mirror of https://github.com/axmolengine/axmol.git
439 lines
19 KiB
C++
439 lines
19 KiB
C++
/****************************************************************************
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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 __cocos2d_libs__UIScale9Sprite__
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#define __cocos2d_libs__UIScale9Sprite__
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#include "2d/CCNode.h"
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#include "2d/CCSpriteFrame.h"
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#include "2d/CCSpriteBatchNode.h"
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#include "platform/CCPlatformMacros.h"
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#include "ui/GUIExport.h"
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NS_CC_BEGIN
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namespace ui {
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/**
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* A 9-slice sprite for cocos2d.
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*
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* 9-slice scaling allows you to specify how scaling is applied
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* to specific areas of a sprite. With 9-slice scaling (3x3 grid),
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* you can ensure that the sprite does not become distorted when
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* scaled.
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* Note: When you set _scale9Enabled to false, then you could call scale9Sprite->getSprite() to return a new Sprite pointer.
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* Then you could call any methods of Sprite class with the return pointers.
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*
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*/
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class CC_GUI_DLL Scale9Sprite : public Node
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{
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public:
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/**
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* @js ctor
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*/
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Scale9Sprite();
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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 ~Scale9Sprite();
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public:
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static Scale9Sprite* create();
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/**
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* Creates a 9-slice sprite with a texture file, a delimitation zone and
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* with the specified cap insets.
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*
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* @see initWithFile(const char *file, const Rect& rect, const Rect& capInsets)
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*/
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static Scale9Sprite* create(const std::string& file, const Rect& rect, const Rect& capInsets);
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/**
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* Creates a 9-slice sprite with a texture file. The whole texture will be
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* broken down into a 3×3 grid of equal blocks.
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*
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* @see initWithFile(const Rect& capInsets, const char *file)
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*/
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static Scale9Sprite* create(const Rect& capInsets, const std::string& file);
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/**
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* Creates a 9-slice sprite with a texture file and a delimitation zone. The
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* texture will be broken down into a 3×3 grid of equal blocks.
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*
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* @see initWithFile(const char *file, const Rect& rect)
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*/
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static Scale9Sprite* create(const std::string& file, const Rect& rect);
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/**
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* Creates a 9-slice sprite with a texture file. The whole texture will be
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* broken down into a 3×3 grid of equal blocks.
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*
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* @see initWithFile(const char *file)
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*/
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static Scale9Sprite* create(const std::string& file);
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/**
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* Creates a 9-slice sprite with an sprite frame.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @see initWithSpriteFrame(SpriteFrame *spriteFrame)
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*/
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static Scale9Sprite* createWithSpriteFrame(SpriteFrame* spriteFrame);
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/**
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* Creates a 9-slice sprite with an sprite frame and the centre of its zone.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @see initWithSpriteFrame(SpriteFrame *spriteFrame, const Rect& capInsets)
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*/
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static Scale9Sprite* createWithSpriteFrame(SpriteFrame* spriteFrame, const Rect& capInsets);
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/**
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* Creates a 9-slice sprite with an sprite frame name.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @see initWithSpriteFrameName(const char *spriteFrameName)
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*/
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static Scale9Sprite* createWithSpriteFrameName(const std::string& spriteFrameName);
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/**
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* Creates a 9-slice sprite with an sprite frame name and the centre of its
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* zone.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @see initWithSpriteFrameName(const char *spriteFrameName, const Rect& capInsets)
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*/
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static Scale9Sprite* createWithSpriteFrameName(const std::string& spriteFrameName, const Rect& capInsets);
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/**
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* Initializes a 9-slice sprite with a texture file, a delimitation zone and
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* with the specified cap insets.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param file The name of the texture file.
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* @param rect The rectangle that describes the sub-part of the texture that
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* is the whole image. If the shape is the whole texture, set this to the
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* texture's full rect.
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* @param capInsets The values to use for the cap insets.
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*/
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virtual bool initWithFile(const std::string& file, const Rect& rect, const Rect& capInsets);
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/**
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* Initializes a 9-slice sprite with a texture file and a delimitation zone. The
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* texture will be broken down into a 3×3 grid of equal blocks.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param file The name of the texture file.
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* @param rect The rectangle that describes the sub-part of the texture that
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* is the whole image. If the shape is the whole texture, set this to the
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* texture's full rect.
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*/
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virtual bool initWithFile(const std::string& file, const Rect& rect);
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/**
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* Initializes a 9-slice sprite with a texture file and with the specified cap
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* insets.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param file The name of the texture file.
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* @param capInsets The values to use for the cap insets.
