1、代码列表
2、VisibleRect类
该类是test-cpp自带工具类
3、HelloWorldScene类
同前面代码
4、DrawPrimitivesDemo类
1).h文件
#include "cocos2d.h" #include "ui/CocosGUI.h" #include "VisibleRect.h" #include "renderer/CCRenderer.h" #include "renderer/CCCustomCommand.h" USING_NS_CC; using namespace ui; class DrawPrimitivesDemo : public Scene { public: CREATE_FUNC(DrawPrimitivesDemo); virtual bool init(); }; class BaseTest : public cocos2d::Layer { public: CREATE_FUNC(BaseTest); std::string title() const; virtual std::string subtitle() const; void restartCallback(Ref* sender);//又一次运行当前test void nextCallback(Ref* sender);//下一个test void backCallback(Ref* sender);//上一个test virtual bool init(); void menuCloseCallback(cocos2d::Ref* pSender);//关闭菜单回调函数 }; class DrawPrimitivesTest : public BaseTest { public: CREATE_FUNC(DrawPrimitivesTest); virtual bool init(); virtual std::string subtitle() const override; virtual void draw(Renderer* renderer,const Mat4 &transform,uint32_t flags) override; protected: void onDraw(const Mat4 &transform,uint32_t flags); CustomCommand _customCommand; }; class DrawNodeTest : public BaseTest { public: CREATE_FUNC(DrawNodeTest); virtual bool init(); virtual std::string subtitle() const override; };
2).cpp文件
#include "DrawPrimitivesDemo.h" #include "renderer/CCRenderer.h" #include "renderer/CCCustomCommand.h" #define CL(__className__) [](){ return __className__::create();} static int sceneIdx = -1; typedef Layer* (*NEWDRAWPRIMITIVESFUNC)(); #define DRAWPRIMITIVES_CREATE_FUNC(className) static Layer* create##className() { return new className(); } static std::function<Layer*()> createFunctions[] = { CL(DrawPrimitivesTest), CL(DrawNodeTest), }; #define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0])) static Layer* nextAction() { sceneIdx++; sceneIdx = sceneIdx % MAX_LAYER; auto layer = (createFunctions[sceneIdx])(); // layer->autorelease(); return layer; } static Layer* backAction() { sceneIdx--; int total = MAX_LAYER; if( sceneIdx < 0 ) sceneIdx += total; auto layer = (createFunctions[sceneIdx])(); // layer->autorelease(); return layer; } static Layer* restartAction() { auto layer = (createFunctions[sceneIdx])(); // layer->autorelease(); return layer; } bool BaseTest::init() { bool bRet = false; do{ CC_BREAK_IF(!Layer::init()); Size visibleSize = Director::getInstance()->getVisibleSize(); Vec2 origin = Director::getInstance()->getVisibleOrigin(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. // add a "close" icon to exit the progress. it's an autorelease object auto closeItem = MenuItemImage::create( "CloseNormal.png", "CloseSelected.png", CC_CALLBACK_1(BaseTest::menuCloseCallback, this)); closeItem->setPosition(Vec2(origin.x + visibleSize.width - closeItem->getContentSize().width/2 , origin.y + visibleSize.height - closeItem->getContentSize().height/2)); // create menu, it's an autorelease object auto menu1 = Menu::create(closeItem, NULL); menu1->setPosition(Vec2::ZERO); this->addChild(menu1, 