public:
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virtual ~BlendProtocol() {}
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/**
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* Sets the source blending function.
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*
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* @param blendFunc A structure with source and destination factor to specify pixel arithmetic,
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* e.g. {BlendFactor::ONE, BlendFactor::ONE}, {BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA}.
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* @js NA
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* @lua NA
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*/
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virtual void setBlendFunc(const BlendFunc &blendFunc) = 0;
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/**
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* Returns the blending function that is currently being used.
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*
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* @return A BlendFunc structure with source and destination factor which specified pixel arithmetic.
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* @js NA
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* @lua NA
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*/
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virtual const BlendFunc &getBlendFunc() const = 0;
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};
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/**
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* Node objects that uses a Texture2D to render the images.
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* The texture can have a blending function.
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* If the texture has alpha premultiplied the default blending function is:
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* src=BlendFactor::ONE dst= BlendFactor::ONE_MINUS_SRC_ALPHA
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* else
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* src=BlendFactor::SRC_ALPHA dst= BlendFactor::ONE_MINUS_SRC_ALPHA
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* But you can change the blending function at any time.
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*/
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class CC_DLL TextureProtocol : public BlendProtocol
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{
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public:
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virtual ~TextureProtocol() {}
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/**
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* Returns the currently used texture
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*
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* @return The texture that is currently being used.
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* @js NA
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* @lua NA
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*/
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virtual Texture2D* getTexture() const = 0;
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/**
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* Sets a new texture. It will be retained.
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*
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* @param texture A valid Texture2D object, which will be applied to this sprite object.
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* @js NA
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* @lua NA
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*/
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virtual void setTexture(Texture2D *texture) = 0;
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};
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/**
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* Common interface for Labels
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*/
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class CC_DLL LabelProtocol
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{
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public:
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virtual ~LabelProtocol() {}
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/**
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* Sets a new label using a string
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*
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* @param label The name of the new label.
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* @js NA
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* @lua NA
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*/
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virtual void setString(const std::string &label) = 0;
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/**
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* Returns the string that is currently being used in this label
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*
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* @return The string that is currently being used in this label
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* @js NA
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* @lua NA
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*/
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virtual const std::string& getString() const = 0;
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};
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/**
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* OpenGL projection protocol
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*/
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class CC_DLL DirectorDelegate
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{
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public:
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virtual ~DirectorDelegate() {}
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/**
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* Will be called by Director when the projection is updated, and "custom" projection is used
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* @js NA
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* @lua NA
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*/
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virtual void updateProjection() = 0;
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};
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/**
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* interface for playable items
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*/
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class CC_DLL PlayableProtocol
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{
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public:
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virtual ~PlayableProtocol(){}
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virtual void start() = 0;
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virtual void stop() = 0;
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};
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NS_CC_END
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/// @endcond
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#endif // __BASE_CCPROTOCOLS_H__
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