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*/
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virtual bool initWithFile(const Rect& capInsets, const std::string& file);
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/**
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* Initializes a 9-slice sprite with a texture file. The whole texture will be
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* broken down into a 3×3 grid of equal blocks.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param file The name of the texture file.
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*/
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virtual bool initWithFile(const std::string& file);
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/**
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* Initializes a 9-slice sprite with an sprite frame and with the specified
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* cap insets.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param spriteFrame The sprite frame object.
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* @param capInsets The values to use for the cap insets.
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*/
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virtual bool initWithSpriteFrame(SpriteFrame* spriteFrame, const Rect& capInsets);
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/**
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* Initializes a 9-slice sprite with an sprite frame.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param spriteFrame The sprite frame object.
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*/
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virtual bool initWithSpriteFrame(SpriteFrame* spriteFrame);
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/**
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* Initializes a 9-slice sprite with an sprite frame name and with the specified
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* cap insets.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param spriteFrameName The sprite frame name.
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* @param capInsets The values to use for the cap insets.
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*/
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virtual bool initWithSpriteFrameName(const std::string& spriteFrameName, const Rect& capInsets);
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/**
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* Initializes a 9-slice sprite with an sprite frame name.
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* Once the sprite is created, you can then call its "setContentSize:" method
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* to resize the sprite will all it's 9-slice goodness intract.
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* It respects the anchorPoint too.
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*
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* @param spriteFrameName The sprite frame name.
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*/
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virtual bool initWithSpriteFrameName(const std::string& spriteFrameName);
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virtual bool init();
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virtual bool init(Sprite* sprite, const Rect& rect, bool rotated, const Rect& capInsets);
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virtual bool init(Sprite* sprite, const Rect& rect, const Rect& capInsets);
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virtual bool init(Sprite* sprite, const Rect& rect, bool rotated, const Vec2 &offset, const Size &originalSize, const Rect& capInsets);
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CC_DEPRECATED_ATTRIBUTE virtual bool initWithBatchNode(SpriteBatchNode* batchnode, const Rect& rect, bool rotated, const Rect& capInsets);
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CC_DEPRECATED_ATTRIBUTE virtual bool initWithBatchNode(SpriteBatchNode* batchnode, const Rect& rect, const Rect& capInsets);
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/**
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* Creates and returns a new sprite object with the specified cap insets.
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* You use this method to add cap insets to a sprite or to change the existing
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* cap insets of a sprite. In both cases, you get back a new image and the
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* original sprite remains untouched.
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*
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* @param capInsets The values to use for the cap insets.
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*/
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Scale9Sprite* resizableSpriteWithCapInsets(const Rect& capInsets) const;
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virtual bool updateWithSprite(Sprite* sprite, const Rect& rect, bool rotated, const Rect& capInsets);
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virtual bool updateWithSprite(Sprite* sprite, const Rect& rect, bool rotated, const Vec2 &offset, const Size &originalSize, const Rect& capInsets);
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CC_DEPRECATED_ATTRIBUTE bool updateWithBatchNode(SpriteBatchNode* batchnode, const Rect& originalRect, bool rotated, const Rect& capInsets);
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virtual void setSpriteFrame(SpriteFrame * spriteFrame, const Rect& capInsets = Rect::ZERO);
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// overrides
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virtual void setContentSize(const Size & size) override;
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virtual void setAnchorPoint(const Vec2& anchorPoint) override;
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Size getOriginalSize() const;
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void setPreferredSize(const Size& size);
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Size getPreferredSize() const;
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void setCapInsets(const Rect& rect);
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Rect getCapInsets()const;
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void setInsetLeft(float leftInset);
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float getInsetLeft()const;
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void setInsetTop(float topInset);
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float getInsetTop()const;
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void setInsetRight(float rightInset);
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float getInsetRight()const;
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void setInsetBottom(float bottomInset);
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float getInsetBottom()const;
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void setScale9Enabled(bool enabled);
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bool isScale9Enabled()const;
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/// @} end of Children and Parent
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virtual void visit(Renderer *renderer, const Mat4 &parentTransform, uint32_t parentFlags) override;
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virtual void cleanup() override;
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virtual void onEnter() override;
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/** Event callback that is invoked when the Node enters in the 'stage'.
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* If the Node enters the 'stage' with a transition, this event is called when the transition finishes.
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* If you override onEnterTransitionDidFinish, you shall call its parent's one, e.g. Node::onEnterTransitionDidFinish()
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* @js NA
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* @lua NA
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*/
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virtual void onEnterTransitionDidFinish() override;
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/**
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* Event callback that is invoked every time the Node leaves the 'stage'.
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* If the Node leaves the 'stage' with a transition, this event is called when the transition finishes.
