/cocos2d/CCAtlasNode.h
http://github.com/cocos2d/cocos2d-iphone · C Header · 98 lines · 26 code · 19 blank · 53 comment · 0 complexity · af73a89303459f157b93f3aa8fcd4d0d MD5 · raw file
- /*
- * cocos2d for iPhone: http://www.cocos2d-iphone.org
- *
- * Copyright (c) 2008-2010 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 "CCTextureAtlas.h"
- #import "CCNode.h"
- #import "CCProtocols.h"
- @class CCTexture2D;
- /** CCAtlasNode is a subclass of CCNode that implements the CCRGBAProtocol and
- CCTextureProtocol protocol
- It knows how to render a TextureAtlas object.
- If you are going to render a TextureAtlas consider sub-classing CCAtlasNode (or a subclass of CCAtlasNode)
- All features from CCNode are valid, plus the following features:
- - opacity and RGB colors
- */
- @interface CCAtlasNode : CCNodeRGBA <CCTextureProtocol>
- {
- // texture atlas
- CCTextureAtlas *_textureAtlas;
- // chars per row
- NSUInteger _itemsPerRow;
- // chars per column
- NSUInteger _itemsPerColumn;
- // width of each char
- NSUInteger _itemWidth;
- // height of each char
- NSUInteger _itemHeight;
- // quads to draw
- NSUInteger _quadsToDraw;
- // blend function
- ccBlendFunc _blendFunc;
- // texture RGBA.
- ccColor3B _colorUnmodified;
- BOOL _opacityModifyRGB;
- // color uniform
- GLint _uniformColor;
- }
- /** conforms to CCTextureProtocol protocol */
- @property (nonatomic,readwrite,strong) CCTextureAtlas *textureAtlas;
- /** conforms to CCTextureProtocol protocol */
- @property (nonatomic,readwrite) ccBlendFunc blendFunc;
- /** conforms to CCRGBAProtocol protocol */
- @property (nonatomic,readwrite) ccColor3B color;
- /** how many quads to draw */
- @property (nonatomic,readwrite) NSUInteger quadsToDraw;
- /** creates a CCAtlasNode with an Atlas file the width and height of each item measured in points and the quantity of items to render*/
- +(id) atlasWithTileFile:(NSString*)tile tileWidth:(NSUInteger)w tileHeight:(NSUInteger)h itemsToRender: (NSUInteger) c;
- /** initializes an CCAtlasNode with an Atlas file the width and height of each item measured in points and the quantity of items to render*/
- -(id) initWithTileFile:(NSString*)tile tileWidth:(NSUInteger)w tileHeight:(NSUInteger)h itemsToRender: (NSUInteger) c;
- /** initializes an CCAtlasNode with a texture the width and height of each item measured in points and the quantity of items to render*/
- -(id) initWithTexture:(CCTexture2D*)texture tileWidth:(NSUInteger)w tileHeight:(NSUInteger)h itemsToRender: (NSUInteger) c;
- /** updates the Atlas (indexed vertex array).
- * Shall be overridden in subclasses
- */
- -(void) updateAtlasValues;
- @end