#ifndef __SPITE_NODE_CCSPRITE_H__
#define __SPITE_NODE_CCSPRITE_H__
#include "base_nodes/CCNode.h"
#include "CCProtocols.h"
#include "textures/CCTextureAtlas.h"
#include "ccTypes.h"
#include "cocoa/CCDictionary.h"
#include <string>
#ifdef EMSCRIPTEN
#include "base_nodes/CCGLBufferedNode.h"
#endif // EMSCRIPTEN
NS_CC_BEGIN
class CCSpriteBatchNode;
class CCSpriteFrame;
class CCAnimation;
class CCRect;
class CCPoint;
class CCSize;
class CCTexture2D;
struct transformValues_;
/**
* @addtogroup sprite_nodes
* @{
*/
#define CCSpriteIndexNotInitialized 0xffffffff /// CCSprite invalid index on the CCSpriteBatchNode
/**
* CCSprite is a 2d image (http://en.wikipedia.org/wiki/Sprite_(computer_graphics) )
*
* CCSprite can be created with an image, or with a sub-rectangle of an image.
*
* If the parent or any of its ancestors is a CCSpriteBatchNode then the following features/limitations are valid
* - Features when the parent is a CCBatchNode:
* - MUCH faster rendering, specially if the CCSpriteBatchNode has many children. All the children will be drawn in a single batch.
*
* - Limitations
* - Camera is not supported yet (eg: CCOrbitCamera action doesn't work)
* - GridBase actions are not supported (eg: CCLens, CCRipple, CCTwirl)
* - The Alias/Antialias property belongs to CCSpriteBatchNode, so you can't individually set the aliased property.
* - The Blending function property belongs to CCSpriteBatchNode, so you can't individually set the blending function property.
* - Parallax scroller is not supported, but can be simulated with a "proxy" sprite.
*
* If the parent is an standard CCNode, then CCSprite behaves like any other CCNode:
* - It supports blending functions
* - It supports aliasing / antialiasing
* - But the rendering will be slower: 1 draw per children.
*
* The default anchorPoint in CCSprite is (0.5, 0.5).
*/
class CC_DLL CCSprite : public CCNodeRGBA, public CCTextureProtocol
#ifdef EMSCRIPTEN
, public CCGLBufferedNode
#endif // EMSCRIPTEN
{
public:
/// @{
/// @name Creators
/**
* Creates an empty sprite without texture. You can call setTexture method subsequently.
*
* @return An empty sprite object that is marked as autoreleased.
*/
static CCSprite* create();
/**
* Creates a sprite with an image filename.
*
* After creation, the rect of sprite will be the size of the image,
* and the offset will be (0,0).
*
* @param pszFileName The string which indicates a path to image file, e.g., "scene1/monster.png".
* @return A valid sprite object that is marked as autoreleased.
*/
static CCSprite* create(const char *pszFileName);
/**
* Creates a sprite with an image filename and a rect.
*
* @param pszFileName The string wich indicates a path to image file, e.g., "scene1/monster.png"
* @param rect Only the contents inside rect of pszFileName's texture will be applied for this sprite.
* @return A valid sprite object that is marked as autoreleased.
*/
static CCSprite* create(const char *pszFileName, const CCRect& rect);
/**
* Creates a sprite with an exsiting texture contained in a CCTexture2D object
* After creation, the rect will be the size of the texture, and the offset will be (0,0).
*
* @param pTexture A pointer to a CCTexture2D object.
* @return A valid sprite object that is marked as autoreleased.
*/
static CCSprite* createWithTexture(CCTexture2D *pTexture);
/**
* Creates a sprite with a texture and a rect.
*
* After creation, the offset will be (0,0).
*
* @param pTexture A pointer to an existing CCTexture2D object.
* You can use a CCTexture2D object for many sprites.
* @param rect Only the contents inside the rect of this texture will be applied for this sprite.
* @return A valid sprite object that is marked as autoreleased.
*/
static CCSprite* createWithTexture(CCTexture2D *pTexture, const CCRect& rect);
/**
* Creates a sprite with an sprite frame.
*
* @param pSpriteFrame A sprite frame which involves a texture and a rect
* @return A valid sprite object that is marked as autoreleased.
*/
static CCSprite* createWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
/**
* Creates a sprite with an sprite frame name.
*
* A CCSpriteFrame will be fetched from the CCSpriteFrameCache by pszSpriteFrameName param.
