mirror of https://github.com/axmolengine/axmol.git
509 lines
15 KiB
C++
509 lines
15 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) 2011 Zynga Inc.
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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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Copyright (c) 2021 Bytedance Inc.
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https://adxe.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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#pragma once
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#include "2d/CCNode.h"
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#include "base/CCProtocols.h"
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#include "renderer/CCCustomCommand.h"
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#include <vector>
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NS_CC_BEGIN
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/**
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* @addtogroup _2d
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* @{
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*/
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//
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// Layer
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//
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/** @class Layer
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* @brief Layer is a subclass of Node that implements the TouchEventsDelegate protocol.
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All features from Node are valid, plus the following new features:
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- It can receive iPhone Touches
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- It can receive Accelerometer input
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*/
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class CC_DLL Layer : public Node
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{
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public:
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/** Creates a fullscreen black layer.
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*
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* @return An autoreleased Layer object.
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*/
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static Layer* create();
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// Overrides
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virtual std::string getDescription() const override;
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CC_CONSTRUCTOR_ACCESS : Layer();
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virtual ~Layer();
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virtual bool init() override;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(Layer);
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};
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//
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// LayerColor
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//
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/** @class LayerColor
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* @brief LayerColor is a subclass of Layer that implements the RGBAProtocol protocol.
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All features from Layer are valid, plus the following new features:
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- opacity
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- RGB colors
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*/
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class CC_DLL LayerColor : public Layer, public BlendProtocol
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{
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public:
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/** Creates a fullscreen black layer.
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*
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* @return An autoreleased LayerColor object.
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*/
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static LayerColor* create();
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/** Creates a Layer with color, width and height in Points.
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*
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* @param color The color of layer.
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* @param width The width of layer.
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* @param height The height of layer.
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* @return An autoreleased LayerColor object.
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*/
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static LayerColor* create(const Color4B& color, float width, float height);
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/** Creates a Layer with color. Width and height are the window size.
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*
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* @param color The color of layer.
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* @return An autoreleased LayerColor object.
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*/
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static LayerColor* create(const Color4B& color);
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/** Change width in Points.
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*
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* @param w The width of layer.
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*/
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void changeWidth(float w);
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/** Change height in Points.
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*
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* @param h The height of layer.
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*/
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void changeHeight(float h);
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/** Change width and height in Points.
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*
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* @param w The width of layer.
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* @param h The Height of layer.
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@since v0.8
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*/
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void changeWidthAndHeight(float w, float h);
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//
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// Overrides
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//
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virtual void draw(Renderer* renderer, const Mat4& transform, uint32_t flags) override;
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virtual void setContentSize(const Vec2& var) override;
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/** BlendFunction. Conforms to BlendProtocol protocol */
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/**
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* @lua NA
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*/
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virtual const BlendFunc& getBlendFunc() const override;
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/**
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*@code
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*When this function bound into js or lua,the parameter will be changed
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*In js: var setBlendFunc(var src, var dst)
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*In lua: local setBlendFunc(local src, local dst)
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*@endcode
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*/
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virtual void setBlendFunc(const BlendFunc& blendFunc) override;
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CC_CONSTRUCTOR_ACCESS : LayerColor();
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virtual ~LayerColor();
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bool init() override;
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bool initWithColor(const Color4B& color, float width, float height);
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bool initWithColor(const Color4B& color);
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protected:
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virtual void updateColor() override;
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void updateVertexBuffer();
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BlendFunc _blendFunc;
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Vec2 _squareVertices[4];
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CustomCommand _customCommand;
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V3F_C4F _vertexData[4];
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backend::UniformLocation _mvpMatrixLocation;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(LayerColor);
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};
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//
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// LayerGradient
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//
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/** @class LayerGradient
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* @brief LayerGradient is a subclass of LayerColor that draws gradients across the background.
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All features from LayerColor are valid, plus the following new features:
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- direction
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- final color
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- interpolation mode
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Color is interpolated between the startColor and endColor along the given
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vector (starting at the origin, ending at the terminus). If no vector is
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supplied, it defaults to (0, -1) -- a fade from top to bottom.
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If 'compressedInterpolation' is disabled, you will not see either the start or end color for
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non-cardinal vectors; a smooth gradient implying both end points will be still
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be drawn, however.
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If ' compressedInterpolation' is enabled (default mode) you will see both the start and end colors of the gradient.
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@since v0.99.5
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*/
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class CC_DLL LayerGradient : public LayerColor
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{
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public:
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/** Creates a fullscreen black layer.
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*
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* @return An autoreleased LayerGradient object.