1); std::string str = title(); const char * pTitle = str.c_str(); TTFConfig ttfConfig("tahoma.ttf", 35); auto label = Label::createWithTTF(ttfConfig,pTitle); addChild(label, 9999); label->setPosition( Vec2(VisibleRect::center().x, VisibleRect::top().y - 30) ); std::string strSubtitle = subtitle(); if( ! strSubtitle.empty() ) { ttfConfig.fontFilePath = "tahoma.ttf"; ttfConfig.fontSize = 30; auto l = Label::createWithTTF(ttfConfig,strSubtitle.c_str()); addChild(l, 9999); l->setPosition( Vec2(VisibleRect::center().x, VisibleRect::top().y - 100) ); } auto item1 = MenuItemFont::create("backCallback", CC_CALLBACK_1(BaseTest::backCallback, this) ); auto item2 = MenuItemFont::create("restartCallback", CC_CALLBACK_1(BaseTest::restartCallback, this) ); auto item3 = MenuItemFont::create("nextCallback", CC_CALLBACK_1(BaseTest::nextCallback, this) ); auto menu = Menu::create(item1, item2, item3, NULL); menu->setPosition(Vec2::ZERO); item1->setPosition(Vec2(VisibleRect::center().x - item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2)); item2->setPosition(Vec2(VisibleRect::center().x, VisibleRect::bottom().y+item2->getContentSize().height/2)); item3->setPosition(Vec2(VisibleRect::center().x + item2->getContentSize().width*2, VisibleRect::bottom().y+item2->getContentSize().height/2)); addChild(menu, 9999); bRet = true; }while(0); return bRet; } void BaseTest::menuCloseCallback(Ref* pSender) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) MessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); return; #endif Director::getInstance()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif } void BaseTest::restartCallback(cocos2d::Ref *sender) { auto s = new (std::nothrow) DrawPrimitivesDemo(); s->addChild(restartAction()); Director::getInstance()->replaceScene(s); s->release(); } void BaseTest::nextCallback(cocos2d::Ref *sender) { auto s = new (std::nothrow) DrawPrimitivesDemo(); s->addChild(nextAction()); Director::getInstance()->replaceScene(s); s->release(); } void BaseTest::backCallback(cocos2d::Ref *sender) { auto s = new (std::nothrow) DrawPrimitivesDemo(); s->addChild(backAction()); Director::getInstance()->replaceScene(s); s->release(); } std::string BaseTest::title() const { return "DrawPrimitives Test"; } std::string BaseTest::subtitle() const { return ""; } bool DrawPrimitivesDemo::init() { bool bRet = false; do{ CC_BREAK_IF(!Scene::init()); auto layer = nextAction(); addChild(layer); Director::getInstance()->replaceScene(this); bRet = true; }while(0); return bRet; } bool DrawPrimitivesTest::init() { bool bRet = false; do{ CC_BREAK_IF(!BaseTest::init()); bRet = true; }while(0); return bRet; } void DrawPrimitivesTest::draw(cocos2d::Renderer *renderer, const cocos2d::Mat4 &transform, uint32_t flags) { //重写draw函数,回调onDraw函数 _customCommand.init(_globalZOrder); _customCommand.func = CC_CALLBACK_0(DrawPrimitivesTest::onDraw, this, transform,flags); renderer->addCommand(&_customCommand); } void