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path: root/libs/cocos2d/CCMenu.h
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/*
 * 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 "CCMenuItem.h"
#import "CCLayer.h"

typedef enum  {
	kCCMenuStateWaiting,
	kCCMenuStateTrackingTouch
} tCCMenuState;

enum {
	//* priority used by the menu for the touches
	kCCMenuTouchPriority = -128,

	//* priority used by the menu for the mouse
	kCCMenuMousePriority = -128,
};

/** A CCMenu
 * 
 * Features and Limitation:
 *  - You can add MenuItem objects in runtime using addChild:
 *  - But the only accecpted children are MenuItem objects
 */
@interface CCMenu : CCLayer <CCRGBAProtocol>
{
	tCCMenuState state_;
	CCMenuItem	*selectedItem_;
	GLubyte		opacity_;
	ccColor3B	color_;
}

/** creates a CCMenu with it's items */
+ (id) menuWithItems: (CCMenuItem*) item, ... NS_REQUIRES_NIL_TERMINATION;

/** initializes a CCMenu with it's items */
- (id) initWithItems: (CCMenuItem*) item vaList: (va_list) args;

/** align items vertically */
-(void) alignItemsVertically;
/** align items vertically with padding
 @since v0.7.2
 */
-(void) alignItemsVerticallyWithPadding:(float) padding;

/** align items horizontally */
-(void) alignItemsHorizontally;
/** align items horizontally with padding
 @since v0.7.2
 */
-(void) alignItemsHorizontallyWithPadding: (float) padding;


/** align items in rows of columns */
-(void) alignItemsInColumns: (NSNumber *) columns, ... NS_REQUIRES_NIL_TERMINATION;
-(void) alignItemsInColumns: (NSNumber *) columns vaList: (va_list) args;

/** align items in columns of rows */
-(void) alignItemsInRows: (NSNumber *) rows, ... NS_REQUIRES_NIL_TERMINATION;
-(void) alignItemsInRows: (NSNumber *) rows vaList: (va_list) args;


/** conforms to CCRGBAProtocol protocol */
@property (nonatomic,readonly) GLubyte opacity;
/** conforms to CCRGBAProtocol protocol */
@property (nonatomic,readonly) ccColor3B color;