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*/
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static LayerGradient* create();
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/** Creates a full-screen Layer with a gradient between start and end.
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*
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* @param start The start color.
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* @param end The end color.
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* @return An autoreleased LayerGradient object.
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*/
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static LayerGradient* create(const Color4B& start, const Color4B& end);
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/** Creates a full-screen Layer with a gradient between start and end in the direction of v.
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*
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* @param start The start color.
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* @param end The end color.
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* @param v The direction of gradient color.
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* @return An autoreleased LayerGradient object.
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*/
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static LayerGradient* create(const Color4B& start, const Color4B& end, const Vec2& v);
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/** Whether or not the interpolation will be compressed in order to display all the colors of the gradient both in
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canonical and non canonical vectors. Default: true.
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*
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* @param compressedInterpolation The interpolation will be compressed if true.
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*/
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void setCompressedInterpolation(bool compressedInterpolation);
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/** Get the compressedInterpolation
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*
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* @return The interpolation will be compressed if true.
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*/
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bool isCompressedInterpolation() const;
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/** Sets the start color of the gradient.
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*
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* @param startColor The start color.
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*/
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void setStartColor(const Color3B& startColor);
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/** Returns the start color of the gradient.
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*
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* @return The start color.
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*/
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const Color3B& getStartColor() const;
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/** Sets the end color of the gradient.
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*
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* @param endColor The end color.
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*/
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void setEndColor(const Color3B& endColor);
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/** Returns the end color of the gradient.
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*
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* @return The end color.
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*/
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const Color3B& getEndColor() const;
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/** Returns the start opacity of the gradient.
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*
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* @param startOpacity The start opacity, from 0 to 255.
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*/
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void setStartOpacity(uint8_t startOpacity);
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/** Returns the start opacity of the gradient.
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*
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* @return The start opacity.
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*/
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uint8_t getStartOpacity() const;
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/** Returns the end opacity of the gradient.
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*
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* @param endOpacity The end opacity, from 0 to 255.
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*/
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void setEndOpacity(uint8_t endOpacity);
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/** Returns the end opacity of the gradient.
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*
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* @return The end opacity.
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*/
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uint8_t getEndOpacity() const;
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/** Sets the directional vector that will be used for the gradient.
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The default value is vertical direction (0,-1).
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*
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* @param alongVector The direction of gradient.
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*/
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void setVector(const Vec2& alongVector);
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/** Returns the directional vector used for the gradient.
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*
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* @return The direction of gradient.
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*/
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const Vec2& getVector() const;
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virtual std::string getDescription() const override;
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CC_CONSTRUCTOR_ACCESS : LayerGradient();
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virtual ~LayerGradient();
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virtual bool init() override;
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/** Initializes the Layer with a gradient between start and end.
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* @js init
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* @lua init
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*/
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bool initWithColor(const Color4B& start, const Color4B& end);
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/** Initializes the Layer with a gradient between start and end in the direction of v.
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* @js init
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* @lua init
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*/
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bool initWithColor(const Color4B& start, const Color4B& end, const Vec2& v);
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protected:
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virtual void updateColor() override;
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Color3B _startColor = Color3B::BLACK;
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Color3B _endColor = Color3B::BLACK;
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uint8_t _startOpacity = 255;
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uint8_t _endOpacity = 255;
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Vec2 _alongVector = {0.0f, -1.0f};
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bool _compressedInterpolation = true;
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};
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/** @class LayerRadialGradient
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* @brief LayerRadialGradient is a subclass of Layer that draws radial gradients across the background.