DrawPrimitivesTest::onDraw(const cocos2d::Mat4 &transform, uint32_t flags) { //初始化 Director* director = Director::getInstance(); director->pushMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); director->loadMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW, transform); //画线 CHECK_GL_ERROR_DEBUG(); DrawPrimitives::drawLine(VisibleRect::leftBottom(), VisibleRect::rightTop());//參数是2个Vec2对象 //画线 CHECK_GL_ERROR_DEBUG(); glLineWidth(5.0f);//设置线条宽度 DrawPrimitives::setDrawColor4B(255, 0, 0, 255);//设置颜色 DrawPrimitives::drawLine(VisibleRect::leftTop(), VisibleRect::rightBottom()); //画点 CHECK_GL_ERROR_DEBUG(); DrawPrimitives::setPointSize(64);//设置点大小 DrawPrimitives::setDrawColor4B(0, 255, 255, 255);//设置颜色 DrawPrimitives::drawPoint(VisibleRect::center());//參数Vec2对象,表示圆心的位置 //画多个点 CHECK_GL_ERROR_DEBUG(); Vec2 points[] = {Vec2(60,160),Vec2(70,170),Vec2(60,170),Vec2(70,160)}; DrawPrimitives::setPointSize(4); DrawPrimitives::setDrawColor4B(0, 255, 255, 255); DrawPrimitives::drawPoints(points, 4);//參数依次为圆心Vec2和点的个数 //画圆圈 CHECK_GL_ERROR_DEBUG(); glLineWidth(16); DrawPrimitives::setDrawColor4B(0, 255, 0, 255); DrawPrimitives::drawCircle(VisibleRect::center(), 100, 0, 10, false);//參数依次为:圆心、半径、角度、段数、是否画出一条半径 //画圆圈 CHECK_GL_ERROR_DEBUG(); glLineWidth(2); DrawPrimitives::setDrawColor4B(0, 255, 255, 255); DrawPrimitives::drawCircle(VisibleRect::center(), 50, CC_DEGREES_TO_RADIANS(90), 50, true); //画实心圆 CHECK_GL_ERROR_DEBUG(); glLineWidth(2);//线条宽度 DrawPrimitives::setDrawColor4B(255, 0, 255, 255);//线条颜色 //參数依次为:圆心、半径、角度、段数、X轴缩放系数、Y轴缩放系数 DrawPrimitives::drawSolidCircle(VisibleRect::center() + Vec2(140,0), 40, CC_DEGREES_TO_RADIANS(90), 50, 1.0f, 1.0f); //画多边形图形,不闭合 CHECK_GL_ERROR_DEBUG(); glLineWidth(10); Vec2 vertices[] = {Vec2(0,0),Vec2(50,50),Vec2(100,50),Vec2(100,100),Vec2(50,100)}; DrawPrimitives::drawPoly(vertices, 5, false);//參数依次为多边形定点、定点数、是否闭合 //绘制填充多边形 CHECK_GL_ERROR_DEBUG(); glLineWidth(1); Vec2 filledVertices[] = {Vec2(0,120),Vec2(50,120),Vec2(50,170),Vec2(25,200),Vec2(0,170)}; DrawPrimitives::drawSolidPoly(filledVertices, 5, Color4F(0.5f,0.5f,1,1));//參数依次为定点、顶点个数、填充颜色 //绘制多边形,闭合 DrawPrimitives::setDrawColor4B(255, 0, 255, 255); glLineWidth(2); Vec2 vertices2[] = {Vec2(90,330),Vec2(90,530),Vec2(150,500)}; DrawPrimitives::drawPoly(vertices2, 3, true); //绘制贝塞尔曲线 CHECK_GL_ERROR_DEBUG(); //參数依次为起点、控制点、终点、段数 DrawPrimitives::drawQuadBezier(VisibleRect::leftTop(), VisibleRect::center(), VisibleRect::rightTop(), 50); //画贝塞尔曲线 CHECK_GL_ERROR_DEBUG(); //參数依次为起点、控制点1、控制点2、终点、段数 DrawPrimitives::drawCubicBezier(VisibleRect::center(), Vec2(VisibleRect::center().x + 30,VisibleRect::center().y + 50), Vec2(VisibleRect::center().x + 60,VisibleRect::center().y - 50), VisibleRect::right(), 100); //画填充闭合曲线 CHECK_GL_ERROR_DEBUG(); Vec2 vertices3[] = {Vec2(90,160), Vec2(100,190), Vec2(150,190), Vec2(140,160)}; DrawPrimitives::drawSolidPoly(vertices3, 