mirror of https://github.com/axmolengine/axmol.git
150 lines
4.5 KiB
C++
150 lines
4.5 KiB
C++
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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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 __CCATLAS_NODE_H__
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#define __CCATLAS_NODE_H__
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#include "CCNode.h"
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#include "CCProtocols.h"
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#include "CCTextureAtlas.h"
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/** CCAtlasNode is a subclass of CCNode that implements the CCRGBAProtocol and
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CCTextureProtocol protocol
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It knows how to render a TextureAtlas object.
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If you are going to render a TextureAtlas consider subclassing CCAtlasNode (or a subclass of CCAtlasNode)
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All features from CCNode are valid, plus the following features:
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- opacity and RGB colors
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*/
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class CCAtlasNode : public CCNode, public CCRGBAProtocol, public CCTextureProtocol
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{
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protected:
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// chars per row
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int m_nItemsPerRow;
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// chars per column
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int m_nItemsPerColumn;
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// texture coordinate x increment
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float m_fTexStepX;
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// texture coordinate y increment
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float m_fTexStepY;
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// width of each char
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int m_nItemWidth;
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// height of each char
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int m_nItemHeight;
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ccColor3B m_tColorUnmodified;
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// protocol variables
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bool m_bOpacityModifyRGB;
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ccBlendFunc m_tBlendFunc;
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GLubyte m_cOpacity;
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ccColor3B m_tColor;
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CCTextureAtlas * m_pTextureAtlas;
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public:
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CCAtlasNode();
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~CCAtlasNode();
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/** creates a CCAtlasNode with an Atlas file the width and height of each item and the quantity of items to render*/
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static CCAtlasNode * atlasWithTileFile(std::string & tile,int tileWidth, int tileHeight, int itemsToRender);
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/** initializes an CCAtlasNode with an Atlas file the width and height of each item and the quantity of items to render*/
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CCAtlasNode * initWithTileFile(std::string & tile, int tileWidth, int tileHeight, int itemsToRender);
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/** updates the Atlas (indexed vertex array).
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* Shall be overriden in subclasses
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*/
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void updateAtlasValues();
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virtual void draw();
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public:
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// CC RGBA protocol
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/** sets Color
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@since v0.8
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*/
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virtual void setColor(ccColor3B color);
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/** returns the color
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@since v0.8
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*/
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virtual ccColor3B color(void);
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// returns the opacity
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virtual GLubyte opacity(void);
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/** sets the opacity.
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@warning If the the texture has premultiplied alpha then, the R, G and B channels will be modifed.
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Values goes from 0 to 255, where 255 means fully opaque.
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*/
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virtual void setOpacity(GLubyte opacity);
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// optional
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/** sets the premultipliedAlphaOpacity property.
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If set to NO then opacity will be applied as: glColor(R,G,B,opacity);
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If set to YES then oapcity will be applied as: glColor(opacity, opacity, opacity, opacity );
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Textures with premultiplied alpha will have this property by default on YES. Otherwise the default value is NO
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@since v0.8
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*/
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virtual void setOpacityModifyRGB(bool bValue);
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/** returns whether or not the opacity will be applied using glColor(R,G,B,opacity) or glColor(opacity, opacity, opacity, opacity);
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@since v0.8
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*/
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virtual bool doesOpacityModifyRGB(void);
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// CC Blend protocol
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// set the source blending function for the texture
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virtual void setBlendFunc(ccBlendFunc blendFunc);
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// returns the blending function used for the texture
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virtual ccBlendFunc blendFunc(void);
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// CC Texture protocol
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// returns the used texture
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virtual CCTexture2D* texture(void);
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// sets a new texture. it will be retained
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virtual void setTexture(CCTexture2D *texture);
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private :
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void calculateMaxItems();
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void calculateTexCoordsSteps();
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void updateBlendFunc();
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void updateOpacityModifyRGB();
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};
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#endif // __CCATLAS_NODE_H__
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