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https://github.com/geode-sdk/geode.git
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148 lines
5.6 KiB
C++
Vendored
148 lines
5.6 KiB
C++
Vendored
/* Copyright (c) 2012 Scott Lembcke and Howling Moon Software
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* Copyright (c) 2012 cocos2d-x.org
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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/*
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* Code copied & pasted from SpacePatrol game https://github.com/slembcke/SpacePatrol
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*
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* Renamed and added some changes for cocos2d
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*
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*/
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#ifndef __CCDRAWNODES_CCDRAW_NODE_H__
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#define __CCDRAWNODES_CCDRAW_NODE_H__
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#include "../base_nodes/CCNode.h"
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#include "../include/ccTypes.h"
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NS_CC_BEGIN
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/** CCDrawNode
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Node that draws dots, segments and polygons.
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Faster than the "drawing primitives" since they it draws everything in one single batch.
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@since v2.1
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@lua NA
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*/
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class CC_DLL CCDrawNode : public CCNodeRGBA
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{
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GEODE_FRIEND_MODIFY
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protected:
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GLuint m_uVao;
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GLuint m_uVbo;
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unsigned int m_uBufferCapacity;
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GLsizei m_nBufferCount;
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ccV2F_C4B_T2F *m_pBuffer;
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ccBlendFunc m_sBlendFunc;
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bool m_bDirty;
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RT_ADD(
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bool m_bUseArea;
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CCRect m_rDrawArea;
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float m_fMinAreaX;
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float m_fMaxAreaX;
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float m_fMaxAreaY;
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float m_fMinAreaY;
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)
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public:
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static CCDrawNode* create();
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virtual ~CCDrawNode();
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virtual bool init();
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virtual void draw();
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#if GEODE_COMP_GD_VERSION > 22000
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/** draw a dot at a position, with a given radius and color */
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bool drawDot(const CCPoint &pos, float radius, const ccColor4F &color);
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/** draw a segment with a radius and color */
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bool drawSegment(const CCPoint &from, const CCPoint &to, float radius, const ccColor4F &color);
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/** draw a polygon with a fill color and line color
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* @code
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* when this funciton bound to js,the input params are changed
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* js:var drawPolygon(var verts, var fillColor,var borderWidth,var borderColor)
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* @endcode
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*/
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bool drawPolygon(CCPoint *verts, unsigned int count, const ccColor4F &fillColor, float borderWidth, const ccColor4F &borderColor);
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bool drawCircle(cocos2d::CCPoint const&, float, cocos2d::_ccColor4F const&, float, cocos2d::_ccColor4F const&, unsigned int);
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void drawCubicBezier(cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, unsigned int, cocos2d::_ccColor4F const&);
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void drawPreciseCubicBezier(cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, unsigned int, cocos2d::_ccColor4F const&);
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bool drawLines(cocos2d::CCPoint*, unsigned int, float, cocos2d::_ccColor4F const&);
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bool drawRect(cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::_ccColor4F const&, float, cocos2d::_ccColor4F const&);
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#else
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/** draw a dot at a position, with a given radius and color */
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void drawDot(const CCPoint &pos, float radius, const ccColor4F &color);
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/** draw a segment with a radius and color */
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void drawSegment(const CCPoint &from, const CCPoint &to, float radius, const ccColor4F &color);
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/** draw a polygon with a fill color and line color
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* @code
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* when this funciton bound to js,the input params are changed
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* js:var drawPolygon(var verts, var fillColor,var borderWidth,var borderColor)
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* @endcode
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*/
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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);
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void drawCubicBezier(cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, unsigned int, cocos2d::_ccColor4F const&);
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void drawPreciseCubicBezier(cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, cocos2d::CCPoint const&, unsigned int, cocos2d::_ccColor4F const&);
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void drawLines(cocos2d::CCPoint*, unsigned int, float, cocos2d::_ccColor4F const&);
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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. */
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void clear();
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/**
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* @js NA
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*/
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ccBlendFunc getBlendFunc() const;
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/**
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* @code
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* when this function bound to js ,the input param is change
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* js:var setBlendFunc(var src,var dst)
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* @endcode
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*/
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void setBlendFunc(const ccBlendFunc &blendFunc);
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CCDrawNode();
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GEODE_CUSTOM_CONSTRUCTOR_COCOS(CCDrawNode, CCNodeRGBA)
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/** listen the event that coming to foreground on Android
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* @js NA
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*/
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void listenBackToForeground(CCObject *obj);
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private:
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void ensureCapacity(unsigned int count);
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void render();
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};
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NS_CC_END
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#endif // __CCDRAWNODES_CCDRAW_NODE_H__
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