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@since v3.16
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*/
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class CC_DLL LayerRadialGradient : public Layer
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{
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public:
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/** Create a LayerRadialGradient
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* @param startColor the inner color of the gradient
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* @param endColor the out color of the gradient
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* @param radius the radius of the gradient(length from center of gradient to outer color)
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* @param center the position of the center of the gradient
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* @param expand an alpha value(0.f-1.f) that specifies how much of that radius in only inner color(the gradient
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starts outside of that amount)
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*/
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static LayerRadialGradient* create(const Color4B& startColor,
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const Color4B& endColor,
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float radius,
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const Vec2& center,
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float expand);
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static LayerRadialGradient* create();
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//
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// overrides
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//
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virtual void draw(Renderer* renderer, const Mat4& transform, uint32_t flags) override;
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virtual void setContentSize(const Vec2& size) override;
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void setStartOpacity(uint8_t opacity);
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uint8_t getStartOpacity() const;
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void setEndOpacity(uint8_t opacity);
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uint8_t getEndOpacity() const;
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void setRadius(float radius);
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float getRadius() const;
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void setCenter(const Vec2& center);
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Vec2 getCenter() const;
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void setExpand(float expand);
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float getExpand() const;
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void setStartColor(const Color3B& color);
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void setStartColor(const Color4B& color);
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Color4B getStartColor() const;
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Color3B getStartColor3B() const;
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void setEndColor(const Color3B& color);
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void setEndColor(const Color4B& color);
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Color4B getEndColor() const;
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Color3B getEndColor3B() const;
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void setBlendFunc(const BlendFunc& blendFunc);
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BlendFunc getBlendFunc() const;
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CC_CONSTRUCTOR_ACCESS : LayerRadialGradient();
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virtual ~LayerRadialGradient();
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bool initWithColor(const Color4B& startColor,
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const Color4B& endColor,
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float radius,
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const Vec2& center,
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float expand);
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private:
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void convertColor4B24F(Color4F& outColor, const Color4B& inColor);
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Color4B _startColor = Color4B::BLACK;
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Color4F _startColorRend = Color4F::BLACK; // start color used in shader
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Color4B _endColor = Color4B::BLACK;
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Color4F _endColorRend = Color4F::BLACK; // end color used in shader
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Vec2 _vertices[4];
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Vec2 _center;
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float _radius = 0.f;
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float _expand = 0.f;
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CustomCommand _customCommand;
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BlendFunc _blendFunc = BlendFunc::ALPHA_NON_PREMULTIPLIED;
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backend::UniformLocation _mvpMatrixLocation;
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backend::UniformLocation _startColorLocation;
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backend::UniformLocation _endColorLocation;
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backend::UniformLocation _centerLocation;
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backend::UniformLocation _radiusLocation;
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backend::UniformLocation _expandLocation;
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};
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/** @class LayerMultiplex
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* @brief MultipleLayer is a Layer with the ability to multiplex it's children.
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Features:
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- It supports one or more children
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- Only one children will be active a time
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*/
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class CC_DLL LayerMultiplex : public Layer
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{
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public:
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/** Creates and initializes a LayerMultiplex object.
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* @lua NA
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*
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* @return An autoreleased LayerMultiplex object.
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*/
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static LayerMultiplex* create();
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/** Creates a LayerMultiplex with an array of layers.
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@since v2.1
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* @js NA
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*
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* @param arrayOfLayers An array of layers.
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* @return An autoreleased LayerMultiplex object.
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*/
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static LayerMultiplex* createWithArray(const Vector<Node*>& arrayOfLayers);
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/** Creates a LayerMultiplex with one or more layers using a variable argument list.
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* @code
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* When this function bound to lua or js,the input params are changed.
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* In js:var create(...)
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* In lua:local create(...)
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* @endcode
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*/
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static LayerMultiplex* create(Node* layer, ...);
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/** Creates a LayerMultiplex with one layer.
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* Lua script can not init with undetermined number of variables
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* so add these functions to be used with lua.
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* @js NA
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* @lua NA
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*
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* @param layer A certain layer.
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* @return An autoreleased LayerMultiplex object.
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*/
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static LayerMultiplex* createWithLayer(Node* layer);
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/** Add a certain layer to LayerMultiplex.
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*
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* @param layer A layer need to be added to the LayerMultiplex.
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*/
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void addLayer(Node* layer);
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/** Switches to a certain layer indexed by n.
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The current (old) layer will be removed from it's parent with 'cleanup=true'.
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*
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* @param n The layer indexed by n will display.
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*/
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void switchTo(int n);
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/** The same as switchTo(int), but has a parameter to set if need to clean up child.
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*/
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void switchTo(int n, bool cleanup);
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/** release the current layer and switches to another layer indexed by n.
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The current (old) layer will be removed from it's parent with 'cleanup=true'.
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*
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* @param n The layer indexed by n will display.
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*/
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void switchToAndReleaseMe(int n);
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virtual std::string getDescription() const override;
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CC_CONSTRUCTOR_ACCESS :
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/**
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* @js ctor
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*/
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LayerMultiplex();
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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 ~LayerMultiplex();
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virtual bool init() override;
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/** initializes a MultiplexLayer with one or more layers using a variable argument list.
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* @js NA
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* @lua NA
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*/
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bool initWithLayers(Node* layer, va_list params);
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/** initializes a MultiplexLayer with an array of layers
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@since v2.1
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*/
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bool initWithArray(const Vector<Node*>& arrayOfLayers);
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protected:
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unsigned int _enabledLayer;
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Vector<Node*> _layers;
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private:
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CC_DISALLOW_COPY_AND_ASSIGN(LayerMultiplex);
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};
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// end of _2d group
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/// @}
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NS_CC_END
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