/trunk/MTSTGGameEditor/MTSTGGameEditor/libs/cocos2d/CCSpriteBatchNode.h
http://mz-stg-game.googlecode.com/ · C Header · 125 lines · 31 code · 20 blank · 74 comment · 0 complexity · 865607da85d6f9ab917f1b19a8be827f MD5 · raw file
- /*
- * cocos2d for iPhone: http://www.cocos2d-iphone.org
- *
- * Copyright (C) 2009 Matt Oswald
- *
- * Copyright (c) 2009-2010 Ricardo Quesada
- * Copyright (c) 2011 Zynga Inc.
- *
- * 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.
- *
- */
- #import "CCNode.h"
- #import "CCProtocols.h"
- #import "CCTextureAtlas.h"
- #import "ccMacros.h"
- #pragma mark CCSpriteBatchNode
- @class CCSprite;
- /** CCSpriteBatchNode is like a batch node: if it contains children, it will draw them in 1 single OpenGL call
- * (often known as "batch draw").
- *
- * A CCSpriteBatchNode can reference one and only one texture (one image file, one texture atlas).
- * Only the CCSprites that are contained in that texture can be added to the CCSpriteBatchNode.
- * All CCSprites added to a CCSpriteBatchNode are drawn in one OpenGL ES draw call.
- * If the CCSprites are not added to a CCSpriteBatchNode then an OpenGL ES draw call will be needed for each one, which is less efficient.
- *
- *
- * Limitations:
- * - The only object that is accepted as child (or grandchild, grand-grandchild, etc...) is CCSprite or any subclass of CCSprite. eg: particles, labels and layer can't be added to a CCSpriteBatchNode.
- * - Either all its children are Aliased or Antialiased. It can't be a mix. This is because "alias" is a property of the texture, and all the sprites share the same texture.
- *
- * @since v0.7.1
- */
- @interface CCSpriteBatchNode : CCNode <CCTextureProtocol>
- {
- CCTextureAtlas *textureAtlas_;
- ccBlendFunc blendFunc_;
- // all descendants: chlidren, gran children, etc...
- CCArray *descendants_;
- }
- /** returns the TextureAtlas that is used */
- @property (nonatomic,readwrite,retain) CCTextureAtlas * textureAtlas;
- /** conforms to CCTextureProtocol protocol */
- @property (nonatomic,readwrite) ccBlendFunc blendFunc;
- /** descendants (children, gran children, etc) */
- @property (nonatomic,readonly) CCArray *descendants;
- /** creates a CCSpriteBatchNode with a texture2d and a default capacity of 29 children.
- The capacity will be increased in 33% in runtime if it run out of space.
- */
- +(id)batchNodeWithTexture:(CCTexture2D *)tex;
- /** creates a CCSpriteBatchNode with a texture2d and capacity of children.
- The capacity will be increased in 33% in runtime if it run out of space.
- */
- +(id)batchNodeWithTexture:(CCTexture2D *)tex capacity:(NSUInteger)capacity;
- /** creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) with a default capacity of 29 children.
- The capacity will be increased in 33% in runtime if it run out of space.
- The file will be loaded using the TextureMgr.
- */
- +(id)batchNodeWithFile:(NSString*) fileImage;
- /** creates a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and capacity of children.
- The capacity will be increased in 33% in runtime if it run out of space.
- The file will be loaded using the TextureMgr.
- */
- +(id)batchNodeWithFile:(NSString*)fileImage capacity:(NSUInteger)capacity;
- /** initializes a CCSpriteBatchNode with a texture2d and capacity of children.
- The capacity will be increased in 33% in runtime if it run out of space.
- */
- -(id)initWithTexture:(CCTexture2D *)tex capacity:(NSUInteger)capacity;
- /** initializes a CCSpriteBatchNode with a file image (.png, .jpeg, .pvr, etc) and a capacity of children.
- The capacity will be increased in 33% in runtime if it run out of space.
- The file will be loaded using the TextureMgr.
- */
- -(id)initWithFile:(NSString*)fileImage capacity:(NSUInteger)capacity;
- -(void) increaseAtlasCapacity;
- /** removes a child given a certain index. It will also cleanup the running actions depending on the cleanup parameter.
- @warning Removing a child from a CCSpriteBatchNode is very slow
- */
- -(void)removeChildAtIndex:(NSUInteger)index cleanup:(BOOL)doCleanup;
- /** removes a child given a reference. It will also cleanup the running actions depending on the cleanup parameter.
- @warning Removing a child from a CCSpriteBatchNode is very slow
- */
- -(void)removeChild: (CCSprite *)sprite cleanup:(BOOL)doCleanup;
- -(void) insertChild:(CCSprite*)child inAtlasAtIndex:(NSUInteger)index;
- -(void) appendChild:(CCSprite*)sprite;
- -(void) removeSpriteFromAtlas:(CCSprite*)sprite;
- -(NSUInteger) rebuildIndexInOrder:(CCSprite*)parent atlasIndex:(NSUInteger)index;
- -(NSUInteger) atlasIndexForChild:(CCSprite*)sprite atZ:(NSInteger)z;
- /* Sprites use this to start sortChildren, don't call this manually */
- - (void) reorderBatch:(BOOL) reorder;
- @end