ccTypes(各种类型--ccColor3B ccVertex2F ccQuad2 ccQuad3 ccBlendFunc ccFontDefinition)


#ifndef __CCTYPES_H__

#define __CCTYPES_H__


#include <string>

#include "cocoa/CCGeometry.h"

#include "CCGL.h"



NS_CC_BEGIN


/** RGB color composed(组成) of bytes 3 bytes

@since v0.8

 */

typedef struct _ccColor3B

{

    GLubyte r;

/

typedef unsigned char   GLubyte;

    GLubyte g;

    GLubyte b;

} ccColor3B;


//! helper macro(宏) that creates an ccColor3B type  //ccc3 用于创建一个ccColor3B type的宏

static inline ccColor3B

ccc3(const GLubyte r, const GLubyte g, const GLubyte b)

{

    ccColor3B c = {r, g, b};

    return c;

}


/** returns true if both ccColor3B are equal. Otherwise it returns false.

 */

static inline bool ccc3BEqual(const ccColor3B &col1, const ccColor3B &col2)  //判断两个cccolor3b是否相同

{

    return col1.r == col2.r && col1.g == col2.g && col1.b == col2.b;

}


//ccColor3B predefined(预先定义的) colors

//! White color (255,255,255)

static const ccColor3B ccWHITE={255,255,255};

//! Yellow color (255,255,0)

static const ccColor3B ccYELLOW={255,255,0};

//! Blue color (0,0,255)

static const ccColor3B ccBLUE={0,0,255};

//! Green Color (0,255,0)

static const ccColor3B ccGREEN={0,255,0};

//! Red Color (255,0,0,)

static const ccColor3B ccRED={255,0,0};

//! Magenta Color (255,0,255)

static const ccColor3B ccMAGENTA={255,0,255};

//! Black Color (0,0,0)

static const ccColor3B ccBLACK={0,0,0};

//! Orange Color (255,127,0)

static const ccColor3B ccORANGE={255,127,0};

//! Gray Color (166,166,166)

static const ccColor3B ccGRAY={166,166,166};


/** RGBA color composed(组成) of 4 bytes

*/

typedef struct _ccColor4B

{

    GLubyte r;

    GLubyte g;

    GLubyte b;

    GLubyte a;

} ccColor4B;

//! helper macro that creates an ccColor4B type  //ccc4 用于创建一个ccColor3B type的宏

static inline ccColor4B

ccc4(const GLubyte r, const GLubyte g, const GLubyte b, const GLubyte o)

{

    ccColor4B c = {r, g, b, o};

    return c;

}



/** RGBA color composed of 4 floats

@since v0.8

*/

typedef struct _ccColor4F {

    GLfloat r;

    GLfloat g;

    GLfloat b;

    GLfloat a;

} ccColor4F;



/** Returns a ccColor4F from a ccColor3B. Alpha will be 1.

 @since v0.99.1

 */

static inline ccColor4F ccc4FFromccc3B(ccColor3B c)

{

    ccColor4F c4 = {c.r/255.f, c.g/255.f, c.b/255.f, 1.f};

    return c4;

}


//! helper that creates a ccColor4f type

static inline ccColor4F 

ccc4f(const GLfloat r, const GLfloat g, const GLfloat b, const GLfloat a)

{

    ccColor4F c4 = {r, g, b, a};

    return c4;

}


/** Returns a ccColor4F from a ccColor4B.

 @since v0.99.1

 */

static inline ccColor4F ccc4FFromccc4B(ccColor4B c)

{

    ccColor4F c4 = {c.r/255.f, c.g/255.f, c.b/255.f, c.a/255.f};

    return c4;

}


static inline ccColor4B ccc4BFromccc4F(ccColor4F c)

{

    ccColor4B ret = {(GLubyte)(c.r*255), (GLubyte)(c.g*255), (GLubyte)(c.b*255), (GLubyte)(c.a*255)};

return ret;

}


/** returns YES if both ccColor4F are equal. Otherwise it returns NO.