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* During onExit you can't access a sibling node.
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* If you override onExit, you shall call its parent's one, e.g., Node::onExit().
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* @js NA
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* @lua NA
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*/
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virtual void onExit() override;
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/**
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* Event callback that is called every time the Node leaves the 'stage'.
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* If the Node leaves the 'stage' with a transition, this callback is called when the transition starts.
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* @js NA
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* @lua NA
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*/
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virtual void onExitTransitionDidStart() override;
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virtual void updateDisplayedOpacity(GLubyte parentOpacity) override;
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virtual void updateDisplayedColor(const Color3B& parentColor) override;
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virtual void disableCascadeColor() override;
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virtual void disableCascadeOpacity() override;
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Sprite* getSprite()const;
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/**
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* Sets whether the widget should be flipped horizontally or not.
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*
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* @param bFlippedX true if the widget should be flipped horizaontally, false otherwise.
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*/
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virtual void setFlippedX(bool flippedX);
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/**
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* Returns the flag which indicates whether the widget is flipped horizontally or not.
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*
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* It only flips the texture of the widget, and not the texture of the widget's children.
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* Also, flipping the texture doesn't alter the anchorPoint.
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* If you want to flip the anchorPoint too, and/or to flip the children too use:
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* widget->setScaleX(sprite->getScaleX() * -1);
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*
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* @return true if the widget is flipped horizaontally, false otherwise.
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*/
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virtual bool isFlippedX()const;
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/**
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* Sets whether the widget should be flipped vertically or not.
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*
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* @param bFlippedY true if the widget should be flipped vertically, flase otherwise.
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*/
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virtual void setFlippedY(bool flippedY);
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/**
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* Return the flag which indicates whether the widget is flipped vertically or not.
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*
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* It only flips the texture of the widget, and not the texture of the widget's children.
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* Also, flipping the texture doesn't alter the anchorPoint.
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* If you want to flip the anchorPoint too, and/or to flip the children too use:
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* widget->setScaleY(widget->getScaleY() * -1);
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*
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* @return true if the widget is flipped vertically, flase otherwise.
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*/
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virtual bool isFlippedY()const;
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//override the setScale function of Node
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virtual void setScaleX(float scaleX) override;
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virtual void setScaleY(float scaleY) override;
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virtual void setScale(float scale) override;
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virtual void setScale(float scalex, float scaley) override;
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using Node::setScaleZ;
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virtual float getScaleX() const override;
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virtual float getScaleY() const override;
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virtual float getScale() const override;
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using Node::getScaleZ;
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protected:
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void updateCapInset();
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void updatePositions();
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void createSlicedSprites();
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void cleanupSlicedSprites();
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void adjustScale9ImagePosition();
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/**
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* Sorts the children array once before drawing, instead of every time when a child is added or reordered.
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* This appraoch can improves the performance massively.
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* @note Don't call this manually unless a child added needs to be removed in the same frame
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*/
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virtual void sortAllProtectedChildren();
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bool _spritesGenerated;
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Rect _spriteRect;
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bool _spriteFrameRotated;
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Rect _capInsetsInternal;
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bool _positionsAreDirty;
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Sprite* _scale9Image; //the original sprite
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Sprite* _topLeft;
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Sprite* _top;
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Sprite* _topRight;
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Sprite* _left;
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Sprite* _centre;
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Sprite* _right;
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Sprite* _bottomLeft;
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Sprite* _bottom;
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Sprite* _bottomRight;
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bool _scale9Enabled;
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Size _topLeftSize;
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Size _centerSize;
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Size _bottomRightSize;
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Vec2 _centerOffset;
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/** Original sprite's size. */
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Size _originalSize;
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Vec2 _offset;
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/** Prefered sprite's size. By default the prefered size is the original size. */
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//if the preferredSize component is given as -1, it is ignored
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Size _preferredSize;
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/**
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* The end-cap insets.
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* On a non-resizeable sprite, this property is set to CGRect::ZERO; the sprite
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* does not use end caps and the entire sprite is subject to stretching.
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*/
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Rect _capInsets;
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/** Sets the left side inset */
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float _insetLeft;
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/** Sets the top side inset */
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float _insetTop;
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/** Sets the right side inset */
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float _insetRight;
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/** Sets the bottom side inset */
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float _insetBottom;
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/// helper that reorder a child
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void addProtectedChild(Node* child);
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Vector<Node*> _protectedChildren; ///holds the 9 sprites
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bool _reorderProtectedChildDirty;
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bool _flippedX;
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bool _flippedY;
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};
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}} //end of namespace
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#endif /* defined(__cocos2d_libs__UIScale9Sprite__) */
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