mirror of https://github.com/axmolengine/axmol.git
588 lines
21 KiB
C++
588 lines
21 KiB
C++
/****************************************************************************
|
|
Copyright (c) 2010-2012 cocos2d-x.org
|
|
Copyright (c) 2008-2010 Ricardo Quesada
|
|
Copyright (c) 2011 Zynga Inc.
|
|
|
|
http://www.cocos2d-x.org
|
|
|
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
of this software and associated documentation files (the "Software"), to deal
|
|
in the Software without restriction, including without limitation the rights
|
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
copies of the Software, and to permit persons to whom the Software is
|
|
furnished to do so, subject to the following conditions:
|
|
|
|
The above copyright notice and this permission notice shall be included in
|
|
all copies or substantial portions of the Software.
|
|
|
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
|
|
THE SOFTWARE.
|
|
****************************************************************************/
|
|
|
|
#ifndef __SPITE_NODE_CCSPRITE_H__
|
|
#define __SPITE_NODE_CCSPRITE_H__
|
|
|
|
#include "base_nodes/CCNode.h"
|
|
#include "CCProtocols.h"
|
|
#include "textures/CCTextureAtlas.h"
|
|
#include "ccTypes.h"
|
|
#include "cocoa/CCDictionary.h"
|
|
#include <string>
|
|
#ifdef EMSCRIPTEN
|
|
#include "base_nodes/CCGLBufferedNode.h"
|
|
#endif // EMSCRIPTEN
|
|
#include "physics/CCPhysicsBody.h"
|
|
|
|
NS_CC_BEGIN
|
|
|
|
class SpriteBatchNode;
|
|
class SpriteFrame;
|
|
class Animation;
|
|
class Rect;
|
|
class Point;
|
|
class Size;
|
|
class Texture2D;
|
|
struct transformValues_;
|
|
|
|
/**
|
|
* @addtogroup sprite_nodes
|
|
* @{
|
|
*/
|
|
|
|
/**
|
|
* Sprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) )
|
|
*
|
|
* Sprite can be created with an image, or with a sub-rectangle of an image.
|
|
*
|
|
* If the parent or any of its ancestors is a SpriteBatchNode then the following features/limitations are valid
|
|
* - Features when the parent is a BatchNode:
|
|
* - MUCH faster rendering, specially if the SpriteBatchNode has many children. All the children will be drawn in a single batch.
|
|
*
|
|
* - Limitations
|
|
* - Camera is not supported yet (eg: OrbitCamera action doesn't work)
|
|
* - GridBase actions are not supported (eg: Lens, Ripple, Twirl)
|
|
* - The Alias/Antialias property belongs to SpriteBatchNode, so you can't individually set the aliased property.
|
|
* - The Blending function property belongs to SpriteBatchNode, so you can't individually set the blending function property.
|
|
* - Parallax scroller is not supported, but can be simulated with a "proxy" sprite.
|
|
*
|
|
* If the parent is an standard Node, then Sprite behaves like any other Node:
|
|
* - It supports blending functions
|
|
* - It supports aliasing / antialiasing
|
|
* - But the rendering will be slower: 1 draw per children.
|
|
*
|
|
* The default anchorPoint in Sprite is (0.5, 0.5).
|
|
*/
|
|
class CC_DLL Sprite : public NodeRGBA, public TextureProtocol
|
|
#ifdef EMSCRIPTEN
|
|
, public GLBufferedNode
|
|
#endif // EMSCRIPTEN
|
|
{
|
|
public:
|
|
|
|
static const int INDEX_NOT_INITIALIZED = -1; /// Sprite invalid index on the SpriteBatchNode
|
|
|
|
/// @{
|
|
/// @name Creators
|
|
|
|
/**
|
|
* Creates an empty sprite without texture. You can call setTexture method subsequently.
|
|
*
|
|
* @return An empty sprite object that is marked as autoreleased.
|
|
*/
|
|
static Sprite* create();
|
|
|
|
/**
|
|
* Creates a sprite with an image filename.