 @since v0.99.1

 */

static inline bool ccc4FEqual(ccColor4F a, ccColor4F b)

{

    return a.r == b.r && a.g == b.g && a.b == b.b && a.a == b.a;

}


/** A vertex composed of 2 floats: x, y

 @since v0.8

 */

typedef struct _ccVertex2F  //向量

{

    GLfloat x;

    GLfloat y;

} ccVertex2F;


static inline ccVertex2F vertex2(const float x, const float y)  //vertex2 创建向量

{

    ccVertex2F c = {x, y};

    return c;

}



/** A vertex composed of 2 floats: x, y

 @since v0.8

 */

typedef struct _ccVertex3F //三维向量

{

    GLfloat x;

    GLfloat y;

    GLfloat z;

} ccVertex3F;


static inline ccVertex3F vertex3(const float x, const float y, const float z) //vertex3创建三维向量

{

    ccVertex3F c = {x, y, z};

    return c;

}

        

/** A texcoord composed of 2 floats: u, y

 @since v0.8

 */

typedef struct _ccTex2F {   //纹理坐标

     GLfloat u;

     GLfloat v;

} ccTex2F;


static inline ccTex2F tex2(const float u, const float v)//tex2 创建纹理坐标

{

    ccTex2F t = {u , v};

    return t;

}


 

//! Point Sprite component

typedef struct _ccPointSprite

{

    ccVertex2F    pos;        // 8 bytes

    ccColor4B    color;        // 4 bytes

    GLfloat        size;        // 4 bytes

} ccPointSprite;


//!    A 2D Quad. 4 * 2 floats    //图块 4个顶点(ccVertex2F)组成

typedef struct _ccQuad2 {

    ccVertex2F        tl;

    ccVertex2F        tr;

    ccVertex2F        bl;

    ccVertex2F        br;

} ccQuad2;



//!    A 3D Quad. 4 * 3 floats

typedef struct _ccQuad3 {     //3d图块 4个顶点(ccVertex3F)组成

    ccVertex3F        bl;

    ccVertex3F        br;

    ccVertex3F        tl;

    ccVertex3F        tr;

} ccQuad3;


//! a Point with a vertex point, a tex coord point and a color 4B

typedef struct _ccV2F_C4B_T2F     //采用2维向量 4b颜色 的ccpoint

{

    //! vertices (2F)

    ccVertex2F        vertices;

    //! colors (4B)

    ccColor4B        colors;

    //! tex coords (2F)

    ccTex2F            texCoords;

} ccV2F_C4B_T2F;


//! a Point with a vertex point, a tex coord point and a color 4F

typedef struct _ccV2F_C4F_T2F     //采用2维向量 4f颜色 的ccpoint

{

    //! vertices (2F)

    ccVertex2F        vertices;

    //! colors (4F)

    ccColor4F        colors;

    //! tex coords (2F)

    ccTex2F            texCoords;

} ccV2F_C4F_T2F;


//! a Point with a vertex point, a tex coord point and a color 4B

typedef struct _ccV3F_C4B_T2F    //采用3维向量 4b颜色 的ccpoint

{

    //! vertices (3F)

    ccVertex3F        vertices;            // 12 bytes

//    char __padding__[4];


    //! colors (4B)

    ccColor4B        colors;                // 4 bytes

//    char __padding2__[4];


    // tex coords (2F)

    ccTex2F            texCoords;            // 8 bytes

} ccV3F_C4B_T2F;


//! A Triangle(三角形) of ccV2F_C4B_T2F

typedef struct _ccV2F_C4B_T2F_Triangle   //采用ccV2F_C4B_T2F的三角形

{

//! Point A

ccV2F_C4B_T2F a;

//! Point B

ccV2F_C4B_T2F b;

//! Point B

ccV2F_C4B_T2F c;

} ccV2F_C4B_T2F_Triangle;


//! A Quad of ccV2F_C4B_T2F

typedef struct _ccV2F_C4B_T2F_Quad    //采用ccV2F_C4B_T2F的图块

{

    //! bottom left

    ccV2F_C4B_T2F    bl;

    //! bottom right

    ccV2F_C4B_T2F    br;

    //! top left

    ccV2F_C4B_T2F    tl;

    //! top right

    ccV2F_C4B_T2F    tr;

} ccV2F_C4B_T2F_Quad;


//! 4 ccVertex3FTex2FColor4B

typedef struct _ccV3F_C4B_T2F_Quad   //采用ccV3F_C4B_T2F的图块

{

    //! top left

    ccV3F_C4B_T2F    tl;

    //! bottom left

    ccV3F_C4B_T2F    bl;

    //! top right

    ccV3F_C4B_T2F    tr;

