mirror of
https://github.com/geode-sdk/geode.git
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495 lines
16 KiB
C++
Vendored
495 lines
16 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 __CCLAYER_H__
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#define __CCLAYER_H__
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#include "../base_nodes/CCNode.h"
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#include "../include/CCProtocols.h"
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#include "../touch_dispatcher/CCTouchDelegateProtocol.h"
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#include "../platform/CCAccelerometerDelegate.h"
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#include "../keypad_dispatcher/CCKeypadDelegate.h"
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#include "../robtop/keyboard_dispatcher/CCKeyboardDelegate.h"
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#include "../robtop/mouse_dispatcher/CCMouseDelegate.h"
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#include "../cocoa/CCArray.h"
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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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typedef enum {
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kCCTouchesAllAtOnce,
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kCCTouchesOneByOne,
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} ccTouchesMode;
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/**
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* @addtogroup layer
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* @{
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*/
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class CCTouchScriptHandlerEntry;
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//
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// CCLayer
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//
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/** @brief CCLayer is a subclass of CCNode that implements the TouchEventsDelegate protocol.
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All features from CCNode 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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* @note Robtop Addition: added CCKeyboardDelegate and CCMouseDelegate
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*/
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class CC_DLL CCLayer : public CCNode, public CCTouchDelegate, public CCAccelerometerDelegate, public CCKeypadDelegate, public CCKeyboardDelegate, public CCMouseDelegate
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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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*/
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CCLayer();
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GEODE_CUSTOM_CONSTRUCTOR_COCOS(CCLayer, CCNode)
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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 ~CCLayer();
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virtual bool init();
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/** create one layer */
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static CCLayer *create(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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virtual void onEnter();
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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 void onExit();
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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 void onEnterTransitionDidFinish();
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// default implements are used to call script callback if exist
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virtual bool ccTouchBegan(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchMoved(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchEnded(CCTouch *pTouch, CCEvent *pEvent);
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virtual void ccTouchCancelled(CCTouch *pTouch, CCEvent *pEvent);
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// default implements are used to call script callback if exist
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virtual void ccTouchesBegan(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesMoved(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesEnded(CCSet *pTouches, CCEvent *pEvent);
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virtual void ccTouchesCancelled(CCSet *pTouches, CCEvent *pEvent);
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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 void didAccelerate(CCAcceleration* pAccelerationValue);
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void registerScriptAccelerateHandler(int nHandler);
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void unregisterScriptAccelerateHandler(void);
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/** If isTouchEnabled, this method is called onEnter. Override it to change the
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way CCLayer receives touch events.
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( Default: CCTouchDispatcher::sharedDispatcher()->addStandardDelegate(this,0); )
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Example:
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void CCLayer::registerWithTouchDispatcher()
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{
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CCTouchDispatcher::sharedDispatcher()->addTargetedDelegate(this,INT_MIN+1,true);
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}
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@since v0.8.0
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*/
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virtual void registerWithTouchDispatcher(void);
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/** Register script touch events handler */
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virtual void registerScriptTouchHandler(int nHandler, bool bIsMultiTouches = false, int nPriority = INT_MIN, bool bSwallowsTouches = false);
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/** Unregister script touch events handler */
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virtual void unregisterScriptTouchHandler(void);
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/** whether or not it will receive Touch events.
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You can enable / disable touch events with this property.
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Only the touches of this node will be affected. This "method" is not propagated to it's children.
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@since v0.8.1
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*/
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virtual bool isTouchEnabled();
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virtual void setTouchEnabled(bool value);
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virtual void setTouchMode(ccTouchesMode mode);
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virtual int getTouchMode();
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/** priority of the touch events. Default is 0 */
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virtual void setTouchPriority(int priority);
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virtual int getTouchPriority();
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/** whether or not it will receive Accelerometer events
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You can enable / disable accelerometer events with this property.
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@since v0.8.1
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*/
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virtual bool isAccelerometerEnabled();
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virtual void setAccelerometerEnabled(bool value);
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virtual void setAccelerometerInterval(double interval);
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/** whether or not it will receive keypad events
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You can enable / disable accelerometer events with this property.
