geode/loader/include/Geode/cocos/draw_nodes/CCDrawNode.h

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/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
* Copyright (c) 2012 cocos2d-x.org
*
* 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.
*/
/*
* Code copied & pasted from SpacePatrol game https://github.com/slembcke/SpacePatrol
*
* Renamed and added some changes for cocos2d
*
*/
#ifndef __CCDRAWNODES_CCDRAW_NODE_H__
#define __CCDRAWNODES_CCDRAW_NODE_H__
#include "../base_nodes/CCNode.h"
#include "../include/ccTypes.h"
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NS_CC_BEGIN
/** CCDrawNode
Node that draws dots, segments and polygons.
Faster than the "drawing primitives" since they it draws everything in one single batch.
@since v2.1
@lua NA
*/
class CC_DLL CCDrawNode : public CCNodeRGBA
{
GEODE_FRIEND_MODIFY
protected:
GLuint m_uVao;
GLuint m_uVbo;
unsigned int m_uBufferCapacity;
GLsizei m_nBufferCount;
ccV2F_C4B_T2F *m_pBuffer;
ccBlendFunc m_sBlendFunc;
bool m_bDirty;
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// @note RobTop Addition
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bool m_bUseArea;
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// @note RobTop Addition
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CCRect m_rDrawArea;
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// @note RobTop Addition
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float m_fMinAreaX;
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// @note RobTop Addition
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float m_fMaxAreaX;
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// @note RobTop Addition
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float m_fMaxAreaY;
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// @note RobTop Addition
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float m_fMinAreaY;
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public:
static CCDrawNode* create();
virtual ~CCDrawNode();
virtual bool init();
virtual void draw();
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#if GEODE_COMP_GD_VERSION > 22000
/** draw a dot at a position, with a given radius and color */
bool drawDot(const CCPoint &pos, float radius, const ccColor4F &color);
/** draw a segment with a radius and color */
bool drawSegment(const CCPoint &from, const CCPoint &to, float radius, const ccColor4F &color);
/** draw a polygon with a fill color and line color
* @code
* when this funciton bound to js,the input params are changed
* js:var drawPolygon(var verts, var fillColor,var borderWidth,var borderColor)
* @endcode
*/
bool drawPolygon(CCPoint *verts, unsigned int count, const ccColor4F &fillColor, float borderWidth, const ccColor4F &borderColor);
bool drawCircle(cocos2d::CCPoint const&, float, cocos2d::_ccColor4F const&, float, cocos2d::_ccColor4F const&, unsigned int);
void drawCubicBezier(cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, unsigned int, cocos2d::_ccColor4F const&);
void drawPreciseCubicBezier(cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, unsigned int, cocos2d::_ccColor4F const&);
bool drawLines(cocos2d::CCPoint*, unsigned int, float, cocos2d::_ccColor4F const&);
bool drawRect(cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::_ccColor4F const&, float, cocos2d::_ccColor4F const&);
void disableDrawArea();
void enableDrawArea(cocos2d::CCRect& rect);
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#else
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/** draw a dot at a position, with a given radius and color */
void drawDot(const CCPoint &pos, float radius, const ccColor4F &color);
/** draw a segment with a radius and color */
void drawSegment(const CCPoint &from, const CCPoint &to, float radius, const ccColor4F &color);
/** draw a polygon with a fill color and line color
* @code
* when this funciton bound to js,the input params are changed
* js:var drawPolygon(var verts, var fillColor,var borderWidth,var borderColor)
* @endcode
*/
void drawPolygon(CCPoint *verts, unsigned int count, const ccColor4F &fillColor, float borderWidth, const ccColor4F &borderColor);
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void drawCircle(cocos2d::CCPoint const&, float, cocos2d::_ccColor4F const&, float, cocos2d::_ccColor4F const&, unsigned int);
void drawCubicBezier(cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, unsigned int, cocos2d::_ccColor4F const&);
void drawPreciseCubicBezier(cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, unsigned int, cocos2d::_ccColor4F const&);
void drawLines(cocos2d::CCPoint*, unsigned int, float, cocos2d::_ccColor4F const&);
void drawRect(cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::_ccColor4F const&, float, cocos2d::_ccColor4F const&);
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#endif
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/** Clear the geometry in the node's buffer. */
void clear();
/**
* @js NA
*/
ccBlendFunc getBlendFunc() const;
/**
* @code
* when this function bound to js ,the input param is change
* js:var setBlendFunc(var src,var dst)
* @endcode
*/
void setBlendFunc(const ccBlendFunc &blendFunc);
CCDrawNode();
GEODE_CUSTOM_CONSTRUCTOR_COCOS(CCDrawNode, CCNodeRGBA)
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/** listen the event that coming to foreground on Android
* @js NA
*/
void listenBackToForeground(CCObject *obj);
private:
void ensureCapacity(unsigned int count);
void render();
};
NS_CC_END
#endif // __CCDRAWNODES_CCDRAW_NODE_H__