|
|
*
|
|
* After creation, the rect of sprite will be the size of the image,
|
|
* and the offset will be (0,0).
|
|
*
|
|
* @param filename The string which indicates a path to image file, e.g., "scene1/monster.png".
|
|
* @return A valid sprite object that is marked as autoreleased.
|
|
*/
|
|
static Sprite* create(const char *filename);
|
|
|
|
/**
|
|
* Creates a sprite with an image filename and a rect.
|
|
*
|
|
* @param filename The string wich indicates a path to image file, e.g., "scene1/monster.png"
|
|
* @param rect Only the contents inside rect of filename's texture will be applied for this sprite.
|
|
* @return A valid sprite object that is marked as autoreleased.
|
|
*/
|
|
static Sprite* create(const char *filename, const Rect& rect);
|
|
|
|
/**
|
|
* Creates a sprite with an exsiting texture contained in a Texture2D object
|
|
* After creation, the rect will be the size of the texture, and the offset will be (0,0).
|
|
*
|
|
* @param texture A pointer to a Texture2D object.
|
|
* @return A valid sprite object that is marked as autoreleased.
|
|
*/
|
|
static Sprite* createWithTexture(Texture2D *texture);
|
|
|
|
/**
|
|
* Creates a sprite with a texture and a rect.
|
|
*
|
|
* After creation, the offset will be (0,0).
|
|
*
|
|
* @param texture A pointer to an existing Texture2D object.
|
|
* You can use a Texture2D object for many sprites.
|
|
* @param rect Only the contents inside the rect of this texture will be applied for this sprite.
|
|
* @return A valid sprite object that is marked as autoreleased.
|
|
*/
|
|
static Sprite* createWithTexture(Texture2D *texture, const Rect& rect);
|
|
|
|
/**
|
|
* Creates a sprite with an sprite frame.
|
|
*
|
|
* @param pSpriteFrame A sprite frame which involves a texture and a rect
|
|
* @return A valid sprite object that is marked as autoreleased.
|
|
*/
|
|
static Sprite* createWithSpriteFrame(SpriteFrame *pSpriteFrame);
|
|
|
|
/**
|
|
* Creates a sprite with an sprite frame name.
|
|
*
|
|
* A SpriteFrame will be fetched from the SpriteFrameCache by spriteFrameName param.
|
|
* If the SpriteFrame doesn't exist it will raise an exception.
|
|
*
|
|
* @param spriteFrameName A null terminated string which indicates the sprite frame name.
|
|
* @return A valid sprite object that is marked as autoreleased.
|
|
*/
|
|
static Sprite* createWithSpriteFrameName(const char *spriteFrameName);
|
|
|
|
/// @} end of creators group
|
|
|
|
|
|
/// @{
|
|
/// @name Initializers
|
|
|
|
/**
|
|
* Default constructor
|
|
* @js ctor
|
|
*/
|
|
Sprite(void);
|
|
|
|
/**
|
|
* Default destructor
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual ~Sprite(void);
|
|
|
|
/**
|
|
* Initializes an empty sprite with nothing init.
|
|
*/
|
|
virtual bool init(void);
|
|
|
|
/**
|
|
* Initializes a sprite with a texture.
|
|
*
|
|
* After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
|
|
*
|
|
* @param texture A pointer to an existing Texture2D object.
|
|
* You can use a Texture2D object for many sprites.
|
|
* @return true if the sprite is initialized properly, false otherwise.
|
|
*/
|
|
virtual bool initWithTexture(Texture2D *texture);
|
|
|
|
/**
|
|
* Initializes a sprite with a texture and a rect.
|
|
*
|
|
* After initialization, the offset will be (0,0).
|
|
*
|
|
* @param texture A pointer to an exisiting Texture2D object.
|
|
* You can use a Texture2D object for many sprites.
|
|
* @param rect Only the contents inside rect of this texture will be applied for this sprite.
|
|
* @return true if the sprite is initialized properly, false otherwise.
