2022-07-30 12:24:03 -04:00
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/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga 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 __SPITE_NODE_CCSPRITE_H__
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#define __SPITE_NODE_CCSPRITE_H__
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2022-10-17 08:46:36 -04:00
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#include "../base_nodes/CCNode.h"
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#include "../include/CCProtocols.h"
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#include "../textures/CCTextureAtlas.h"
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#include "../include/ccTypes.h"
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#include "../cocoa/CCDictionary.h"
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2022-07-30 12:24:03 -04:00
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#include <string>
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#ifdef EMSCRIPTEN
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#include "../base_nodes/CCGLBufferedNode.h"
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#endif // EMSCRIPTEN
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NS_CC_BEGIN
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class CCSpriteBatchNode;
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class CCSpriteFrame;
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class CCAnimation;
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class CCRect;
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class CCPoint;
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class CCSize;
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class CCTexture2D;
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struct transformValues_;
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/**
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* @addtogroup sprite_nodes
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* @{
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*/
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#define CCSpriteIndexNotInitialized 0xffffffff /// CCSprite invalid index on the CCSpriteBatchNode
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/**
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* CCSprite is a 2d image ( http://en.wikipedia.org/wiki/Sprite_(computer_graphics) )
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*
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* CCSprite can be created with an image, or with a sub-rectangle of an image.
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*
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* If the parent or any of its ancestors is a CCSpriteBatchNode then the following features/limitations are valid
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* - Features when the parent is a CCBatchNode:
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* - MUCH faster rendering, specially if the CCSpriteBatchNode has many children. All the children will be drawn in a single batch.
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*
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* - Limitations
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* - Camera is not supported yet (eg: CCOrbitCamera action doesn't work)
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* - GridBase actions are not supported (eg: CCLens, CCRipple, CCTwirl)
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* - The Alias/Antialias property belongs to CCSpriteBatchNode, so you can't individually set the aliased property.
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* - The Blending function property belongs to CCSpriteBatchNode, so you can't individually set the blending function property.
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* - Parallax scroller is not supported, but can be simulated with a "proxy" sprite.
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*
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* If the parent is an standard CCNode, then CCSprite behaves like any other CCNode:
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* - It supports blending functions
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* - It supports aliasing / antialiasing
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* - But the rendering will be slower: 1 draw per children.
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*
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* The default anchorPoint in CCSprite is (0.5, 0.5).
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*/
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class CC_DLL CCSprite : public CCNodeRGBA, public CCTextureProtocol
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#ifdef EMSCRIPTEN
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, public CCGLBufferedNode
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#endif // EMSCRIPTEN
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{
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GEODE_FRIEND_MODIFY
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public:
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/// @{
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/// @name Creators
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/**
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* Creates an empty sprite without texture. You can call setTexture method subsequently.
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*
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* @return An empty sprite object that is marked as autoreleased.
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*/
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static CCSprite* create();
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/**
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* Creates a sprite with an image filename.
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*
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* After creation, the rect of sprite will be the size of the image,
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* and the offset will be (0,0).
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*
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* @param pszFileName The string which indicates a path to image file, e.g., "scene1/monster.png".
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static CCSprite* create(const char *pszFileName);
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/**
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* Creates a sprite with an image filename and a rect.
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*
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* @param pszFileName The string wich indicates a path to image file, e.g., "scene1/monster.png"
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* @param rect Only the contents inside rect of pszFileName's texture will be applied for this sprite.
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static CCSprite* create(const char *pszFileName, const CCRect& rect);
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/**
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* Creates a sprite with an exsiting texture contained in a CCTexture2D object
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* After creation, the rect will be the size of the texture, and the offset will be (0,0).
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*
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* @param pTexture A pointer to a CCTexture2D object.
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static CCSprite* createWithTexture(CCTexture2D *pTexture);
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/**
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* Creates a sprite with a texture and a rect.
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*
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* After creation, the offset will be (0,0).
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*
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* @param pTexture A pointer to an existing CCTexture2D object.
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* You can use a CCTexture2D object for many sprites.
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* @param rect Only the contents inside the rect of this texture will be applied for this sprite.
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static CCSprite* createWithTexture(CCTexture2D *pTexture, const CCRect& rect);
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/**
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* Creates a sprite with an sprite frame.
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*
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* @param pSpriteFrame A sprite frame which involves a texture and a rect
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static CCSprite* createWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
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/**
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* Creates a sprite with an sprite frame name.
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*
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* A CCSpriteFrame will be fetched from the CCSpriteFrameCache by pszSpriteFrameName param.
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* If the CCSpriteFrame doesn't exist it will raise an exception.