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it's new in cocos2d-x
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*/
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virtual bool isKeypadEnabled();
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virtual void setKeypadEnabled(bool value);
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// @note RobTop Addition
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virtual bool isKeyboardEnabled();
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// @note RobTop Addition
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virtual void setKeyboardEnabled(bool value);
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// @note RobTop Addition
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virtual bool isMouseEnabled();
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// @note RobTop Addition
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virtual void setMouseEnabled(bool value);
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/** Register keypad events handler */
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void registerScriptKeypadHandler(int nHandler);
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/** Unregister keypad events handler */
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void unregisterScriptKeypadHandler(void);
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virtual void keyBackClicked(void);
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virtual void keyMenuClicked(void);
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// @note RobTop Addition
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void keyDown(enumKeyCodes);
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// 2.2 additions
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virtual void setPreviousPriority(int);
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virtual int getPreviousPriority();
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inline CCTouchScriptHandlerEntry* getScriptTouchHandlerEntry() { return m_pScriptTouchHandlerEntry; };
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inline CCScriptHandlerEntry* getScriptKeypadHandlerEntry() { return m_pScriptKeypadHandlerEntry; };
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inline CCScriptHandlerEntry* getScriptAccelerateHandlerEntry() { return m_pScriptAccelerateHandlerEntry; };
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protected:
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bool m_bTouchEnabled;
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bool m_bAccelerometerEnabled;
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bool m_bKeypadEnabled;
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// @note RobTop Addition
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bool m_bKeyboardEnabled;
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// @note RobTop Addition
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bool m_bMouseEnabled;
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private:
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// Script touch events handler
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CCTouchScriptHandlerEntry* m_pScriptTouchHandlerEntry;
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CCScriptHandlerEntry* m_pScriptKeypadHandlerEntry;
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CCScriptHandlerEntry* m_pScriptAccelerateHandlerEntry;
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int m_nTouchPriority;
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ccTouchesMode m_eTouchMode;
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// 2.2 additions
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int m_uPreviousPriority; // no idea
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int excuteScriptTouchHandler(int nEventType, CCTouch *pTouch);
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int excuteScriptTouchHandler(int nEventType, CCSet *pTouches);
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};
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#if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) || (CC_TARGET_PLATFORM == CC_PLATFORM_MAC)
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#pragma mark -
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#pragma mark CCLayerRGBA
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#endif
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/** CCLayerRGBA is a subclass of CCLayer that implements the CCRGBAProtocol protocol using a solid color as the background.
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All features from CCLayer are valid, plus the following new features that propagate into children that conform to the CCRGBAProtocol:
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- opacity
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- RGB colors
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@since 2.1
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*/
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class CC_DLL CCLayerRGBA : public CCLayer, public CCRGBAProtocol
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{
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GEODE_FRIEND_MODIFY
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public:
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CREATE_FUNC(CCLayerRGBA);
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/**
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* @js ctor
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*/
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CCLayerRGBA();
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GEODE_CUSTOM_CONSTRUCTOR_COCOS(CCLayerRGBA, CCLayer)
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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 ~CCLayerRGBA();
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virtual bool init();
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virtual GLubyte getOpacity();
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virtual GLubyte getDisplayedOpacity();
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virtual void setOpacity(GLubyte opacity);
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virtual void updateDisplayedOpacity(GLubyte parentOpacity);
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virtual bool isCascadeOpacityEnabled();
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virtual void setCascadeOpacityEnabled(bool cascadeOpacityEnabled);
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virtual const ccColor3B& getColor();
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virtual const ccColor3B& getDisplayedColor();
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virtual void setColor(const ccColor3B& color);
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virtual void updateDisplayedColor(const ccColor3B& parentColor);
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virtual bool isCascadeColorEnabled();
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virtual void setCascadeColorEnabled(bool cascadeColorEnabled);
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virtual void setOpacityModifyRGB(bool bValue) {CC_UNUSED_PARAM(bValue);}
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virtual bool isOpacityModifyRGB() { return false; }
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protected:
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GLubyte _displayedOpacity, _realOpacity;
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ccColor3B _displayedColor, _realColor;
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bool _cascadeOpacityEnabled, _cascadeColorEnabled;
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};
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//
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// CCLayerColor
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//
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/** @brief CCLayerColor is a subclass of CCLayer that implements the CCRGBAProtocol protocol.
