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ios/cocos2d/cocos/base/CCProtocols.h 7.67 KB
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  /****************************************************************************
  Copyright (c) 2008-2010 Ricardo Quesada
  Copyright (c) 2010-2012 cocos2d-x.org
  Copyright (c) 2013-2016 Chukong Technologies Inc.
  Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
  
  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 __BASE_CCPROTOCOLS_H__
  #define __BASE_CCPROTOCOLS_H__
  /// @cond DO_NOT_SHOW
  
  #include <string>
  
  #include "base/ccTypes.h"
  #include "renderer/CCTexture2D.h"
  
  NS_CC_BEGIN
  
  /**
   * RGBA protocol that affects Node's color and opacity
   */
  class CC_DLL __RGBAProtocol
  {
  public:
      virtual ~__RGBAProtocol() {}
      
      /**
       * Changes the color with R,G,B bytes
       *
       * @param color Example: Color3B(255,100,0) means R=255, G=100, B=0
       * @js NA
       * @lua NA
       */
      virtual void setColor(const Color3B& color) = 0;
      
      /**
       * Returns color that is currently used.
       *
       * @return The Color3B contains R,G,B bytes.
       * @js NA
       * @lua NA
       */
      virtual const Color3B& getColor() const = 0;
      
      /**
       * Returns the displayed color.
       *
       * @return The Color3B contains R,G,B bytes.
       * @js NA
       * @lua NA
       */
      virtual const Color3B& getDisplayedColor() const = 0;
      
      /**
       * Returns the displayed opacity.
       *
       * @return  The opacity of sprite, from 0 ~ 255
       * @js NA
       * @lua NA
       */
      virtual unsigned char getDisplayedOpacity() const = 0;
      /**
       * Returns the opacity.
       *
       * The opacity which indicates how transparent or opaque this node is.
       * 0 indicates fully transparent and 255 is fully opaque.
       *
       * @return  The opacity of sprite, from 0 ~ 255
       * @js NA
       * @lua NA
       */
      virtual unsigned char getOpacity() const = 0;
      
      /**
       * Changes the opacity.
       *
       * @param opacity   Goes from 0 to 255, where 255 means fully opaque and 0 means fully transparent.
       * @js NA
       * @lua NA
       */
      virtual void setOpacity(unsigned char opacity) = 0;
      
      // optional
      
      /**
       * Changes the OpacityModifyRGB property.
       * If this property is set to true, then the rendered color will be affected by opacity.
       * Normally, r = r * opacity/255, g = g * opacity/255, b = b * opacity/255.
       *
       * @param value If true, then the opacity will be applied as: glColor(R,G,B,opacity);
       *              If false, then the opacity will be applied as: glColor(opacity, opacity, opacity, opacity);
       * @js NA
       * @lua NA
       */
      virtual void setOpacityModifyRGB(bool value) = 0;
      
      /**
       * Returns whether or not the opacity will be applied using glColor(R,G,B,opacity)
       * or glColor(opacity, opacity, opacity, opacity)
       *
       * @return  Returns opacity modify flag.
       * @js NA
       * @lua NA
       */
      virtual bool isOpacityModifyRGB() const = 0;
      
      /**
       *  whether or not color should be propagated to its children.
       * @js NA
       * @lua NA
       */
      virtual bool isCascadeColorEnabled() const = 0;
      /**
       * @js NA
       * @lua NA
       */
      virtual void setCascadeColorEnabled(bool cascadeColorEnabled) = 0;
      
      /**
       *  recursive method that updates display color
       * @js NA
       * @lua NA
       */
      virtual void updateDisplayedColor(const Color3B& color) = 0;
      
      /**
       *  whether or not opacity should be propagated to its children.
       * @js NA
       * @lua NA
       */
      virtual bool isCascadeOpacityEnabled() const = 0;
      /**
       * @js NA
       * @lua NA
       */
      virtual void setCascadeOpacityEnabled(bool cascadeOpacityEnabled) = 0;
      
      /**
       *  recursive method that updates the displayed opacity.
       * @js NA
       * @lua NA
       */
      virtual void updateDisplayedOpacity(unsigned char opacity) = 0;
  };
  
  /**
   * Specify the blending function according glBlendFunc
   * Please refer to glBlendFunc in OpenGL ES Manual
   * http://www.khronos.org/opengles/sdk/docs/man/xhtml/glBlendFunc.xml for more details.
   */
  class CC_DLL BlendProtocol
  {
  public:
      virtual ~BlendProtocol() {}
  
      /**
       * Sets the source blending function.
       *
       * @param blendFunc A structure with source and destination factor to specify pixel arithmetic, 
       *                  e.g. {BlendFactor::ONE, BlendFactor::ONE}, {BlendFactor::SRC_ALPHA, BlendFactor::ONE_MINUS_SRC_ALPHA}.
       * @js NA
       * @lua NA
       */
      virtual void setBlendFunc(const BlendFunc &blendFunc) = 0;
  
      /**
       * Returns the blending function that is currently being used.
       * 
       * @return A BlendFunc structure with source and destination factor which specified pixel arithmetic.
       * @js NA
       * @lua NA
       */
      virtual const BlendFunc &getBlendFunc() const = 0;
  };
  
  /** 
   * Node objects that uses a Texture2D to render the images.
   * The texture can have a blending function.
   * If the texture has alpha premultiplied the default blending function is:
   *   src=BlendFactor::ONE dst= BlendFactor::ONE_MINUS_SRC_ALPHA
   * else
   *   src=BlendFactor::SRC_ALPHA dst= BlendFactor::ONE_MINUS_SRC_ALPHA
   * But you can change the blending function at any time.
   */
  class CC_DLL TextureProtocol : public BlendProtocol
  {
  public:
      virtual ~TextureProtocol() {}
      /**
       * Returns the currently used texture
       *
       * @return  The texture that is currently being used.
       * @js NA
       * @lua NA
       */
      virtual Texture2D* getTexture() const = 0;
  
      /**
       * Sets a new texture. It will be retained.
       *
       * @param   texture A valid Texture2D object, which will be applied to this sprite object.
       * @js NA
       * @lua NA
       */
      virtual void setTexture(Texture2D *texture) = 0;
  };
  
  /**
   * Common interface for Labels
   */
  class CC_DLL LabelProtocol
  {
  public:
      virtual ~LabelProtocol() {}
  
      /**
       * Sets a new label using a string
       *
       * @param label The name of the new label.
       * @js NA
       * @lua NA
       */
      virtual void setString(const std::string &label) = 0;
  
      /** 
       * Returns the string that is currently being used in this label 
       *
       * @return The string that is currently being used in this label
       * @js NA
       * @lua NA
       */
      virtual const std::string& getString() const = 0;
  };
  
  /** 
   * OpenGL projection protocol 
   */
  class CC_DLL DirectorDelegate
  {
  public:
      virtual ~DirectorDelegate() {}
  
      /**
       * Will be called by Director when the projection is updated, and "custom" projection is used
       * @js NA
       * @lua NA
       */
      virtual void updateProjection() = 0;
  };
  
  /**
   * interface for playable items
   */
  class CC_DLL PlayableProtocol
  {
  public:
      virtual ~PlayableProtocol(){}
      
      virtual void start() = 0;
      
      virtual void stop() = 0;
  };
  NS_CC_END
  
  /// @endcond
  #endif // __BASE_CCPROTOCOLS_H__