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662a9e99f5
- remove cocos2dx folder - change all include paths in cocos2d to be relative
114 lines
3.9 KiB
C++
Vendored
114 lines
3.9 KiB
C++
Vendored
/****************************************************************************
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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 __CCLABEL_ATLAS_H__
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#define __CCLABEL_ATLAS_H__
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#include "../base_nodes/CCAtlasNode.h"
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NS_CC_BEGIN
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/**
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* @addtogroup GUI
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* @{
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* @addtogroup label
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* @{
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*/
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/** @brief CCLabelAtlas is a subclass of CCAtlasNode.
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It can be as a replacement of CCLabel since it is MUCH faster.
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CCLabelAtlas versus CCLabel:
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- CCLabelAtlas is MUCH faster than CCLabel
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- CCLabelAtlas "characters" have a fixed height and width
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- CCLabelAtlas "characters" can be anything you want since they are taken from an image file
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A more flexible class is CCLabelBMFont. It supports variable width characters and it also has a nice editor.
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*/
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class CC_DLL CCLabelAtlas : public CCAtlasNode, public CCLabelProtocol
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{
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GEODE_FRIEND_MODIFY
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public:
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/**
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* @js ctor
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* @lua NA
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*/
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CCLabelAtlas()
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:m_sString("")
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{}
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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 ~CCLabelAtlas()
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{
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m_sString = "";
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}
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/** creates the CCLabelAtlas with a string, a char map file(the atlas), the width and height of each element and the starting char of the atlas */
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static CCLabelAtlas * create(const char *string, const char *charMapFile, unsigned int itemWidth, unsigned int itemHeight, unsigned int startCharMap);
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/** creates the CCLabelAtlas with a string and a configuration file
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@since v2.0
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@js _create
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*/
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static CCLabelAtlas* create(const char *string, const char *fntFile);
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/** initializes the CCLabelAtlas with a string, a char map file(the atlas), the width and height of each element and the starting char of the atlas */
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bool initWithString(const char *string, const char *charMapFile, unsigned int itemWidth, unsigned int itemHeight, unsigned int startCharMap);
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/** initializes the CCLabelAtlas with a string and a configuration file
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@since v2.0
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*/
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bool initWithString(const char *string, const char *fntFile);
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/** initializes the CCLabelAtlas with a string, a texture, the width and height in points of each element and the starting char of the atlas */
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bool initWithString(const char* string, CCTexture2D* texture, unsigned int itemWidth, unsigned int itemHeight, unsigned int startCharMap);
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// super methods
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virtual void updateAtlasValues();
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virtual void setString(const char *label);
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virtual const char* getString(void);
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#if CC_LABELATLAS_DEBUG_DRAW
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virtual void draw();
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#endif
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protected:
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// string to render
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gd::string m_sString;
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// the first char in the charmap
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unsigned int m_uMapStartChar;
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};
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// end of GUI group
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/// @}
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/// @}
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NS_CC_END
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#endif //__CCLABEL_ATLAS_H__
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