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357 lines
10 KiB
C++
Vendored
357 lines
10 KiB
C++
Vendored
/****************************************************************************
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Copyright (c) 2012 cocos2d-x.org
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Copyright (c) 2010 Sangwoo Im
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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 __CCSCROLLVIEW_H__
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#define __CCSCROLLVIEW_H__
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#include "../../../include/cocos2d.h"
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#include "../../ExtensionMacros.h"
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NS_CC_EXT_BEGIN
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/**
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* @addtogroup GUI
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* @{
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*/
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typedef enum {
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kCCScrollViewDirectionNone = -1,
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kCCScrollViewDirectionHorizontal = 0,
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kCCScrollViewDirectionVertical,
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kCCScrollViewDirectionBoth
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} CCScrollViewDirection;
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class CC_DLL CCScrollView;
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/**
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* @js NA
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* @lua NA
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*/
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class CC_DLL CCScrollViewDelegate
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{
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public:
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virtual ~CCScrollViewDelegate() {}
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virtual void scrollViewDidScroll(CCScrollView* view) = 0;
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virtual void scrollViewDidZoom(CCScrollView* view) = 0;
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};
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/**
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* ScrollView support for cocos2d for iphone.
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* It provides scroll view functionalities to cocos2d projects natively.
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* @lua NA
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*/
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class CC_DLL CCScrollView : public CCLayer
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{
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public:
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/**
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* @js ctor
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*/
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CCScrollView();
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GEODE_CUSTOM_CONSTRUCTOR_COCOS(CCScrollView, 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 ~CCScrollView();
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bool init();
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virtual void registerWithTouchDispatcher();
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/**
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* Returns an autoreleased scroll view object.
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*
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* @param size view size
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* @param container parent object
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* @return autoreleased scroll view object
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*/
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static CCScrollView* create(CCSize size, CCNode* container = NULL);
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/**
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* Returns an autoreleased scroll view object.
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*
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* @param size view size
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* @param container parent object
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* @return autoreleased scroll view object
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*/
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static CCScrollView* create();
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/**
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* Returns a scroll view object
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*
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* @param size view size
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* @param container parent object
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* @return scroll view object
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*/
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bool initWithViewSize(CCSize size, CCNode* container = NULL);
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/**
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* Sets a new content offset. It ignores max/min offset. It just sets what's given. (just like UIKit's UIScrollView)
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*
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* @param offset new offset
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* @param If YES, the view scrolls to the new offset
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*/
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void setContentOffset(CCPoint offset, bool animated = false);
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CCPoint getContentOffset();
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/**
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* Sets a new content offset. It ignores max/min offset. It just sets what's given. (just like UIKit's UIScrollView)
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* You can override the animation duration with this method.
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*
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* @param offset new offset
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* @param animation duration
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*/
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void setContentOffsetInDuration(CCPoint offset, float dt);
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void setZoomScale(float s);
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/**
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* Sets a new scale and does that for a predefined duration.
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*
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* @param s a new scale vale
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* @param animated if YES, scaling is animated
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*/
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void setZoomScale(float s, bool animated);
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float getZoomScale();
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/**
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* Sets a new scale for container in a given duration.
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*
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* @param s a new scale value
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* @param animation duration
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*/
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void setZoomScaleInDuration(float s, float dt);
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/**
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* Returns the current container's minimum offset. You may want this while you animate scrolling by yourself
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*/
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CCPoint minContainerOffset();
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/**
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* Returns the current container's maximum offset. You may want this while you animate scrolling by yourself
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*/
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CCPoint maxContainerOffset();
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/**
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* Determines if a given node's bounding box is in visible bounds
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*
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* @return YES if it is in visible bounds
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*/
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bool isNodeVisible(CCNode * node);
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/**
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* Provided to make scroll view compatible with SWLayer's pause method
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*/
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void pause(CCObject* sender);
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/**
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* Provided to make scroll view compatible with SWLayer's resume method
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*/
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void resume(CCObject* sender);
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bool isDragging() {return m_bDragging;}
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bool isTouchMoved() { return m_bTouchMoved; }
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bool isBounceable() { return m_bBounceable; }
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void setBounceable(bool bBounceable) { m_bBounceable = bBounceable; }
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/**
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* size to clip. CCNode boundingBox uses contentSize directly.
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* It's semantically different what it actually means to common scroll views.
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* Hence, this scroll view will use a separate size property.
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*/
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CCSize getViewSize() { return m_tViewSize; }
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void setViewSize(CCSize size);
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CCNode * getContainer();
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void setContainer(CCNode * pContainer);
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/**
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* direction allowed to scroll. CCScrollViewDirectionBoth by default.
