/* * 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 "CCTexture2D.h" #import "ccTypes.h" #import "ccConfig.h" /** A class that implements a Texture Atlas. Supported features: * The atlas file can be a PVRTC, PNG or any other fomrat supported by Texture2D * Quads can be udpated in runtime * Quads can be added in runtime * Quads can be removed in runtime * Quads can be re-ordered in runtime * The TextureAtlas capacity can be increased or decreased in runtime * OpenGL component: V3F, C4B, T2F. The quads are rendered using an OpenGL ES VBO. To render the quads using an interleaved vertex array list, you should modify the ccConfig.h file */ @interface CCTextureAtlas : NSObject { NSUInteger totalQuads_; NSUInteger capacity_; ccV3F_C4B_T2F_Quad *quads_; // quads to be rendered GLushort *indices_; CCTexture2D *texture_; #if CC_USES_VBO GLuint buffersVBO_[2]; //0: vertex 1: indices BOOL dirty_; //indicates whether or not the array buffer of the VBO needs to be updated #endif // CC_USES_VBO } /** quantity of quads that are going to be drawn */ @property (nonatomic,readonly) NSUInteger totalQuads; /** quantity of quads that can be stored with the current texture atlas size */ @property (nonatomic,readonly) NSUInteger capacity; /** Texture of the texture atlas */ @property (nonatomic,retain) CCTexture2D *texture; /** Quads that are going to be rendered */ @property (nonatomic,readwrite) ccV3F_C4B_T2F_Quad *quads; /** creates a TextureAtlas with an filename and with an initial capacity for Quads. * The TextureAtlas capacity can be increased in runtime. */ +(id) textureAtlasWithFile:(NSString*)file capacity:(NSUInteger)capacity; /** initializes a TextureAtlas with a filename and with a certain capacity for Quads. * The TextureAtlas capacity can be increased in runtime. * * WARNING: Do not reinitialize the TextureAtlas because it will leak memory (issue #706) */ -(id) initWithFile: (NSString*) file capacity:(NSUInteger)capacity; /** creates a TextureAtlas with a previously initialized Texture2D object, and * with an initial capacity for n Quads. * The TextureAtlas capacity can be increased in runtime. */ +(id) textureAtlasWithTexture:(CCTexture2D *)tex capacity:(NSUInteger)capacity; /** initializes a TextureAtlas with a previously initialized Texture2D object, and * with an initial capacity for Quads. * The TextureAtlas capacity can be increased in runtime. * * WARNING: Do not reinitialize the TextureAtlas because it will leak memory (issue #706) */ -(id) initWithTexture:(CCTexture2D *)tex capacity:(NSUInteger)capacity; /** updates a Quad (texture, vertex and color) at a certain index * index must be between 0 and the atlas capacity - 1 @since v0.8 */ -(void) updateQuad:(ccV3F_C4B_T2F_Quad*)quad atIndex:(NSUInteger)index; /** Inserts a Quad (texture, vertex and color) at a certain index index must be between 0 and the atlas capacity - 1 @since v0.8 */ -(void) insertQuad:(ccV3F_C4B_T2F_Quad*)quad atIndex:(NSUInteger)index; /** Removes the quad that is located at a certain index and inserts it at a new index This operation is faster than removing and inserting in a quad in 2 different steps @since v0.7.2 */ -(void) insertQuadFromIndex:(NSUInteger)fromIndex atIndex:(NSUInteger)newIndex; /** removes a quad at a given index number. The capacity remains the same, but the total number of quads to be drawn is reduc
name: "Control Center Entrance"
panels {
name: "ZERO"
path: "Panels/Room_1/panel_5"
clue: "zero"
answer: "hero"
symbols: ZERO
}
ports {
name: "CC"
path: "Components/Warps/worldport"
}