|
|
*/
|
|
virtual bool initWithTexture(Texture2D *texture, const Rect& rect);
|
|
|
|
/**
|
|
* Initializes a sprite with a texture and a rect in points, optionally rotated.
|
|
*
|
|
* After initialization, the offset will be (0,0).
|
|
* @note This is the designated initializer.
|
|
*
|
|
* @param texture A Texture2D object whose texture will be applied to this sprite.
|
|
* @param rect A rectangle assigned the contents of texture.
|
|
* @param rotated Whether or not the texture rectangle is rotated.
|
|
* @return true if the sprite is initialized properly, false otherwise.
|
|
*/
|
|
virtual bool initWithTexture(Texture2D *texture, const Rect& rect, bool rotated);
|
|
|
|
/**
|
|
* Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite
|
|
*
|
|
* @param pSpriteFrame A SpriteFrame object. It should includes a valid texture and a rect
|
|
* @return true if the sprite is initialized properly, false otherwise.
|
|
*/
|
|
virtual bool initWithSpriteFrame(SpriteFrame *pSpriteFrame);
|
|
|
|
/**
|
|
* Initializes a sprite with an sprite frame name.
|
|
*
|
|
* A SpriteFrame will be fetched from the SpriteFrameCache by name.
|
|
* If the SpriteFrame doesn't exist it will raise an exception.
|
|
*
|
|
* @param spriteFrameName A key string that can fected a volid SpriteFrame from SpriteFrameCache
|
|
* @return true if the sprite is initialized properly, false otherwise.
|
|
*/
|
|
virtual bool initWithSpriteFrameName(const char *spriteFrameName);
|
|
|
|
/**
|
|
* Initializes a sprite with an image filename.
|
|
*
|
|
* This method will find filename from local file system, load its content to Texture2D,
|
|
* then use Texture2D to create a sprite.
|
|
* After initialization, the rect used will be the size of the image. The offset will be (0,0).
|
|
*
|
|
* @param filename The path to an image file in local file system
|
|
* @return true if the sprite is initialized properly, false otherwise.
|
|
* @js init
|
|
* @lua init
|
|
*/
|
|
virtual bool initWithFile(const char *filename);
|
|
|
|
/**
|
|
* Initializes a sprite with an image filename, and a rect.
|
|
*
|
|
* This method will find filename from local file system, load its content to Texture2D,
|
|
* then use Texture2D to create a sprite.
|
|
* After initialization, the offset will be (0,0).
|
|
*
|
|
* @param filename The path to an image file in local file system.
|
|
* @param rect The rectangle assigned the content area from texture.
|
|
* @return true if the sprite is initialized properly, false otherwise.
|
|
* @js init
|
|
* @lua init
|
|
*/
|
|
virtual bool initWithFile(const char *filename, const Rect& rect);
|
|
|
|
/// @} end of initializers
|
|
|
|
/// @{
|
|
/// @name BatchNode methods
|
|
|
|
/**
|
|
* Updates the quad according the rotation, position, scale values.
|
|
*/
|
|
virtual void updateTransform(void);
|
|
|
|
/**
|
|
* Returns the batch node object if this sprite is rendered by SpriteBatchNode
|
|
*
|
|
* @return The SpriteBatchNode object if this sprite is rendered by SpriteBatchNode,
|
|
* NULL if the sprite isn't used batch node.
|
|
*/
|
|
virtual SpriteBatchNode* getBatchNode(void);
|
|
/**
|
|
* Sets the batch node to sprite
|
|
* @warning This method is not recommended for game developers. Sample code for using batch node
|
|
* @code
|
|
* SpriteBatchNode *batch = SpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
|
|
* Sprite *sprite = Sprite::createWithTexture(batch->getTexture(), Rect(0, 0, 57, 57));
|
|
* batch->addChild(sprite);
|
|
* layer->addChild(batch);
|
|
* @endcode
|
|
*/
|
|
virtual void setBatchNode(SpriteBatchNode *spriteBatchNode);
|
|
|
|
/// @} end of BatchNode methods
|
|
|
|
|
|
|
|
/// @{
|
|
/// @name Texture methods
|
|
|
|
/**
|
|
* Updates the texture rect of the Sprite in points.