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*
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* @param pszSpriteFrameName A null terminated string which indicates the sprite frame name.
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* @return A valid sprite object that is marked as autoreleased.
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*/
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static CCSprite* createWithSpriteFrameName(const char *pszSpriteFrameName);
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/// @} end of creators group
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/// @{
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/// @name Initializers
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/**
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* Default constructor
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* @js ctor
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*/
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CCSprite(void);
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GEODE_ZERO_CONSTRUCTOR(CCSprite, CCNodeRGBA)
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/**
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* Default destructor
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* @js NA
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* @lua NA
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*/
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virtual ~CCSprite(void);
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/**
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* Initializes an empty sprite with nothing init.
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*/
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virtual bool init(void);
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/**
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* Initializes a sprite with a texture.
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*
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* After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
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*
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* @param pTexture A pointer to an existing CCTexture2D object.
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* You can use a CCTexture2D object for many sprites.
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(CCTexture2D *pTexture);
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/**
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* Initializes a sprite with a texture and a rect.
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*
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* After initialization, the offset will be (0,0).
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*
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* @param pTexture A pointer to an exisiting CCTexture2D object.
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* You can use a CCTexture2D object for many sprites.
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* @param rect Only the contents inside rect of this texture will be applied for this sprite.
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect);
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/**
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* Initializes a sprite with a texture and a rect in points, optionally rotated.
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*
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* After initialization, the offset will be (0,0).
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* @note This is the designated initializer.
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*
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* @param pTexture A CCTexture2D object whose texture will be applied to this sprite.
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* @param rect A rectangle assigned the contents of texture.
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* @param rotated Whether or not the texture rectangle is rotated.
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect, bool rotated);
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/**
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* Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite
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*
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* @param pSpriteFrame A CCSpriteFrame object. It should includes a valid texture and a rect
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
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/**
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* Initializes a sprite with an sprite frame name.
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*
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* A CCSpriteFrame will be fetched from the CCSpriteFrameCache by name.
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* If the CCSpriteFrame doesn't exist it will raise an exception.
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*
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* @param pszSpriteFrameName A key string that can fected a volid CCSpriteFrame from CCSpriteFrameCache
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* @return true if the sprite is initialized properly, false otherwise.
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*/
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virtual bool initWithSpriteFrameName(const char *pszSpriteFrameName);
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/**
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* Initializes a sprite with an image filename.
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*
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* This method will find pszFilename from local file system, load its content to CCTexture2D,
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* then use CCTexture2D to create a sprite.
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* After initialization, the rect used will be the size of the image. The offset will be (0,0).
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*
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* @param pszFilename The path to an image file in local file system
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* @return true if the sprite is initialized properly, false otherwise.
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* @js init
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*/
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virtual bool initWithFile(const char *pszFilename);
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/**
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* Initializes a sprite with an image filename, and a rect.
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*
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* This method will find pszFilename from local file system, load its content to CCTexture2D,
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* then use CCTexture2D to create a sprite.
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* After initialization, the offset will be (0,0).
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*
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* @param pszFilename The path to an image file in local file system.
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* @param rect The rectangle assigned the content area from texture.
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* @return true if the sprite is initialized properly, false otherwise.
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* @js init
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*/
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virtual bool initWithFile(const char *pszFilename, const CCRect& rect);
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/// @} end of initializers
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/// @{
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/// @name Functions inherited from CCTextureProtocol
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virtual void setTexture(CCTexture2D *texture);
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virtual CCTexture2D* getTexture(void);
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inline void setBlendFunc(ccBlendFunc blendFunc) { m_sBlendFunc = blendFunc; }
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/**
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* @js NA
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*/
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inline ccBlendFunc getBlendFunc(void) { return m_sBlendFunc; }
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/// @}
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RT_ADD(
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virtual void setChildColor(const ccColor3B&);
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virtual void setChildOpacity(GLubyte);
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)
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/// @{
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/// @name Functions inherited from CCNode
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virtual void setScaleX(float fScaleX);
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virtual void setScaleY(float fScaleY);
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/**
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* @lua NA
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*/
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virtual void setPosition(const CCPoint& pos);
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virtual void setRotation(float fRotation);
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virtual void setRotationX(float fRotationX);
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virtual void setRotationY(float fRotationY);
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virtual void setSkewX(float sx);
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virtual void setSkewY(float sy);
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virtual void removeChild(CCNode* pChild, bool bCleanup);
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virtual void removeAllChildrenWithCleanup(bool bCleanup);
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virtual void reorderChild(CCNode *pChild, int zOrder);
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virtual void addChild(CCNode *pChild);
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virtual void addChild(CCNode *pChild, int zOrder);
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virtual void addChild(CCNode *pChild, int zOrder, int tag);
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virtual void sortAllChildren();
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virtual void setScale(float fScale);
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virtual void setVertexZ(float fVertexZ);
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virtual void setAnchorPoint(const CCPoint& anchor);
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virtual void ignoreAnchorPointForPosition(bool value);
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virtual void setVisible(bool bVisible);
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virtual void draw(void);
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/// @}
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/// @{
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/// @name Functions inherited from CCNodeRGBA
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virtual void setColor(const ccColor3B& color3);
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virtual void updateDisplayedColor(const ccColor3B& parentColor);
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virtual void setOpacity(GLubyte opacity);
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virtual void setOpacityModifyRGB(bool modify);
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virtual bool isOpacityModifyRGB(void);
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virtual void updateDisplayedOpacity(GLubyte parentOpacity);
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/// @}
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/// @{
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/// @name BatchNode methods
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/**
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* Updates the quad according the rotation, position, scale values.