* If the CCSpriteFrame doesn't exist it will raise an exception.
*
* @param pszSpriteFrameName A null terminated string which indicates the sprite frame name.
* @return A valid sprite object that is marked as autoreleased.
*/
static CCSprite* createWithSpriteFrameName(const char *pszSpriteFrameName);
/// @} end of creators group
/// @{
/// @name Initializers
/**
* Default constructor
*/
CCSprite(void);
/**
* Default destructor
*/
virtual ~CCSprite(void);
/**
* Initializes an empty sprite with nothing init.
*/
virtual bool init(void);
/**
* Initializes a sprite with a texture.
*
* After initialization, the rect used will be the size of the texture, and the offset will be (0,0).
*
* @param pTexture A pointer to an existing CCTexture2D object.
* You can use a CCTexture2D object for many sprites.
* @return true if the sprite is initialized properly, false otherwise.
*/
virtual bool initWithTexture(CCTexture2D *pTexture);
/**
* Initializes a sprite with a texture and a rect.
*
* After initialization, the offset will be (0,0).
*
* @param pTexture A pointer to an exisiting CCTexture2D object.
* You can use a CCTexture2D object for many sprites.
* @param rect Only the contents inside rect of this texture will be applied for this sprite.
* @return true if the sprite is initialized properly, false otherwise.
*/
virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect);
/**
* Initializes a sprite with a texture and a rect in points, optionally rotated.
*
* After initialization, the offset will be (0,0).
* @note This is the designated initializer.
*
* @param pTexture A CCTexture2D object whose texture will be applied to this sprite.
* @param rect A rectangle assigned the contents of texture.
* @param rotated Whether or not the texture rectangle is rotated.
* @return true if the sprite is initialized properly, false otherwise.
*/
virtual bool initWithTexture(CCTexture2D *pTexture, const CCRect& rect, bool rotated);
/**
* Initializes a sprite with an SpriteFrame. The texture and rect in SpriteFrame will be applied on this sprite
*
* @param pSpriteFrame A CCSpriteFrame object. It should includes a valid texture and a rect
* @return true if the sprite is initialized properly, false otherwise.
*/
virtual bool initWithSpriteFrame(CCSpriteFrame *pSpriteFrame);
/**
* Initializes a sprite with an sprite frame name.
*
* A CCSpriteFrame will be fetched from the CCSpriteFrameCache by name.
* If the CCSpriteFrame doesn't exist it will raise an exception.
*
* @param pszSpriteFrameName A key string that can fected a volid CCSpriteFrame from CCSpriteFrameCache
* @return true if the sprite is initialized properly, false otherwise.
*/
virtual bool initWithSpriteFrameName(const char *pszSpriteFrameName);
/**
* Initializes a sprite with an image filename.
*
* This method will find pszFilename from local file system, load its content to CCTexture2D,
* then use CCTexture2D to create a sprite.
* After initialization, the rect used will be the size of the image. The offset will be (0,0).
*
* @param pszFilename The path to an image file in local file system
* @return true if the sprite is initialized properly, false otherwise.
*/
virtual bool initWithFile(const char *pszFilename);
/**
* Initializes a sprite with an image filename, and a rect.
*
* This method will find pszFilename from local file system, load its content to CCTexture2D,
* then use CCTexture2D to create a sprite.
* After initialization, the offset will be (0,0).
*
* @param pszFilename The path to an image file in local file system.
* @param rect The rectangle assigned the content area from texture.
* @return true if the sprite is initialized properly, false otherwise.
