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) 2009 Jason Booth
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Copyright (c) 2009 Robert J Payne
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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 __SPRITE_CCSPRITE_FRAME_CACHE_H__
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#define __SPRITE_CCSPRITE_FRAME_CACHE_H__
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/*
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* To create sprite frames and texture atlas, use this tool:
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* http://zwoptex.zwopple.com/
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*/
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2022-10-17 08:46:36 -04:00
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#include "../sprite_nodes/CCSpriteFrame.h"
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#include "../textures/CCTexture2D.h"
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#include "../cocoa/CCObject.h"
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#include <set>
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#include <string>
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NS_CC_BEGIN
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class CCDictionary;
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class CCArray;
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class CCSprite;
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/**
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* @addtogroup sprite_nodes
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* @{
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*/
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/** @brief Singleton that handles the loading of the sprite frames.
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It saves in a cache the sprite frames.
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@since v0.9
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*/
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class CC_DLL CCSpriteFrameCache : public CCObject
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{
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GEODE_FRIEND_MODIFY
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protected:
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// MARMALADE: Made this protected not private, as deriving from this class is pretty useful
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/**
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* @js ctor
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*/
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CCSpriteFrameCache(void) : m_pSpriteFrames(NULL), m_pSpriteFramesAliases(NULL){}
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public:
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bool init(void);
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/**
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* @js NA
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* @lua NA
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*/
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~CCSpriteFrameCache(void);
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private:
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/*Adds multiple Sprite Frames with a dictionary. The texture will be associated with the created sprite frames.
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*/
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void addSpriteFramesWithDictionary(CCDictionary* pobDictionary, CCTexture2D *pobTexture);
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public:
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/** Adds multiple Sprite Frames from a plist file.
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* A texture will be loaded automatically. The texture name will composed by replacing the .plist suffix with .png
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* If you want to use another texture, you should use the addSpriteFramesWithFile:texture method.
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* @js addSpriteFrames
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*/
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void addSpriteFramesWithFile(const char *pszPlist);
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/** Adds multiple Sprite Frames from a plist file. The texture will be associated with the created sprite frames.
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@since v0.99.5
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@js addSpriteFrames
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*/
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void addSpriteFramesWithFile(const char* plist, const char* textureFileName);
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/** Adds multiple Sprite Frames from a plist file. The texture will be associated with the created sprite frames.
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* @js addSpriteFrames
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*/
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void addSpriteFramesWithFile(const char *pszPlist, CCTexture2D *pobTexture);
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/** Adds an sprite frame with a given name.
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If the name already exists, then the contents of the old name will be replaced with the new one.
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*/
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void addSpriteFrame(CCSpriteFrame *pobFrame, const char *pszFrameName);
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/** Purges the dictionary of loaded sprite frames.
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* Call this method if you receive the "Memory Warning".
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* In the short term: it will free some resources preventing your app from being killed.
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* In the medium term: it will allocate more resources.
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* In the long term: it will be the same.
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*/
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void removeSpriteFrames(void);
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/** Removes unused sprite frames.
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* Sprite Frames that have a retain count of 1 will be deleted.
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* It is convenient to call this method after when starting a new Scene.
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*/
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void removeUnusedSpriteFrames(void);
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/** Deletes an sprite frame from the sprite frame cache.
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* @js getSpriteFrame
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*/
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void removeSpriteFrameByName(const char *pszName);
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/** Removes multiple Sprite Frames from a plist file.
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* Sprite Frames stored in this file will be removed.
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* It is convenient to call this method when a specific texture needs to be removed.
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* @since v0.99.5
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*/
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void removeSpriteFramesFromFile(const char* plist);
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private:
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/** Removes multiple Sprite Frames from CCDictionary.
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* @since v0.99.5
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*/
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void removeSpriteFramesFromDictionary(CCDictionary* dictionary);
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public:
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/** Removes all Sprite Frames associated with the specified textures.
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* It is convenient to call this method when a specific texture needs to be removed.
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* @since v0.995.
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*/
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void removeSpriteFramesFromTexture(CCTexture2D* texture);
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/** Returns an Sprite Frame that was previously added.
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If the name is not found it will return nil.
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You should retain the returned copy if you are going to use it.
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@js getSpriteFrame
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*/
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CCSpriteFrame* spriteFrameByName(const char *pszName);
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public:
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/** Returns the shared instance of the Sprite Frame cache
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* @js getInstance
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*/
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static CCSpriteFrameCache* sharedSpriteFrameCache(void);
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GEODE_ADD(
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static CCSpriteFrameCache* get();
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);
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/** Purges the cache. It releases all the Sprite Frames and the retained instance. */
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static void purgeSharedSpriteFrameCache(void);
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private:
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// MARMALADE: Made this protected not private, as deriving from this class is pretty useful
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// CCSpriteFrameCache(void) : m_pSpriteFrames(NULL), m_pSpriteFramesAliases(NULL){}
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protected:
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CCDictionary* m_pSpriteFrames;
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CCDictionary* m_pSpriteFramesAliases;
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std::set<gd::string>* m_pLoadedFileNames;
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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 // __SPRITE_CCSPRITE_FRAME_CACHE_H__
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