4, Color4F(1,1,0,1));//參数依次为顶点、顶点个数、填充颜色 glLineWidth(1); DrawPrimitives::setDrawColor4B(255, 255, 255, 255); DrawPrimitives::setPointSize(1); CHECK_GL_ERROR_DEBUG(); director->popMatrix(MATRIX_STACK_TYPE::MATRIX_STACK_MODELVIEW); } std::string DrawPrimitivesTest::subtitle() const { return "draw primitives"; } bool DrawNodeTest::init() { bool bRet = false; do{ CC_BREAK_IF(!BaseTest::init()); auto s = Director::getInstance()->getWinSize(); //add DrawNode auto draw = DrawNode::create(); addChild(draw,10); //draw point,參数依次为位置、Size、填充颜色 draw->drawPoint(Vec2(s.width/2 - 120,s.height/2 - 120),10 , Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1)); draw->drawPoint(Vec2(s.width/2 + 120,s.height/2 + 120),10 , Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1)); //draw points,同上 Vec2 position[] = {Vec2(60,60),Vec2(70,70),Vec2(60,70),Vec2(70,60)}; draw->drawPoints(position, 4, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1)); //draw a line,參数依次为起点、终点、颜色 draw->drawLine(Vec2(0,0), Vec2(s.width,s.height), Color4F(1.0, 0.0, 0.0, 0.5)); //draw a rectangle,绘制剪裁点。參数为剪裁起点、终点、颜色 draw->drawRect(Vec2(23,123), Vec2(7,100), Color4F(1, 1, 0, 1)); //draw circle。绘制圆圈,參数依次为:圆心、半径、角度、段数、是否绘制一条半径、X轴缩放、Y轴缩放、颜色 draw->drawCircle(VisibleRect::center() + Vec2(140,0), 100, CC_DEGREES_TO_RADIANS(90), 50, true, 1.0f, 2.0f, Color4F(1.0, 0.0, 0.0, 0.5)); draw->drawCircle(VisibleRect::center() - Vec2(140,0), 50, CC_DEGREES_TO_RADIANS(90), 30, false, Color4F(CCRANDOM_0_1(),CCRANDOM_0_1(),CCRANDOM_0_1(),1)); //Draw some beziers,參数依次为:起点、控制点、终点、段数、颜色 draw->drawQuadBezier(Vec2(s.width - 150, s.height - 150), Vec2(s.width - 70, s.height - 10), Vec2(s.width - 10,s.height - 10), 10, Color4F(CCRANDOM_0_1(),CCRANDOM_0_1(),CCRANDOM_0_1(),0.5)); draw->drawQuadBezier(Vec2(0,s.height), Vec2(s.width/2,s.height/2), Vec2(s.width,s.height), 50, Color4F(CCRANDOM_0_1(),CCRANDOM_0_1(),CCRANDOM_0_1(),0.5)); //參数依次为:起点、控制点1、控制点2、终点、段数、颜色 draw->drawCubicBezier(VisibleRect::center(), Vec2(VisibleRect::center().x+30,VisibleRect::center().y+50), Vec2(VisibleRect::center().x+60,VisibleRect::center().y-50),VisibleRect::right(),100, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5)); draw->drawCubicBezier(Vec2(s.width - 250,40), Vec2(s.width - 70,100), Vec2(s.width - 30,250), Vec2(s.width - 10,s.height - 50), 10, Color4F(CCRANDOM_0_1(),CCRANDOM_0_1(),CCRANDOM_0_1(),0.5)); auto array = PointArray::create(20); array->addControlPoint(Vec2(0,0)); array->addControlPoint(Vec2(80,80)); array->addControlPoint(Vec2(s.width - 80,80)); array->addControlPoint(Vec2(s.width - 80,s.height - 80)); array->addControlPoint(Vec2(80,s.height - 80)); array->addControlPoint(Vec2(80,80)); array->addControlPoint(Vec2(s.width/2,s.height/2)); //绘制基本线条,參数依次为:点数组、张力、段数、颜色 draw->drawCardinalSpline(array, 0.5, 50, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5)); auto array2 = PointArray::create(20); array2->addControlPoint(Vec2(s.width/2,30)); array2->addControlPoint(Vec2(s.width - 80,30)); array2->addControlPoint(Vec2(s.width - 80,s.height - 80)); array2->addControlPoint(Vec2(s.width/2,s.height - 80)); array2->addControlPoint(Vec2(s.width/2,30)); draw->drawCatmullRom(array2, 50, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5)); //open random color poly,绘制多边形,不封闭 Vec2 vertices[] = {Vec2(0,0),Vec2(50,50),Vec2(100,50),Vec2(100,100),Vec2(50,100)}; draw->drawPoly(vertices, 5, false, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1)); //closed random color poly。绘制多边形,封闭 Vec2 vertices2[] = {Vec2(30,130), Vec2(30,230), Vec2(50,200)}; draw->drawPoly(vertices2, 3, true, Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1)); //Draw 10 Circles,绘制圆圈 for(int i = 0; i < 10; i++) { //參数依次为:圆心、半径、颜色 draw->drawDot(Vec2(s.width/2,s.height/2), 10*(10-i), Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 1)); } //Draw polygons绘制闭合多边形,參数依次是顶点、顶点个数、填充颜色、线条宽度、线条颜色 Vec2 points[] = { Vec2(s.height/4,0), Vec2(s.width,s.height/5), Vec2(s.width/3*2,s.height) }; // draw->drawPolygon(points, sizeof(points) / sizeof(points[0]), Color4F(1,0,0,0.5), 4, Color4F(0,0,1,0.5)); //star poly (triggers buggs)绘制多边形图形 { const float o = 80; const float w = 20; const float h = 50; Vec2 star[] = {Vec2(o+w,o-h),Vec2(o+w*2,o),Vec2(o+w*2+h,o+w),Vec2(o+w*2,o+w*2)}; //參数依次为:顶点、顶点个数、填充颜色、线条宽度、线条颜色 draw->drawPolygon(star, sizeof(star) / sizeof(star[0]), Color4F(1,0,0,0.5), 1, Color4F(0,0,1,1)); } //绘制多边形 //star poly(doesn't trigger bug...order is important un tesselation is supported. { const float o=180; const float w=20; const float h=50; Vec2 star[] = { Vec2(o,o), Vec2(o+w,o-h), Vec2(o+w*2, o), // lower spike Vec2(o + w*2 + h, o+w ), Vec2(o + w*2, o+w*2), // right spike Vec2(o +w, o+w*2+h), Vec2(o,o+w*2), // top spike Vec2(o -h, o+w), }; // left spike draw->drawPolygon(star,sizeof(star)/sizeof(star[0]), Color4F(1,0,0,0.5), 1, Color4F(0,0,1,1)); } //draw a solid polygon。绘制填充多边形 Vec2 vertices3[] = {Vec2(60,160), Vec2(70,190), Vec2(100,190), Vec2(90,160)}; draw->drawSolidPoly(vertices3, 4, Color4F(1,1,0,1));//參数依次为:顶点、顶点个数、填充颜色 //draw a solid rectangle//绘制剪裁图形。參数依次为:起点、终点、颜色 draw->drawSolidRect(Vec2(10,10),Vec2(20,20), Color4F(1,1,0,1)); //draw a solid circle绘制圆圈,參数依次为:终点、半径、角度、段数、X轴缩放、y轴缩放、颜色 draw->drawSolidCircle(VisibleRect::center() + Vec2(140,0),40, CC_DEGREES_TO_RADIANS(90), 50, 2.0f, 2.0f, Color4F(0,1,0,1)); //draw segment绘制线段,參数依次为:起点、终点、半径、颜色 draw->drawSegment(Vec2(20,s.height), Vec2(20,s.height / 2), 10, Color4F(0,1,0,1)); draw->drawSegment(Vec2(10,s.height/2), Vec2(s.width/2,s.height/2), 40, Color4F(1,0,1,0.5)); //draw triangle绘制三角形 draw->drawTriangle(Vec2(10,10), Vec2(70,30), Vec2(100,140), Color4F(CCRANDOM_0_1(), CCRANDOM_0_1(), CCRANDOM_0_1(), 0.5)); bRet = true; }while(0); return bRet; } std::string DrawNodeTest::subtitle() const { return "Draw Node test"; }
5、效果图
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