/* 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" 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; // @note RobTop Addition bool m_bUseArea; // @note RobTop Addition CCRect m_rDrawArea; // @note RobTop Addition float m_fMinAreaX; // @note RobTop Addition float m_fMaxAreaX; // @note RobTop Addition float m_fMaxAreaY; // @note RobTop Addition float m_fMinAreaY; public: static CCDrawNode* create(); virtual ~CCDrawNode(); virtual bool init(); virtual void draw(); #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&); #else /** 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); 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&); #endif /** 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) /** 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__