/* * 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 "ccConfig.h" #import "ccTypes.h" // OpenGL related #import "Platforms/CCGL.h" #import "CCProtocols.h" /** @typedef ccDirectorProjection Possible OpenGL projections used by director */ typedef enum { /// sets a 2D projection (orthogonal projection). kCCDirectorProjection2D, /// sets a 3D projection with a fovy=60, znear=0.5f and zfar=1500. kCCDirectorProjection3D, /// it calls "updateProjection" on the projection delegate. kCCDirectorProjectionCustom, /// Detault projection is 3D projection kCCDirectorProjectionDefault = kCCDirectorProjection3D, // backward compatibility stuff CCDirectorProjection2D = kCCDirectorProjection2D, CCDirectorProjection3D = kCCDirectorProjection3D, CCDirectorProjectionCustom = kCCDirectorProjectionCustom, } ccDirectorProjection; @class CCLabelAtlas; @class CCScene; /**Class that creates and handle the main Window and manages how and when to execute the Scenes. The CCDirector is also resposible for: - initializing the OpenGL ES context - setting the OpenGL pixel format (default on is RGB565) - setting the OpenGL buffer depth (default one is 0-bit) - setting the projection (default one is 3D) - setting the orientation (default one is Protrait) Since the CCDirector is a singleton, the standard way to use it is by calling: - [[CCDirector sharedDirector] methodName]; The CCDirector also sets the default OpenGL context: - GL_TEXTURE_2D is enabled - GL_VERTEX_ARRAY is enabled - GL_COLOR_ARRAY is enabled - GL_TEXTURE_COORD_ARRAY is enabled */ @interface CCDirector : NSObject { CC_GLVIEW *openGLView_; // internal timer NSTimeInterval animationInterval_; NSTimeInterval oldAnimationInterval_; /* display FPS ? */ BOOL displayFPS_; NSUInteger frames_; ccTime accumDt_; ccTime frameRate_; #if CC_DIRECTOR_FAST_FPS CCLabelAtlas *FPSLabel_; #endif /* is the running scene paused */ BOOL isPaused_; /* The running scene */ CCScene *runningScene_; /* This object will be visited after the scene. Useful to hook a notification node */ id notificationNode_; /* will be the next 'runningScene' in the next frame nextScene is a weak reference. */ CCScene *nextScene_; /* If YES, then "old" scene will receive the cleanup message */ BOOL sendCleanupToScene_; /* scheduled scenes */ NSMutableArray *scenesStack_; /* last time the main loop was updated */ struct timeval lastUpdate_; /* delta time since last tick to main loop */ ccTime dt; /* whether or not the next delta time will be zero */ BOOL nextDeltaTimeZero_; /* projection used */ ccDirectorProjection projection_; /* Projection protocol delegate */ id projectionDelegate_; /* window size in points */ CGSize winSizeInPoints_; /* window size in pixels */ CGSize winSizeInPixels_; /* the cocos2d running thread */ NSThread *runningThread_; // profiler #if CC_ENABLE_PROFILERS ccTime accumDtForProfiler_; #endif } /** returns the cocos2d thread. If you want to run any cocos2d task, run it in this thread. On iOS usually it is the main thread. @since v0.99.5 */ @property (readonly, nonatomic ) NSThread *runningThread; /** The current running Scene. Director can only run one Scene at the time */ @property (nonatomic,readonly) CCScene* runningScene; /** The FPS value */ @property (nonatomic,readwrite, assign) NSTimeInterval animationInterval; /** Whether or not to display the FPS on the bottom-left corner */ @property (nonatomic,readwrite, assign) BOOL displayFPS; /** The OpenGLView, where everything is rendered */ @property (nonatomic,readwrite,retain) CC_GLVIEW *openGLView; /** whether or not the next delta time will be zero */ @property (nonatomic,readwrite,assign) BOOL nextDeltaTimeZero; /** Whether or not the Director is paused */ @property (nonatomic,readonly) BOOL isPaused; /** Sets an OpenGL projection @since v0.8.2 */ @property (nonatomic,readwrite) ccDirectorProjection projection; /** How many frames were called since the director started */ @property (readonly) NSUInteger frames; /** Whether or not the replaced scene will receive the cleanup message. If the new scene is pushed, then the old scene won't receive the "cleanup" message. If the new scene replaces the old one, the it will receive the "cleanup" message. @since v0.99.0 */ @property (nonatomic, readonly) BOOL sendCleanupToScene; /** This object will be visited after the main scene is visited. This object MUST implement the "visit" selector. Useful to hook a notification object, like CCNotifications (http://github.com/manucorporat/CCNotifications) @since v0.99.5 */ @property (nonatomic, readwrite, retain) id notificationNode; /** This object will be called when the OpenGL projection is udpated and only when the kCCDirectorProjectionCustom projection is used. @since v0.99.5 */ @property (nonatomic, readwrite, retain) id projectionDelegate; /** returns a shared instance of the director */ +(CCDirector *)sharedDirector; // Window size /** returns the size of the OpenGL view in points. It takes into account any possible rotation (device orientation) of the window */ - (CGSize) winSize; /** returns the size of the OpenGL view in pixels. It takes into account any possible rotation (device orientation) of the window. On Mac winSize and winSizeInPixels return the same value. */ - (CGSize) winSizeInPixels; /** returns the display size of the OpenGL view in pixels. It doesn't take into account any possible rotation of the window. */ -(CGSize) displaySizeInPixels; /** changes the projection size */ -(void) reshapeProjection:(CGSize)newWindowSize; /** converts a UIKit coordinate to an OpenGL coordinate Useful to convert (multi) touchs coordinates to the current layout (portrait or landscape) */ -(CGPoint) convertToGL: (CGPoint) p; /** converts an OpenGL coordinate to a UIKit coordinate Useful to convert node points to window points for calls such as glScissor */ -(CGPoint) convertToUI:(CGPoint)p; /// XXX: missing description -(float) getZEye; // Scene Management /**Enters the Director's main loop with the given Scene. * Call it to run only your FIRST scene. * Don't call it if there is already a running scene. */ - (void) runWithScene:(CCScene*) scene; /**Suspends the execution of the running scene, pushing it on the stack of suspended scenes. * The new scene will be executed. * Try to avoid big stacks of pushed scenes to reduce memory allocation. * ONLY call it if there is a running scene. */ - (void) pushScene:(CCScene*) scene; /**Pops out a scene from the queue. * This scene will replace the running one. * The running scene will be deleted. If there are no more scenes in the stack the execution is terminated. * ONLY call it if there is a running scene. */ - (void) popScene; /** Replaces the running scene with a new one. The running scene is terminated. * ONLY call it if there is a running scene. */ -(void) replaceScene: (CCScene*) scene; /** Ends the execution, releases the running scene. It doesn't remove the OpenGL view from its parent. You have to do it manually. */ -(void) end; /** Pauses the running scene. The running scene will be _drawed_ but all scheduled timers will be paused While paused, the draw rate will be 4 FPS to reduce CPU consuption */ -(void) pause; /** Resumes the paused scene The scheduled timers will be activated again. The "delta time" will be 0 (as if the game wasn't paused) */ -(void) resume; /** Stops the animation. Nothing will be drawn. The main loop won't be triggered anymore. If you wan't to pause your animation call [pause] instead. */ -(void) stopAnimation; /** The main loop is triggered again. Call this function only if [stopAnimation] was called earlier @warning Dont' call this function to start the main loop. To run the main loop call runWithScene */ -(void) startAnimation; /** Draw the scene. This method is called every frame. Don't call it manually. */ -(void) drawScene; // Memory Helper /** Removes all the cocos2d data that was cached automatically. It will purge the CCTextureCache, CCLabelBMFont cache. IMPORTANT: The CCSpriteFrameCache won't be purged. If you want to purge it, you have to purge it manually. @since v0.99.3 */ -(void) purgeCachedData; // OpenGL Helper /** sets the OpenGL default values */ -(void) setGLDefaultValues; /** enables/disables OpenGL alpha blending */ - (void) setAlphaBlending: (BOOL) on; /** enables/disables OpenGL depth test */ - (void) setDepthTest: (BOOL) on; // Profiler -(void) showProfilers; @end