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All features from CCLayer 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 CCLayerColor : public CCLayerRGBA, public CCBlendProtocol
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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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protected:
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ccVertex2F m_pSquareVertices[4];
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ccColor4F m_pSquareColors[4];
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public:
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/**
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* @js ctor
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*/
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CCLayerColor();
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GEODE_CUSTOM_CONSTRUCTOR_COCOS(CCLayerColor, CCLayerRGBA)
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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 ~CCLayerColor();
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virtual void draw();
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virtual void setContentSize(const CCSize & var);
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static CCLayerColor* create();
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/** creates a CCLayer with color, width and height in Points */
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static CCLayerColor * create(const ccColor4B& color, GLfloat width, GLfloat height);
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/** creates a CCLayer with color. Width and height are the window size. */
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static CCLayerColor * create(const ccColor4B& color);
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virtual bool init();
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/** initializes a CCLayer with color, width and height in Points */
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virtual bool initWithColor(const ccColor4B& color, GLfloat width, GLfloat height);
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/** initializes a CCLayer with color. Width and height are the window size. */
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virtual bool initWithColor(const ccColor4B& color);
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/** change width in Points*/
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void changeWidth(GLfloat w);
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/** change height in Points*/
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void changeHeight(GLfloat h);
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/** change width and height in Points
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@since v0.8
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*/
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void changeWidthAndHeight(GLfloat w ,GLfloat h);
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/** BlendFunction. Conforms to CCBlendProtocol protocol */
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CC_PROPERTY(ccBlendFunc, m_tBlendFunc, BlendFunc)
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virtual void setColor(const ccColor3B &color);
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virtual void setOpacity(GLubyte opacity);
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void addToVertices(cocos2d::CCPoint, cocos2d::CCPoint, cocos2d::CCPoint);
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void setVertices(cocos2d::CCPoint, cocos2d::CCPoint, cocos2d::CCPoint);
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protected:
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virtual void updateColor();
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};
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//
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// CCLayerGradient
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//
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/** @brief CCLayerGradient is a subclass of CCLayerColor that draws gradients across the background.
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All features from CCLayerColor 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 CCLayerGradient : public CCLayerColor
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{
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GEODE_FRIEND_MODIFY
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public:
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GEODE_CUSTOM_CONSTRUCTOR_COCOS(CCLayerGradient, CCLayerColor)
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CCLayerGradient() {}
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/** Creates a full-screen CCLayer with a gradient between start and end. */
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static CCLayerGradient* create(const ccColor4B& start, const ccColor4B& end);
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/** Creates a full-screen CCLayer with a gradient between start and end in the direction of v. */
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static CCLayerGradient* create(const ccColor4B& start, const ccColor4B& end, const CCPoint& v);
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virtual bool init();
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virtual void updateColor();
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/** Initializes the CCLayer with a gradient between start and end.
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* @js init
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*/
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virtual bool initWithColor(const ccColor4B& start, const ccColor4B& end);
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/** Initializes the CCLayer with a gradient between start and end in the direction of v.
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* @js init
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*/
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virtual bool initWithColor(const ccColor4B& start, const ccColor4B& end, const CCPoint& v);
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CC_PROPERTY_PASS_BY_REF(ccColor3B, m_startColor, StartColor)
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CC_PROPERTY_PASS_BY_REF(ccColor3B, m_endColor, EndColor)
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CC_PROPERTY(GLubyte, m_cStartOpacity, StartOpacity)
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CC_PROPERTY(GLubyte, m_cEndOpacity, EndOpacity)
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CC_PROPERTY_PASS_BY_REF(CCPoint, m_AlongVector, Vector)
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bool getShouldPremultiply() const;
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void setShouldPremultiply(bool);
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void setValues(cocos2d::_ccColor3B const&, unsigned char, cocos2d::_ccColor3B const&, unsigned char, cocos2d::CCPoint const&);
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/** Whether or not the interpolation will be compressed in order to display all the colors of the gradient both in canonical and non canonical vectors
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Default: YES
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*/
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protected:
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bool m_bCompressedInterpolation;
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public:
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virtual void setCompressedInterpolation(bool bCompressedInterpolation);
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virtual bool isCompressedInterpolation();
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static CCLayerGradient* create();
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};
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/** @brief CCMultipleLayer is a CCLayer 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 CCLayerMultiplex : public CCLayer
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{
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GEODE_FRIEND_MODIFY
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protected:
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unsigned int m_nEnabledLayer;
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CCArray* m_pLayers;
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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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CCLayerMultiplex();
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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 ~CCLayerMultiplex();
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/**
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* @js NA
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*/
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static CCLayerMultiplex* create();
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/** creates a CCMultiplexLayer 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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static CCLayerMultiplex* createWithArray(CCArray* arrayOfLayers);
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/** creates a CCLayerMultiplex with one or more layers using a variable argument list.
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* @lua NA
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*/
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static CCLayerMultiplex * create(CCLayer* layer, ... );
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/**
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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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*/
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static CCLayerMultiplex * createWithLayer(CCLayer* layer);
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void addLayer(CCLayer* layer);
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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(CCLayer* layer, va_list params);
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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:YES'.
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*/
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/** initializes a CCMultiplexLayer with an array of layers
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* @since v2.1
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* @lua NA
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*/
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bool initWithArray(CCArray* arrayOfLayers);
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void switchTo(unsigned int n);
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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:YES'.
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*/
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void switchToAndReleaseMe(unsigned int n);
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};
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// end of layer group
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/// @}
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NS_CC_END
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#endif // __CCLAYER_H__
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