*/
virtual bool initWithFile(const char *pszFilename, const CCRect& rect);
/// @} end of initializers
/// @{
/// @name Functions inherited from CCTextureProtocol
virtual void setTexture(CCTexture2D *texture);
virtual CCTexture2D* getTexture(void);
inline void setBlendFunc(ccBlendFunc blendFunc) { m_sBlendFunc = blendFunc; }
inline ccBlendFunc getBlendFunc(void) { return m_sBlendFunc; }
/// @}
/// @{
/// @name Functions inherited from CCNode
virtual void setScaleX(float fScaleX);
virtual void setScaleY(float fScaleY);
virtual void setPosition(const CCPoint& pos);
virtual void setRotation(float fRotation);
virtual void setRotationX(float fRotationX);
virtual void setRotationY(float fRotationY);
virtual void setSkewX(float sx);
virtual void setSkewY(float sy);
virtual void removeChild(CCNode* pChild, bool bCleanup);
virtual void removeAllChildrenWithCleanup(bool bCleanup);
virtual void reorderChild(CCNode *pChild, int zOrder);
virtual void addChild(CCNode *pChild);
virtual void addChild(CCNode *pChild, int zOrder);
virtual void addChild(CCNode *pChild, int zOrder, int tag);
virtual void sortAllChildren();
virtual void setScale(float fScale);
virtual void setVertexZ(float fVertexZ);
virtual void setAnchorPoint(const CCPoint& anchor);
virtual void ignoreAnchorPointForPosition(bool value);
virtual void setVisible(bool bVisible);
virtual void draw(void);
/// @}
/// @{
/// @name Functions inherited from CCNodeRGBA
virtual void setColor(const ccColor3B& color3);
virtual void updateDisplayedColor(const ccColor3B& parentColor);
virtual void setOpacity(GLubyte opacity);
virtual void setOpacityModifyRGB(bool modify);
virtual bool isOpacityModifyRGB(void);
virtual void updateDisplayedOpacity(GLubyte parentOpacity);
/// @}
/// @{
/// @name BatchNode methods
/**
* Updates the quad according the rotation, position, scale values.
*/
virtual void updateTransform(void);
/**
* Returns the batch node object if this sprite is rendered by CCSpriteBatchNode
*
* @return The CCSpriteBatchNode object if this sprite is rendered by CCSpriteBatchNode,
* NULL if the sprite isn't used batch node.
*/
virtual CCSpriteBatchNode* getBatchNode(void);
/**
* Sets the batch node to sprite
* @warning This method is not recommended for game developers. Sample code for using batch node
* @code
* CCSpriteBatchNode *batch = CCSpriteBatchNode::create("Images/grossini_dance_atlas.png", 15);
* CCSprite *sprite = CCSprite::createWithTexture(batch->getTexture(), CCRectMake(0, 0, 57, 57));
* batch->addChild(sprite);
* layer->addChild(batch);
* @endcode
*/
virtual void setBatchNode(CCSpriteBatchNode *pobSpriteBatchNode);
/// @} end of BatchNode methods
/// @{
/// @name Texture methods
/**
* Updates the texture rect of the CCSprite in points.
* It will call setTextureRect:rotated:untrimmedSize with rotated = NO, and utrimmedSize = rect.size.
*/
virtual void setTextureRect(const CCRect& rect);
/**
* Sets the texture rect, rectRotated and untrimmed size of the CCSprite in points.
* It will update the texture coordinates and the vertex rectangle.
*/
virtual void setTextureRect(const CCRect& rect, bool rotated, const CCSize& untrimmedSize);
/**
* Sets the vertex rect.
* It will be called internally by setTextureRect.
* Useful if you want to create 2x images from SD images in Retina Display.
* Do not call it manually. Use setTextureRect instead.
*/
virtual void setVertexRect(const CCRect& rect);
/// @} end of texture methods
/// @{
/// @name Frames methods
/**
* Sets a new display frame to the CCSprite.
*/
virtual void setDisplayFrame(CCSpriteFrame *pNewFrame);
/**
* Returns whether or not a CCSpriteFrame is being displayed
*/
virtual bool isFrameDisplayed(CCSpriteFrame *pFrame);
/**
* Returns the current displayed frame.
*/
virtual CCSpriteFrame* displayFrame(void);
/// @} End of frames methods
/// @{
/// @name Animation methods
/**
* Changes the display frame with animation name and index.
* The animation name will be get from the CCAnimationCache
*/
virtual void setDisplayFrameWithAnimationName(const char *animationName, int frameIndex);
/// @}
/// @{
/// @name Sprite Properties' setter/getters
/**
* Whether or not the Sprite needs to be updated in the Atlas.
*
* @return true if the sprite needs to be updated in the Atlas, false otherwise.
*/
inline virtual bool isDirty(void) { return m_bDirty; }
/**
* Makes the Sprite to be updated in the Atlas.
*/
inline virtual void setDirty(bool bDirty) { m_bDirty = bDirty; }
/**
* Returns the quad (tex coords, vertex coords and color) information.
*/
inline ccV3F_C4B_T2F_Quad getQuad(void) { return m_sQuad; }
/**
* Returns whether or not the texture rectangle is rotated.
*/
inline bool isTextureRectRotated(void) { return m_bRectRotated; }
/**
* Returns the index used on the TextureAtlas.