|
|
* It will call setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize) with \p rotated = false, and \p utrimmedSize = rect.size.
|
|
*/
|
|
virtual void setTextureRect(const Rect& rect);
|
|
|
|
/**
|
|
* Sets the texture rect, rectRotated and untrimmed size of the Sprite in points.
|
|
* It will update the texture coordinates and the vertex rectangle.
|
|
*/
|
|
virtual void setTextureRect(const Rect& rect, bool rotated, const Size& untrimmedSize);
|
|
|
|
/**
|
|
* Sets the vertex rect.
|
|
* It will be called internally by setTextureRect.
|
|
* Useful if you want to create 2x images from SD images in Retina Display.
|
|
* Do not call it manually. Use setTextureRect instead.
|
|
*/
|
|
virtual void setVertexRect(const Rect& rect);
|
|
|
|
/// @} end of texture methods
|
|
|
|
|
|
|
|
/// @{
|
|
/// @name Frames methods
|
|
|
|
/**
|
|
* Sets a new display frame to the Sprite.
|
|
*/
|
|
virtual void setDisplayFrame(SpriteFrame *pNewFrame);
|
|
|
|
/**
|
|
* Returns whether or not a SpriteFrame is being displayed
|
|
*/
|
|
virtual bool isFrameDisplayed(SpriteFrame *pFrame) const;
|
|
|
|
/** @deprecated Use getDisplayFrame() instead */
|
|
CC_DEPRECATED_ATTRIBUTE virtual SpriteFrame* displayFrame() { return getDisplayFrame(); };
|
|
|
|
/**
|
|
* Returns the current displayed frame.
|
|
*/
|
|
virtual SpriteFrame* getDisplayFrame();
|
|
|
|
/// @} End of frames methods
|
|
|
|
|
|
/// @{
|
|
/// @name Animation methods
|
|
/**
|
|
* Changes the display frame with animation name and index.
|
|
* The animation name will be get from the AnimationCache
|
|
*/
|
|
virtual void setDisplayFrameWithAnimationName(const char *animationName, int frameIndex);
|
|
/// @}
|
|
|
|
|
|
/// @{
|
|
/// @name Sprite Properties' setter/getters
|
|
|
|
/**
|
|
* Whether or not the Sprite needs to be updated in the Atlas.
|
|
*
|
|
* @return true if the sprite needs to be updated in the Atlas, false otherwise.
|
|
*/
|
|
virtual bool isDirty(void) const { return _dirty; }
|
|
|
|
/**
|
|
* Makes the Sprite to be updated in the Atlas.
|
|
*/
|
|
virtual void setDirty(bool bDirty) { _dirty = bDirty; }
|
|
|
|
/**
|
|
* Returns the quad (tex coords, vertex coords and color) information.
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
inline V3F_C4B_T2F_Quad getQuad(void) const { return _quad; }
|
|
|
|
/**
|
|
* Returns whether or not the texture rectangle is rotated.
|
|
*/
|
|
inline bool isTextureRectRotated(void) const { return _rectRotated; }
|
|
|
|
/**
|
|
* Returns the index used on the TextureAtlas.
|
|
*/
|
|
inline int getAtlasIndex(void) const { return _atlasIndex; }
|
|
|
|
/**
|
|
* Sets the index used on the TextureAtlas.
|
|
* @warning Don't modify this value unless you know what you are doing
|
|
*/
|
|
inline void setAtlasIndex(int atlasIndex) { _atlasIndex = atlasIndex; }
|
|
|
|
/**
|
|
* Returns the rect of the Sprite in points
|
|
*/
|
|
inline const Rect& getTextureRect(void) { return _rect; }
|
|
|
|
/**
|
|
* Gets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode
|
|
*/
|
|
inline TextureAtlas* getTextureAtlas(void) { return _textureAtlas; }
|
|
|
|
/**
|
|
* Sets the weak reference of the TextureAtlas when the sprite is rendered using via SpriteBatchNode
|
|
*/
|
|
inline void setTextureAtlas(TextureAtlas *pobTextureAtlas) { _textureAtlas = pobTextureAtlas; }
|
|
|
|
/**
|
|
* Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
|
|
*/
|
|
inline const Point& getOffsetPosition(void) const { return _offsetPosition; }
|
|
|
|
|
|
/**
|
|
* Returns the flag which indicates whether the sprite is flipped horizontally or not.
