/**************************************************************************** Copyright (c) 2020-2022 Xiamen Yaji Software Co., Ltd. http://www.cocos.com Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated engine source code (the "Software"), a limited, worldwide, royalty-free, non-assignable, revocable and non-exclusive license to use Cocos Creator solely to develop games on your target platforms. You shall not use Cocos Creator software for developing other software or tools that's used for developing games. You are not granted to publish, distribute, sublicense, and/or sell copies of Cocos Creator. The software or tools in this License Agreement are licensed, not sold. Xiamen Yaji Software Co., Ltd. reserves all rights not expressly granted to you. 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. ****************************************************************************/ #include "middleware-adapter.h" #include "base/Macros.h" MIDDLEWARE_BEGIN const Color4F Color4F::WHITE(1.0f, 1.0f, 1.0f, 1.0f); const Color4B Color4B::WHITE(255, 255, 255, 255); Color4F::Color4F(float _r, float _g, float _b, float _a) : r(_r), g(_g), b(_b), a(_a) {} Color4F::Color4F() {} Color4F &Color4F::operator=(const Color4B &right) { r = right.r / 255.0f; g = right.g / 255.0f; b = right.b / 255.0f; a = right.a / 255.0f; return *this; } Color4B::Color4B() {} Color4B::Color4B(uint32_t _r, uint32_t _g, uint32_t _b, uint32_t _a) : r(_r), g(_g), b(_b), a(_a) {} Color4B &Color4B::operator=(const Color4B &right) { r = right.r; g = right.g; b = right.b; a = right.a; return *this; } bool Color4B::operator==(const Color4B &right) const { return (r == right.r && g == right.g && b == right.b && a == right.a); } bool Color4B::operator!=(const Color4B &right) const { return (r != right.r || g != right.g || b != right.b || a != right.a); } bool Color4F::operator==(const Color4F &right) const { return (r == right.r && g == right.g && b == right.b && a == right.a); } bool Color4F::operator!=(const Color4F &right) const { return (r != right.r || g != right.g || b != right.b || a != right.a); } Texture2D::Texture2D() { } Texture2D::~Texture2D() { _texParamCallback = nullptr; } int Texture2D::getPixelsWide() const { return _pixelsWide; } int Texture2D::getPixelsHigh() const { return _pixelsHigh; } void Texture2D::setPixelsWide(int wide) { this->_pixelsWide = wide; } void Texture2D::setPixelsHigh(int high) { this->_pixelsHigh = high; } int Texture2D::getRealTextureIndex() const { return this->_realTextureIndex; } void Texture2D::setRealTextureIndex(int textureIndex) { this->_realTextureIndex = textureIndex; } void Texture2D::setTexParamCallback(const texParamCallback &callback) { this->_texParamCallback = callback; } void Texture2D::setTexParameters(const TexParams &texParams) { if (_texParamCallback) { _texParamCallback(this->_realTextureIndex, texParams.minFilter, texParams.magFilter, texParams.wrapS, texParams.wrapT); } } SpriteFrame *SpriteFrame::createWithTexture(Texture2D *texture, const cc::Rect &rect) { SpriteFrame *spriteFrame = new (std::nothrow) SpriteFrame(); spriteFrame->initWithTexture(texture, rect); spriteFrame->autorelease(); return spriteFrame; } SpriteFrame *SpriteFrame::createWithTexture(Texture2D *texture, const cc::Rect &rect, bool rotated, const cc::Vec2 &offset, const cc::Size &originalSize) { SpriteFrame *spriteFrame = new (std::nothrow) SpriteFrame(); spriteFrame->initWithTexture(texture, rect, rotated, offset, originalSize); spriteFrame->autorelease(); return spriteFrame; } bool SpriteFrame::initWithTexture(Texture2D *texture, const cc::Rect &rect) { return initWithTexture(texture, rect, false, cc::Vec2::ZERO, rect.size); } bool SpriteFrame::initWithTexture(Texture2D *texture, const cc::Rect &rect, bool rotated, const cc::Vec2 &offset, const cc::Size &originalSize) { _texture = texture; if (texture) { texture->retain(); } _rectInPixels = rect; _offsetInPixels = offset; _originalSizeInPixels = originalSize; _rotated = rotated; _anchorPoint = cc::Vec2(NAN, NAN); return true; } SpriteFrame::SpriteFrame() { } SpriteFrame::~SpriteFrame() { CC_SAFE_RELEASE(_texture); } void SpriteFrame::setTexture(Texture2D *texture) { if (_texture != texture) { CC_SAFE_RELEASE(_texture); CC_SAFE_RETAIN(texture); _texture = texture; } } Texture2D *SpriteFrame::getTexture() { return _texture; } MIDDLEWARE_END