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*/
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virtual void updateTransform(void);
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/**
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* Returns the batch node object if this sprite is rendered by CCSpriteBatchNode
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*
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* @return The CCSpriteBatchNode object if this sprite is rendered by CCSpriteBatchNode,
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* NULL if the sprite isn't used batch node.
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*/
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virtual CCSpriteBatchNode* getBatchNode(void);
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/**
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* Sets the batch node to sprite
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* @warning This method is not recommended for game developers. Sample code for using batch node
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* @code
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* CCSpriteBatchNode *batch = CCSpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
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* CCSprite *sprite = CCSprite::createWithTexture(batch->getTexture(), CCRectMake(0, 0, 57, 57));
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* batch->addChild(sprite);
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* layer->addChild(batch);
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* @endcode
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*/
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virtual void setBatchNode(CCSpriteBatchNode *pobSpriteBatchNode);
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/// @} end of BatchNode methods
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RT_ADD(
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virtual void refreshTextureRect(void);
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)
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/// @{
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/// @name Texture methods
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/**
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* Updates the texture rect of the CCSprite in points.
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* It will call setTextureRect:rotated:untrimmedSize with rotated = NO, and utrimmedSize = rect.size.
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*/
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virtual void setTextureRect(const CCRect& rect);
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/**
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* Sets the texture rect, rectRotated and untrimmed size of the CCSprite in points.
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* It will update the texture coordinates and the vertex rectangle.
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*/
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virtual void setTextureRect(const CCRect& rect, bool rotated, const CCSize& untrimmedSize);
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/**
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* Sets the vertex rect.
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* It will be called internally by setTextureRect.
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* Useful if you want to create 2x images from SD images in Retina Display.
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* Do not call it manually. Use setTextureRect instead.
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*/
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virtual void setVertexRect(const CCRect& rect);
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/// @} end of texture methods
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/// @{
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/// @name Frames methods
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/**
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* Sets a new display frame to the CCSprite.
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*/
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virtual void setDisplayFrame(CCSpriteFrame *pNewFrame);
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/**
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* Returns whether or not a CCSpriteFrame is being displayed
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*/
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virtual bool isFrameDisplayed(CCSpriteFrame *pFrame);
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/**
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* Returns the current displayed frame.
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* @js NA
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*/
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virtual CCSpriteFrame* displayFrame(void);
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/// @} End of frames methods
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/// @{
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/// @name Animation methods
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/**
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* Changes the display frame with animation name and index.
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* The animation name will be get from the CCAnimationCache
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*/
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virtual void setDisplayFrameWithAnimationName(const char *animationName, int frameIndex);
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/// @}
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/// @{
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/// @name Sprite Properties' setter/getters
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/**
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* Whether or not the Sprite needs to be updated in the Atlas.
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*
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* @return true if the sprite needs to be updated in the Atlas, false otherwise.
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*/
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inline virtual bool isDirty(void) { return m_bDirty; }
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/**
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* Makes the Sprite to be updated in the Atlas.
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*/
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inline virtual void setDirty(bool bDirty) { m_bDirty = bDirty; }
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/**
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* Returns the quad (tex coords, vertex coords and color) information.
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* @js NA
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*/
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inline ccV3F_C4B_T2F_Quad getQuad(void) { return m_sQuad; }
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/**
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* Returns whether or not the texture rectangle is rotated.
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*/
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inline bool isTextureRectRotated(void) { return m_bRectRotated; }
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/**
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* Returns the index used on the TextureAtlas.
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*/
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inline unsigned int getAtlasIndex(void) { return m_uAtlasIndex; }
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/**
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* Sets the index used on the TextureAtlas.