|
|
*
|
|
* It only flips the texture of the sprite, and not the texture of the sprite's children.
|
|
* Also, flipping the texture doesn't alter the anchorPoint.
|
|
* If you want to flip the anchorPoint too, and/or to flip the children too use:
|
|
* sprite->setScaleX(sprite->getScaleX() * -1);
|
|
*
|
|
* @return true if the sprite is flipped horizaontally, false otherwise.
|
|
*/
|
|
bool isFlippedX(void) const;
|
|
/**
|
|
* Sets whether the sprite should be flipped horizontally or not.
|
|
*
|
|
* @param bFlipX true if the sprite should be flipped horizaontally, false otherwise.
|
|
*/
|
|
void setFlippedX(bool flippedX);
|
|
|
|
/** @deprecated Use isFlippedX() instead
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
CC_DEPRECATED_ATTRIBUTE bool isFlipX() { return isFlippedX(); };
|
|
/** @deprecated Use setFlippedX() instead */
|
|
CC_DEPRECATED_ATTRIBUTE void setFlipX(bool flippedX) { setFlippedX(flippedX); };
|
|
|
|
/**
|
|
* Return the flag which indicates whether the sprite is flipped vertically or not.
|
|
*
|
|
* It only flips the texture of the sprite, and not the texture of the sprite's children.
|
|
* Also, flipping the texture doesn't alter the anchorPoint.
|
|
* If you want to flip the anchorPoint too, and/or to flip the children too use:
|
|
* sprite->setScaleY(sprite->getScaleY() * -1);
|
|
*
|
|
* @return true if the sprite is flipped vertically, flase otherwise.
|
|
*/
|
|
bool isFlippedY(void) const;
|
|
/**
|
|
* Sets whether the sprite should be flipped vertically or not.
|
|
*
|
|
* @param bFlipY true if the sprite should be flipped vertically, flase otherwise.
|
|
*/
|
|
void setFlippedY(bool flippedY);
|
|
|
|
/// @} End of Sprite properties getter/setters
|
|
|
|
/** @deprecated Use isFlippedY() instead */
|
|
CC_DEPRECATED_ATTRIBUTE bool isFlipY() { return isFlippedY(); };
|
|
/** @deprecated Use setFlippedY() instead */
|
|
CC_DEPRECATED_ATTRIBUTE void setFlipY(bool flippedY) { setFlippedY(flippedY); };
|
|
|
|
//
|
|
// Overrides
|
|
//
|
|
/// @{
|
|
/// @name Functions inherited from TextureProtocol
|
|
virtual void setTexture(Texture2D *texture) override;
|
|
virtual Texture2D* getTexture() const override;
|
|
/**
|
|
*@code
|
|
*When this function bound into js or lua,the parameter will be changed
|
|
*In js: var setBlendFunc(var src, var dst)
|
|
*In lua: local setBlendFunc(local src, local dst)
|
|
*@endcode
|
|
*/
|
|
inline void setBlendFunc(const BlendFunc &blendFunc) override { _blendFunc = blendFunc; }
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
inline const BlendFunc& getBlendFunc() const override { return _blendFunc; }
|
|
/// @}
|
|
|
|
/// @{
|
|
/// @name Functions inherited from Node
|
|
virtual void setScaleX(float scaleX) override;
|
|
virtual void setScaleY(float scaleY) override;
|
|
/**
|
|
* @js NA
|
|
* @lua NA
|
|
*/
|
|
virtual void setPosition(const Point& pos) override;
|
|
virtual void setRotation(float rotation) override;
|
|
virtual void setRotationX(float rotationX) override;
|
|
virtual void setRotationY(float rotationY) override;
|
|
virtual void setSkewX(float sx) override;