*/
inline unsigned int getAtlasIndex(void) { return m_uAtlasIndex; }
/**
* Sets the index used on the TextureAtlas.
* @warning Don't modify this value unless you know what you are doing
*/
inline void setAtlasIndex(unsigned int uAtlasIndex) { m_uAtlasIndex = uAtlasIndex; }
/**
* Returns the rect of the CCSprite in points
*/
inline const CCRect& getTextureRect(void) { return m_obRect; }
/**
* Gets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode
*/
inline CCTextureAtlas* getTextureAtlas(void) { return m_pobTextureAtlas; }
/**
* Sets the weak reference of the CCTextureAtlas when the sprite is rendered using via CCSpriteBatchNode
*/
inline void setTextureAtlas(CCTextureAtlas *pobTextureAtlas) { m_pobTextureAtlas = pobTextureAtlas; }
/**
* Gets the offset position of the sprite. Calculated automatically by editors like Zwoptex.
*/
inline const CCPoint& getOffsetPosition(void) { return m_obOffsetPosition; }
/**
* Returns the flag which indicates whether the sprite is flipped horizontally or not.
*
* It only flips the texture of the sprite, and not the texture of the sprite's children.
* Also, flipping the texture doesn't alter the anchorPoint.
* If you want to flip the anchorPoint too, and/or to flip the children too use:
* sprite->setScaleX(sprite->getScaleX() * -1);
*
* @return true if the sprite is flipped horizaontally, false otherwise.
*/
bool isFlipX(void);
/**
* Sets whether the sprite should be flipped horizontally or not.
*
* @param bFlipX true if the sprite should be flipped horizaontally, false otherwise.
*/
void setFlipX(bool bFlipX);
/**
* Return the flag which indicates whether the sprite is flipped vertically or not.
*
* It only flips the texture of the sprite, and not the texture of the sprite's children.
* Also, flipping the texture doesn't alter the anchorPoint.
* If you want to flip the anchorPoint too, and/or to flip the children too use:
* sprite->setScaleY(sprite->getScaleY() * -1);
*
* @return true if the sprite is flipped vertically, flase otherwise.
*/
bool isFlipY(void);
/**
* Sets whether the sprite should be flipped vertically or not.
*
* @param bFlipY true if the sprite should be flipped vertically, flase otherwise.
*/
void setFlipY(bool bFlipY);
/// @} End of Sprite properties getter/setters
protected:
void updateColor(void);
virtual void setTextureCoords(CCRect rect);
virtual void updateBlendFunc(void);
virtual void setReorderChildDirtyRecursively(void);
virtual void setDirtyRecursively(bool bValue);
//
// Data used when the sprite is rendered using a CCSpriteSheet
//
CCTextureAtlas* m_pobTextureAtlas; /// CCSpriteBatchNode texture atlas (weak reference)
unsigned int m_uAtlasIndex; /// Absolute (real) Index on the SpriteSheet
CCSpriteBatchNode* m_pobBatchNode; /// Used batch node (weak reference)
bool m_bDirty; /// Whether the sprite needs to be updated
bool m_bRecursiveDirty; /// Whether all of the sprite's children needs to be updated
bool m_bHasChildren; /// Whether the sprite contains children
bool m_bShouldBeHidden; /// should not be drawn because one of the ancestors is not visible
CCAffineTransform m_transformToBatch;
//
// Data used when the sprite is self-rendered
//
ccBlendFunc m_sBlendFunc; /// It's required for CCTextureProtocol inheritance
CCTexture2D* m_pobTexture; /// CCTexture2D object that is used to render the sprite
//
// Shared data
//
// texture
CCRect m_obRect; /// Retangle of CCTexture2D
bool m_bRectRotated; /// Whether the texture is rotated
// Offset Position (used by Zwoptex)
CCPoint m_obOffsetPosition;
CCPoint m_obUnflippedOffsetPositionFromCenter;
// vertex coords, texture coords and color info
ccV3F_C4B_T2F_Quad m_sQuad;
// opacity and RGB protocol
bool m_bOpacityModifyRGB;
// image is flipped
bool m_bFlipX; /// Whether the sprite is flipped horizaontally or not.
bool m_bFlipY; /// Whether the sprite is flipped vertically or not.
};
// end of sprite_nodes group
/// @}
NS_CC_END
#endif // __SPITE_NODE_CCSPRITE_H__