    //! bottom right

    ccV3F_C4B_T2F    br;

} ccV3F_C4B_T2F_Quad;


//! 4 ccVertex2FTex2FColor4F Quad

typedef struct _ccV2F_C4F_T2F_Quad  //采用ccV2F_C4F_T2F的图块

{

    //! bottom left

    ccV2F_C4F_T2F    bl;

    //! bottom right

    ccV2F_C4F_T2F    br;

    //! top left

    ccV2F_C4F_T2F    tl;

    //! top right

    ccV2F_C4F_T2F    tr;

} ccV2F_C4F_T2F_Quad;


//! Blend(混合) Function used for textures

typedef struct _ccBlendFunc      //用于纹理的混合函数

{

    //! source blend function

    GLenum src;    //资源函数

///

typedef unsigned int    GLenum;

//

    //! destination blend function

    GLenum dst;  //目标函数

} ccBlendFunc;


static const ccBlendFunc kCCBlendFuncDisable = {GL_ONE, GL_ZERO};

//

#define GL_ONE                                           1

#define GL_ZERO                                          0


///


// XXX: If any of these enums(枚举) are edited(编辑的) and/or reordered(再订购;重新整理), update CCTexture2D.m

//! Vertical(垂直的) text(文本) alignment(队列) type

typedef enum

{

    kCCVerticalTextAlignmentTop,

    kCCVerticalTextAlignmentCenter,

    kCCVerticalTextAlignmentBottom,

} CCVerticalTextAlignment;


// XXX: If any of these enums are edited and/or reordered, update CCTexture2D.m

//! Horizontal(水平的) text alignment type

typedef enum

{

    kCCTextAlignmentLeft,

    kCCTextAlignmentCenter,

    kCCTextAlignmentRight,

} CCTextAlignment;


// types for animation in particle systems  粒子系统动画类型


// texture coordinates for a quad

typedef struct _ccT2F_Quad

{

    //! bottom left

    ccTex2F    bl;

    //! bottom right

    ccTex2F    br;

    //! top left

    ccTex2F    tl;

    //! top right

    ccTex2F    tr;

} ccT2F_Quad;


// struct that holds the size in pixels, texture coordinates and delays for animated CCParticleSystemQuad

typedef struct

{

    ccT2F_Quad texCoords;

    float delay;

    CCSize size; 

} ccAnimationFrameData;




/**

 types used for defining fonts properties (i.e. font name, size, stroke or shadow(阴影 渐变)) 用于定义字体属性的类型(字体名 大小、、、)

 */


// shadow attributes (阴影 渐变)属性

typedef struct _ccFontShadow

{

public:

    

    // shadow is not enabled by default 默认情况阴影不使用

    _ccFontShadow(): m_shadowEnabled(false) {}

    

    // true if shadow enabled

    bool   m_shadowEnabled;

    // shadow x and y offset

CCSize m_shadowOffset;   //偏移量

    // shadow blurrines

float  m_shadowBlur; //模糊值

    // shadow opacity

float  m_shadowOpacity; //透明值

    

} ccFontShadow;


// stroke attributes

typedef struct _ccFontStroke

{

public:

    

    // stroke is disabled by default

    _ccFontStroke(): m_strokeEnabled(false) {}

    

    // true if stroke enabled

    bool        m_strokeEnabled;

    // stroke color

ccColor3B   m_strokeColor;

    // stroke size

    float       m_strokeSize;

    

} ccFontStroke;


// font attributes

typedef struct _ccFontDefinition   //字体定义

{

public:

    

    _ccFontDefinition():  m_alignment(kCCTextAlignmentCenter),

    m_vertAlignment(kCCVerticalTextAlignmentTop),

    m_fontFillColor(ccWHITE)

    { m_dimensions = CCSizeMake(0,0); }

    

    // font name

    std::string             m_fontName;

    // font size

    int                     m_fontSize;

    // horizontal alignment

    CCTextAlignment         m_alignment;

    // vertical alignment

    CCVerticalTextAlignment m_vertAlignment;

    // renering box

    CCSize                  m_dimensions;

    // font color

    ccColor3B               m_fontFillColor;

    // font shadow

    ccFontShadow            m_shadow;

    // font stroke

    ccFontStroke            m_stroke;

    

} ccFontDefinition;



NS_CC_END


#endif //__CCTYPES_H__


  • 0
    点赞
  • 0
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值