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/*
 * cocos2d for iPhone: http://www.cocos2d-iphone.org
 *
 * Copyright (c) 2009 On-Core
 *
 * 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 "Platforms/CCGL.h"
#import <Foundation/Foundation.h>

@class CCTexture2D;

/** FBO class that grabs the the contents of the screen */
@interface CCGrabber : NSObject
{
	GLuint	fbo;
	GLint	oldFBO;
}

-(void)grab:(CCTexture2D*)texture;
-(void)beforeRender:(CCTexture2D*)texture;
-(void)afterRender:(CCTexture2D*)texture;

@end
uot; #import "CCProtocols.h" /** 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 subclassing CCAtlasNode (or a subclass of CCAtlasNode) All features from CCNode are valid, plus the following features: - opacity and RGB colors */ @interface CCAtlasNode : CCNode <CCRGBAProtocol, 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. GLubyte opacity_; ccColor3B color_; ccColor3B colorUnmodified_; BOOL opacityModifyRGB_; } /** conforms to CCTextureProtocol protocol */ @property (nonatomic,readwrite,retain) CCTextureAtlas *textureAtlas; /** conforms to CCTextureProtocol protocol */ @property (nonatomic,readwrite) ccBlendFunc blendFunc; /** conforms to CCRGBAProtocol protocol */ @property (nonatomic,readwrite) GLubyte opacity; /** conforms to CCRGBAProtocol protocol */ @property (nonatomic,readwrite) ccColor3B color; /** how many quads to draw */ @property (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; /** updates the Atlas (indexed vertex array). * Shall be overriden in subclasses */ -(void) updateAtlasValues; @end