geode/loader/include/Geode/cocos/layers_scenes_transitions_nodes/CCScene.h
2023-03-06 21:20:50 +03:00

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2.5 KiB
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/****************************************************************************
Copyright (c) 2010-2012 cocos2d-x.org
Copyright (c) 2008-2010 Ricardo Quesada
Copyright (c) 2011 Zynga Inc.
http://www.cocos2d-x.org
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
#ifndef __CCSCENE_H__
#define __CCSCENE_H__
#include "../base_nodes/CCNode.h"
NS_CC_BEGIN
/**
* @addtogroup scene
* @{
*/
// geode should use the cocos2d-x-gd imo
class CCScene;
class CC_DLL CCSceneDelegate {
public:
virtual void willSwitchToScene(CCScene* scene) {}
};
/** @brief CCScene is a subclass of CCNode that is used only as an abstract concept.
CCScene an CCNode are almost identical with the difference that CCScene has it's
anchor point (by default) at the center of the screen.
For the moment CCScene has no other logic than that, but in future releases it might have
additional logic.
It is a good practice to use and CCScene as the parent of all your nodes.
*/
class CC_DLL CCScene : public CCNode
{
GEODE_FRIEND_MODIFY
public:
/**
* @js ctor
*/
CCScene();
GEODE_CUSTOM_CONSTRUCTOR_COCOS(CCScene, CCNode)
/**
* @js NA
* @lua NA
*/
virtual ~CCScene();
bool init();
static CCScene *create(void);
RT_ADD(
CCScene(const CCScene&);
CCScene& operator=(const CCScene&);
int getHighestChildZ(void);
CCSceneDelegate* m_pDelegate;
)
};
// end of scene group
/// @}
NS_CC_END
#endif // __CCSCENE_H__