@end
ccVertex2F p = (ccVertex2F) {point.x * CC_CONTENT_SCALE_FACTOR(), point.y * CC_CONTENT_SCALE_FACTOR() }; // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, &p); glDrawArrays(GL_POINTS, 0, 1); // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } void ccDrawPoints( const CGPoint *points, NSUInteger numberOfPoints ) { // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); ccVertex2F newPoints[numberOfPoints]; // iPhone and 32-bit machines optimization if( sizeof(CGPoint) == sizeof(ccVertex2F) ) { // points ? if( CC_CONTENT_SCALE_FACTOR() != 1 ) { for( NSUInteger i=0; i<numberOfPoints;i++) newPoints[i] = (ccVertex2F){ points[i].x * CC_CONTENT_SCALE_FACTOR(), points[i].y * CC_CONTENT_SCALE_FACTOR() }; glVertexPointer(2, GL_FLOAT, 0, newPoints); } else glVertexPointer(2, GL_FLOAT, 0, points); glDrawArrays(GL_POINTS, 0, (GLsizei) numberOfPoints); } else { // Mac on 64-bit for( NSUInteger i=0; i<numberOfPoints;i++) newPoints[i] = (ccVertex2F) { points[i].x, points[i].y }; glVertexPointer(2, GL_FLOAT, 0, newPoints); glDrawArrays(GL_POINTS, 0, (GLsizei) numberOfPoints); } // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } void ccDrawLine( CGPoint origin, CGPoint destination ) { ccVertex2F vertices[2] = { {origin.x * CC_CONTENT_SCALE_FACTOR(), origin.y * CC_CONTENT_SCALE_FACTOR() }, {destination.x * CC_CONTENT_SCALE_FACTOR(), destination.y * CC_CONTENT_SCALE_FACTOR() } }; // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); glDrawArrays(GL_LINES, 0, 2); // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } void ccDrawPoly( const CGPoint *poli, NSUInteger numberOfPoints, BOOL closePolygon ) { ccVertex2F newPoint[numberOfPoints]; // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); // iPhone and 32-bit machines if( sizeof(CGPoint) == sizeof(ccVertex2F) ) { // convert to pixels ? if( CC_CONTENT_SCALE_FACTOR() != 1 ) { memcpy( newPoint, poli, numberOfPoints * sizeof(ccVertex2F) ); for( NSUInteger i=0; i<numberOfPoints;i++) newPoint[i] = (ccVertex2F) { poli[i].x * CC_CONTENT_SCALE_FACTOR(), poli[i].y * CC_CONTENT_SCALE_FACTOR() }; glVertexPointer(2, GL_FLOAT, 0, newPoint); } else glVertexPointer(2, GL_FLOAT, 0, poli); } else { // 64-bit machines (Mac) for( NSUInteger i=0; i<numberOfPoints;i++) newPoint[i] = (ccVertex2F) { poli[i].x, poli[i].y }; glVertexPointer(2, GL_FLOAT, 0, newPoint ); } if( closePolygon ) glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) numberOfPoints); else glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) numberOfPoints); // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } void ccDrawCircle( CGPoint center, float r, float a, NSUInteger segs, BOOL drawLineToCenter) { int additionalSegment = 1; if (drawLineToCenter) additionalSegment++; const float coef = 2.0f * (float)M_PI/segs; GLfloat *vertices = calloc( sizeof(GLfloat)*2*(segs+2), 1); if( ! vertices ) return; for(NSUInteger i=0;i<=segs;i++) { float rads = i*coef; GLfloat j = r * cosf(rads + a) + center.x; GLfloat k = r * sinf(rads + a) + center.y; vertices[i*2] = j * CC_CONTENT_SCALE_FACTOR(); vertices[i*2+1] =k * CC_CONTENT_SCALE_FACTOR(); } vertices[(segs+1)*2] = center.x * CC_CONTENT_SCALE_FACTOR(); vertices[(segs+1)*2+1] = center.y * CC_CONTENT_SCALE_FACTOR(); // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segs+additionalSegment); // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); free( vertices ); } void ccDrawQuadBezier(CGPoint origin, CGPoint control, CGPoint destination, NSUInteger segments) { ccVertex2F vertices[segments + 1]; float t = 0.0f; for(NSUInteger i = 0; i < segments; i++) { GLfloat x = powf(1 - t, 2) * origin.x + 2.0f * (1 - t) * t * control.x + t * t * destination.x; GLfloat y = powf(1 - t, 2) * origin.y + 2.0f * (1 - t) * t * control.y + t * t * destination.y; vertices[i] = (ccVertex2F) {x * CC_CONTENT_SCALE_FACTOR(), y * CC_CONTENT_SCALE_FACTOR() }; t += 1.0f / segments; } vertices[segments] = (ccVertex2F) {destination.x * CC_CONTENT_SCALE_FACTOR(), destination.y * CC_CONTENT_SCALE_FACTOR() }; // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1); // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); } void ccDrawCubicBezier(CGPoint origin, CGPoint control1, CGPoint control2, CGPoint destination, NSUInteger segments) { ccVertex2F vertices[segments + 1]; float t = 0; for(NSUInteger i = 0; i < segments; i++) { GLfloat x = powf(1 - t, 3) * origin.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * destination.x; GLfloat y = powf(1 - t, 3) * origin.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * destination.y; vertices[i] = (ccVertex2F) {x * CC_CONTENT_SCALE_FACTOR(), y * CC_CONTENT_SCALE_FACTOR() }; t += 1.0f / segments; } vertices[segments] = (ccVertex2F) {destination.x * CC_CONTENT_SCALE_FACTOR(), destination.y * CC_CONTENT_SCALE_FACTOR() }; // Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY // Needed states: GL_VERTEX_ARRAY, // Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glVertexPointer(2, GL_FLOAT, 0, vertices); glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1); // restore default state glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnable(GL_TEXTURE_2D); }