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* @warning Don't modify this value unless you know what you are doing
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*/
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inline void setAtlasIndex(unsigned int uAtlasIndex) { m_uAtlasIndex = uAtlasIndex; }
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/**
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* Returns the rect of the CCSprite in points
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*/
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inline const CCRect& getTextureRect(void) { return m_obRect; }
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/**
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* Gets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode
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*/
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inline CCTextureAtlas* getTextureAtlas(void) { return m_pobTextureAtlas; }
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/**
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* Sets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode
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*/
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inline void setTextureAtlas(CCTextureAtlas *pobTextureAtlas) { m_pobTextureAtlas = pobTextureAtlas; }
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/**
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* Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
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*/
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inline const CCPoint& getOffsetPosition(void) { return m_obOffsetPosition; }
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/**
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* Returns the flag which indicates whether the sprite is flipped horizontally or not.
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*
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* It only flips the texture of the sprite, and not the texture of the sprite'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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* sprite->setScaleX(sprite->getScaleX() * -1);
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*
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* @return true if the sprite is flipped horizaontally, false otherwise.
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* @js isFlippedX
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*/
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bool isFlipX(void);
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/**
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* Sets whether the sprite should be flipped horizontally or not.
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*
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* @param bFlipX true if the sprite should be flipped horizaontally, false otherwise.
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*/
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void setFlipX(bool bFlipX);
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/**
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* Return the flag which indicates whether the sprite is flipped vertically or not.
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*
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* It only flips the texture of the sprite, and not the texture of the sprite'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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* sprite->setScaleY(sprite->getScaleY() * -1);
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*
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* @return true if the sprite is flipped vertically, flase otherwise.
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* @js isFlippedY
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*/
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bool isFlipY(void);
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/**
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* Sets whether the sprite should be flipped vertically or not.
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*
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* @param bFlipY true if the sprite should be flipped vertically, flase otherwise.
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*/
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void setFlipY(bool bFlipY);
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/// @} End of Sprite properties getter/setters
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protected:
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void updateColor(void);
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RT_REMOVE( virtual void setTextureCoords(CCRect rect); )
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RT_ADD( virtual void setTextureCoords(const CCRect& rect); )
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virtual void updateBlendFunc(void);
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virtual void setReorderChildDirtyRecursively(void);
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virtual void setDirtyRecursively(bool bValue);
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//
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// Data used when the sprite is rendered using a CCSpriteSheet
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//
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CCTextureAtlas* m_pobTextureAtlas; /// CCSpriteBatchNode texture atlas (weak reference)
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unsigned int m_uAtlasIndex; /// Absolute (real) Index on the SpriteSheet
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CCSpriteBatchNode* m_pobBatchNode; /// Used batch node (weak reference)
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bool m_bDirty; /// Whether the sprite needs to be updated
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bool m_bRecursiveDirty; /// Whether all of the sprite's children needs to be updated
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bool m_bHasChildren; /// Whether the sprite contains children
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bool m_bShouldBeHidden; /// should not be drawn because one of the ancestors is not visible
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CCAffineTransform m_transformToBatch;
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//
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// Data used when the sprite is self-rendered
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//
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ccBlendFunc m_sBlendFunc; /// It's required for CCTextureProtocol inheritance
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CCTexture2D* m_pobTexture; /// CCTexture2D object that is used to render the sprite
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//
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// Shared data
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//
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// texture
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CCRect m_obRect; /// Retangle of CCTexture2D
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bool m_bRectRotated; /// Whether the texture is rotated
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// Offset Position (used by Zwoptex)
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CCPoint m_obOffsetPosition;
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CCPoint m_obUnflippedOffsetPositionFromCenter;
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// vertex coords, texture coords and color info
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ccV3F_C4B_T2F_Quad m_sQuad;
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// opacity and RGB protocol
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bool m_bOpacityModifyRGB;
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// image is flipped
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bool m_bFlipX; /// Whether the sprite is flipped horizaontally or not.
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bool m_bFlipY; /// Whether the sprite is flipped vertically or not.
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RT_ADD(
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CC_SYNTHESIZE_NV(bool, m_bDontDraw, DontDraw);
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CC_SYNTHESIZE_NV(float, m_fTlVertexMod, TlVertexMod);
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CC_SYNTHESIZE_NV(float, m_fTrVertexMod, TrVertexMod);
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CC_SYNTHESIZE_NV(float, m_fBlVertexMod, BlVertexMod);
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CC_SYNTHESIZE_NV(float, m_fBrVertexMod, BrVertexMod);
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PAD(16);
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bool m_bUnknown;
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int m_nUnknown;
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)
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};
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// end of sprite_nodes group
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/// @}
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NS_CC_END
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#endif // __SPITE_NODE_CCSPRITE_H__
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