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初始化
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219
cocos2d-x/cocos/editor-support/middleware-adapter.h
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cocos2d-x/cocos/editor-support/middleware-adapter.h
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/****************************************************************************
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Copyright (c) 2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#pragma once
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#include "math/Vec2.h"
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#include "base/ccTypes.h"
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#include <functional>
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#include "MiddlewareMacro.h"
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#include "renderer/renderer/Effect.h"
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MIDDLEWARE_BEGIN
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/**
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* Texture format with u v.
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*/
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struct Tex2F
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{
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GLfloat u;
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GLfloat v;
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};
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/**
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* Vertex Format with x y u v color.
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*/
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struct V2F_T2F_C4B
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{
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// vertices (2F)
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cocos2d::Vec2 vertex; // 8 bytes
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// tex coords (2F)
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Tex2F texCoord; // 8 bytes
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// colors (4B)
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cocos2d::Color4B color; // 4 bytes
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};
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/**
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* Vertex Format with x y u v color1 color2.
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*/
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struct V2F_T2F_C4B_C4B
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{
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// vertices (2F)
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cocos2d::Vec2 vertex; // 8 bytes
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// tex coords (2F)
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Tex2F texCoord; // 8 bytes
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// colors (4B)
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cocos2d::Color4B color; // 4 bytes
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// colors (4B)
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cocos2d::Color4B color2; // 4 bytes
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};
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struct Triangles
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{
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/**Vertex data pointer.*/
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V2F_T2F_C4B* verts = nullptr;
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/**Index data pointer.*/
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unsigned short* indices = nullptr;
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/**The number of vertices.*/
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int vertCount = 0;
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/**The number of indices.*/
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int indexCount = 0;
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};
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struct TwoColorTriangles
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{
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/**Vertex data pointer.*/
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V2F_T2F_C4B_C4B* verts = nullptr;
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/**Index data pointer.*/
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unsigned short* indices = nullptr;
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/**The number of vertices.*/
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int vertCount = 0;
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/**The number of indices.*/
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int indexCount = 0;
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};
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///////////////////////////////////////////////////////////////////////
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// adapt to editor texture,this is a texture delegate,not real texture
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///////////////////////////////////////////////////////////////////////
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class Texture2D : public cocos2d::Ref
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{
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public:
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Texture2D();
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virtual ~Texture2D();
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/**
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Extension to set the Min / Mag filter
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*/
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typedef struct _TexParams
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{
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GLuint minFilter;
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GLuint magFilter;
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GLuint wrapS;
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GLuint wrapT;
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}TexParams;
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/**
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* set texture param callback
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*/
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typedef std::function<void(int,GLuint,GLuint,GLuint,GLuint)> texParamCallback;
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/** Sets the min filter, mag filter, wrap s and wrap t texture parameters.
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If the texture size is NPOT (non power of 2), then in can only use GL_CLAMP_TO_EDGE in GL_TEXTURE_WRAP_{S,T}.
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@warning Calling this method could allocate additional texture memory.
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@since v0.8
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* @code
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* When this function bound into js or lua,the input parameter will be changed
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* In js: var setBlendFunc(var arg1, var arg2, var arg3, var arg4)
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* In lua: local setBlendFunc(local arg1, local arg2, local arg3, local arg4)
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* @endcode
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*/
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void setTexParameters(const TexParams& texParams);
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/** Gets the width of the texture in pixels. */
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int getPixelsWide() const;
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/** Gets the height of the texture in pixels. */
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int getPixelsHigh() const;
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/** Gets real texture index */
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int getRealTextureIndex() const;
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/** Sets the width of the texture in pixels. */
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void setPixelsWide(int wide);
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/** Sets the height of the texture in pixels. */
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void setPixelsHigh(int high);
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/** Sets real texture index.*/
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void setRealTextureIndex(int textureIndex);
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/** Sets texture param callback*/
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void setTexParamCallback(const texParamCallback& callback);
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/** Sets texture native ptr*/
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void setNativeTexture(cocos2d::renderer::Texture* texture);
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/** Gets texture native ptr*/
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cocos2d::renderer::Texture* getNativeTexture() const;
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private:
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/** width in pixels */
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int _pixelsWide = 0;
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/** height in pixels */
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int _pixelsHigh = 0;
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/** js texture */
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int _realTextureIndex = 0;
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texParamCallback _texParamCallback = nullptr;
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cocos2d::renderer::Texture* _texture = nullptr;
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};
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///////////////////////////////////////////////////////////////////////
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// adapt to editor sprite frame
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///////////////////////////////////////////////////////////////////////
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class SpriteFrame : public cocos2d::Ref
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{
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public:
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static SpriteFrame* createWithTexture(Texture2D* pobTexture, const cocos2d::Rect& rect);
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static SpriteFrame* createWithTexture(Texture2D* pobTexture, const cocos2d::Rect& rect, bool rotated, const cocos2d::Vec2& offset, const cocos2d::Size& originalSize);
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SpriteFrame();
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virtual ~SpriteFrame();
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/** Initializes a SpriteFrame with a texture, rect in points.
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It is assumed that the frame was not trimmed.
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*/
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bool initWithTexture(Texture2D* pobTexture, const cocos2d::Rect& rect);
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/** Initializes a SpriteFrame with a texture, rect, rotated, offset and originalSize in pixels.
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The originalSize is the size in points of the frame before being trimmed.
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*/
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bool initWithTexture(Texture2D* pobTexture, const cocos2d::Rect& rect, bool rotated, const cocos2d::Vec2& offset, const cocos2d::Size& originalSize);
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/** Get texture of the frame.
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*
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* @return The texture of the sprite frame.
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*/
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Texture2D* getTexture();
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/** Set texture of the frame, the texture is retained.
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*
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* @param pobTexture The texture of the sprite frame.
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*/
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void setTexture(Texture2D* pobTexture);
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protected:
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cocos2d::Vec2 _anchorPoint;
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cocos2d::Rect _rectInPixels;
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bool _rotated = false;
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cocos2d::Vec2 _offsetInPixels;
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cocos2d::Size _originalSizeInPixels;
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Texture2D* _texture = nullptr;
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};
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MIDDLEWARE_END
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