|
|
virtual void setSkewY(float sy) override;
|
|
virtual void removeChild(Node* child, bool cleanup) override;
|
|
virtual void removeAllChildrenWithCleanup(bool cleanup) override;
|
|
virtual void reorderChild(Node *child, int zOrder) override;
|
|
virtual void addChild(Node *child) override;
|
|
virtual void addChild(Node *child, int zOrder) override;
|
|
virtual void addChild(Node *child, int zOrder, int tag) override;
|
|
virtual void sortAllChildren() override;
|
|
virtual void setScale(float scale) override;
|
|
virtual void setVertexZ(float vertexZ) override;
|
|
virtual void setAnchorPoint(const Point& anchor) override;
|
|
virtual void ignoreAnchorPointForPosition(bool value) override;
|
|
virtual void setVisible(bool bVisible) override;
|
|
virtual void draw(void) override;
|
|
/// @}
|
|
|
|
/// @{
|
|
/// @name Functions inherited from NodeRGBA
|
|
virtual void setColor(const Color3B& color3) override;
|
|
virtual void updateDisplayedColor(const Color3B& parentColor) override;
|
|
virtual void setOpacity(GLubyte opacity) override;
|
|
virtual void setOpacityModifyRGB(bool modify) override;
|
|
virtual bool isOpacityModifyRGB(void) const override;
|
|
virtual void updateDisplayedOpacity(GLubyte parentOpacity) override;
|
|
/// @}
|
|
|
|
protected:
|
|
void updateColor(void);
|
|
virtual void setTextureCoords(Rect rect);
|
|
virtual void updateBlendFunc(void);
|
|
virtual void setReorderChildDirtyRecursively(void);
|
|
virtual void setDirtyRecursively(bool bValue);
|
|
|
|
//
|
|
// Data used when the sprite is rendered using a SpriteSheet
|
|
//
|
|
TextureAtlas* _textureAtlas; /// SpriteBatchNode texture atlas (weak reference)
|
|
int _atlasIndex; /// Absolute (real) Index on the SpriteSheet
|
|
SpriteBatchNode* _batchNode; /// Used batch node (weak reference)
|
|
|
|
bool _dirty; /// Whether the sprite needs to be updated
|
|
bool _recursiveDirty; /// Whether all of the sprite's children needs to be updated
|
|
bool _hasChildren; /// Whether the sprite contains children
|
|
bool _shouldBeHidden; /// should not be drawn because one of the ancestors is not visible
|
|
AffineTransform _transformToBatch;
|
|
|
|
//
|
|
// Data used when the sprite is self-rendered
|
|
//
|
|
BlendFunc _blendFunc; /// It's required for TextureProtocol inheritance
|
|
Texture2D* _texture; /// Texture2D object that is used to render the sprite
|
|
|
|
//
|
|
// Shared data
|
|
//
|
|
|
|
// texture
|
|
Rect _rect; /// Retangle of Texture2D
|
|
bool _rectRotated; /// Whether the texture is rotated
|
|
|
|
// Offset Position (used by Zwoptex)
|
|
Point _offsetPosition;
|
|
Point _unflippedOffsetPositionFromCenter;
|
|
|
|
// vertex coords, texture coords and color info
|
|
V3F_C4B_T2F_Quad _quad;
|
|
|
|
// opacity and RGB protocol
|
|
bool _opacityModifyRGB;
|
|
|
|
// image is flipped
|
|
bool _flippedX; /// Whether the sprite is flipped horizaontally or not.
|
|
bool _flippedY; /// Whether the sprite is flipped vertically or not.
|
|
};
|
|
|
|
|
|
// end of sprite_nodes group
|
|
/// @}
|
|
|
|
NS_CC_END
|
|
|
|
#endif // __SPITE_NODE_CCSPRITE_H__
|