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*/
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CCScrollViewDirection getDirection() { return m_eDirection; }
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virtual void setDirection(CCScrollViewDirection eDirection) { m_eDirection = eDirection; }
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CCScrollViewDelegate* getDelegate() { return m_pDelegate; }
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void setDelegate(CCScrollViewDelegate* pDelegate) { m_pDelegate = pDelegate; }
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/** override functions */
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// optional
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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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virtual void setContentSize(const CCSize & size);
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virtual const CCSize& getContentSize() const;
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void updateInset();
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/**
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* Determines whether it clips its children or not.
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*/
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bool isClippingToBounds() { return m_bClippingToBounds; }
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void setClippingToBounds(bool bClippingToBounds) { m_bClippingToBounds = bClippingToBounds; }
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/**
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* @js NA
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*/
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virtual void visit();
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virtual void addChild(CCNode * child, int zOrder, int tag);
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virtual void addChild(CCNode * child, int zOrder);
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virtual void addChild(CCNode * child);
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void setTouchEnabled(bool e);
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private:
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/**
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* Relocates the container at the proper offset, in bounds of max/min offsets.
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*
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* @param animated If YES, relocation is animated
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*/
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void relocateContainer(bool animated);
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/**
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* implements auto-scrolling behavior. change SCROLL_DEACCEL_RATE as needed to choose
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* deacceleration speed. it must be less than 1.0f.
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*
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* @param dt delta
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*/
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void deaccelerateScrolling(float dt);
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/**
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* This method makes sure auto scrolling causes delegate to invoke its method
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*/
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void performedAnimatedScroll(float dt);
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/**
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* Expire animated scroll delegate calls
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*/
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void stoppedAnimatedScroll(CCNode* node);
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/**
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* clip this view so that outside of the visible bounds can be hidden.
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*/
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void beforeDraw();
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/**
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* retract what's done in beforeDraw so that there's no side effect to
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* other nodes.
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*/
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void afterDraw();
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/**
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* Zoom handling
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*/
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void handleZoom();
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protected:
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CCRect getViewRect();
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/**
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* current zoom scale
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*/
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float m_fZoomScale;
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/**
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* min zoom scale
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*/
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float m_fMinZoomScale;
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/**
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* max zoom scale
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*/
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float m_fMaxZoomScale;
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/**
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* scroll view delegate
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*/
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CCScrollViewDelegate* m_pDelegate;
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CCScrollViewDirection m_eDirection;
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/**
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* If YES, the view is being dragged.
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*/
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bool m_bDragging;
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/**
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* Content offset. Note that left-bottom point is the origin
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*/
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CCPoint m_tContentOffset;
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/**
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* Container holds scroll view contents, Sets the scrollable container object of the scroll view
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*/
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CCNode* m_pContainer;
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/**
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* Determiens whether user touch is moved after begin phase.
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*/
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bool m_bTouchMoved;
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/**
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* max inset point to limit scrolling by touch
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*/
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CCPoint m_fMaxInset;
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/**
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* min inset point to limit scrolling by touch
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*/
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CCPoint m_fMinInset;
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/**
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* Determines whether the scroll view is allowed to bounce or not.
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*/
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bool m_bBounceable;
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bool m_bClippingToBounds;
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/**
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* scroll speed
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*/
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CCPoint m_tScrollDistance;
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/**
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* Touch point
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*/
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CCPoint m_tTouchPoint;
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/**
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* length between two fingers
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*/
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float m_fTouchLength;
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/**
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* UITouch objects to detect multitouch
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*/
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CCArray* m_pTouches;
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/**
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* size to clip. CCNode boundingBox uses contentSize directly.
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* It's semantically different what it actually means to common scroll views.
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* Hence, this scroll view will use a separate size property.
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*/
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CCSize m_tViewSize;
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/**
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* max and min scale
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*/
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float m_fMinScale, m_fMaxScale;
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/**
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* scissor rect for parent, just for restoring GL_SCISSOR_BOX
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*/
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CCRect m_tParentScissorRect;
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bool m_bScissorRestored;
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public:
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enum ScrollViewScriptEventType
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{
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kScrollViewScroll = 0,
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kScrollViewZoom,
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};
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void registerScriptHandler(int nFunID,int nScriptEventType);
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void unregisterScriptHandler(int nScriptEventType);
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int getScriptHandler(int nScriptEventType);
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private:
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gd::map<int,int> m_mapScriptHandler;
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};
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// end of GUI group
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/// @}
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NS_CC_EXT_END
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#endif /* __CCSCROLLVIEW_H__ */
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