axmol/cocos/scripting/lua-bindings/manual/cocosbuilder/CCBProxy.h

106 lines
2.7 KiB
C++

#ifndef __CCBPROXY_H_
#define __CCBPROXY_H_
#include "cocos2d.h"
#include "CCLuaEngine.h"
#include "audio/include/SimpleAudioEngine.h"
#include "extensions/cocos-ext.h"
#include "cocosbuilder/CocosBuilder.h"
USING_NS_CC;
USING_NS_CC_EXT;
using namespace cocosbuilder;
/**
* @addtogroup lua
* @{
*/
/**
* CCBProxy is a proxy for cocosbuilder.
* By using CCBProxy we could create a CCBReader object conveniently and set the Lua callback function when some events triggered should be passed onto Lua.
*/
class CCBProxy : public Layer{
public:
/**
* Default constructor,do nothing.
*
* @lua NA
* @js NA
*/
CCBProxy() { }
/**
* Destructor.
*
* @lua NA
* @js NA
*/
virtual ~ CCBProxy(){ }
/**
* Create a CCBProxy object.
*
* @return a CCBProxy object.
*
* @lua NA
* @js NA
*/
CCB_STATIC_NEW_AUTORELEASE_OBJECT_WITH_INIT_METHOD(CCBProxy, create);
/**
* Createa a CCBReader object.
*
* @return a CCBReader object.
*
* @lua NA
* @js NA
*/
CCBReader* createCCBReader();
/**
* Read a ccb file.
*
* @param pszFileName the string pointer point to the file name.
* @param pCCBReader the CCBreader object pointer.
* @param bSetOwner whether to set the owner or not.
* @return a Node object pointer.
* @js NA
*/
Node* readCCBFromFile(const char *pszFileName,CCBReader* pCCBReader,bool bSetOwner = false);
/**
* Get the true type name of pNode.
* By using the dynamic_cast function, we coulde get the true type name of pNode.
*
* @param pNode the Node object used to query.
* @return a string pointer point to the true type name otherwise return "No Support".
* @js NA
*/
const char* getNodeTypeName(Node* pNode);
/**
* Set relationship between the Lua callback function refrence index handle and the node.
* According to the different controlEvents values,we would choose different ScriptHandlerMgr::HandlerTyp.
* When node receive the events information should be passed on to Lua, it would find the Lua callback funtion by the Lua callback function refrence index.
*
* @param node the node object should pass on the events information to Lua,when the events are triggered.
* @param handle the Lua callback function refrence index.
* @param controlEvents the combination value of Control::EventType, default 0.
* @js NA
*/
void setCallback(Node* node,int handle, int controlEvents = 0);
};
// end group
/// @}
/// @cond
class CCBLayerLoader:public LayerLoader{
public:
CCB_STATIC_NEW_AUTORELEASE_OBJECT_METHOD(CCBLayerLoader, loader);
};
/// @endcond
#endif // __CCBPROXY_H_