axmol/tests/cpp-tests/Classes/LayerTest/LayerTest.cpp

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#include "LayerTest.h"
#include "../testResource.h"
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enum
{
kTagLayer = 1,
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};
static std::function<Layer*()> createFunctions[] = {
CL(LayerTestCascadingOpacityA),
CL(LayerTestCascadingOpacityB),
CL(LayerTestCascadingOpacityC),
CL(LayerTestCascadingColorA),
CL(LayerTestCascadingColorB),
CL(LayerTestCascadingColorC),
CL(LayerTest1),
CL(LayerTest2),
CL(LayerTestBlend),
CL(LayerGradientTest),
CL(LayerGradientTest2),
CL(LayerGradientTest3),
CL(LayerIgnoreAnchorPointPos),
CL(LayerIgnoreAnchorPointRot),
CL(LayerIgnoreAnchorPointScale),
CL(LayerExtendedBlendOpacityTest),
CL(LayerBug3162A),
CL(LayerBug3162B),
CL(LayerColorOccludeBug),
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};
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static int sceneIdx=-1;
#define MAX_LAYER (sizeof(createFunctions) / sizeof(createFunctions[0]))
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static Layer* nextAction()
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{
sceneIdx++;
sceneIdx = sceneIdx % MAX_LAYER;
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auto layer = (createFunctions[sceneIdx])();
return layer;
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}
static Layer* backAction()
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{
sceneIdx--;
int total = MAX_LAYER;
if( sceneIdx < 0 )
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sceneIdx += total;
auto layer = (createFunctions[sceneIdx])();
return layer;
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}
static Layer* restartAction()
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{
auto layer = (createFunctions[sceneIdx])();
return layer;
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}
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//------------------------------------------------------------------
//
// LayerTest
//
//------------------------------------------------------------------
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LayerTest::LayerTest(void)
{
}
LayerTest::~LayerTest(void)
{
}
std::string LayerTest::subtitle() const
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{
return "";
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}
std::string LayerTest::title() const
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{
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return "Layer Test";
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}
void LayerTest::onEnter()
{
BaseTest::onEnter();
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}
void LayerTest::restartCallback(Ref* sender)
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{
auto s = new LayerTestScene();
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s->addChild(restartAction());
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Director::getInstance()->replaceScene(s);
s->release();
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}
void LayerTest::nextCallback(Ref* sender)
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{
auto s = new LayerTestScene();
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s->addChild( nextAction() );
Director::getInstance()->replaceScene(s);
s->release();
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}
void LayerTest::backCallback(Ref* sender)
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{
auto s = new LayerTestScene();
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s->addChild( backAction() );
Director::getInstance()->replaceScene(s);
s->release();
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}
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//#pragma mark - Cascading support extensions
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static void setEnableRecursiveCascading(Node* node, bool enable)
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{
node->setCascadeColorEnabled(enable);
node->setCascadeOpacityEnabled(enable);
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auto& children = node->getChildren();
for(const auto &child : children) {
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setEnableRecursiveCascading(child, enable);
}
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}
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// LayerTestCascadingOpacityA
void LayerTestCascadingOpacityA::onEnter()
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{
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LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = Layer::create();
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = LabelBMFont::create("Test", "fonts/bitmapFontTest.fnt");
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layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Point( s.width*1/3, s.height/2));
sister2->setPosition( Point( s.width*2/3, s.height/2));
label->setPosition( Point( s.width/2, s.height/2));
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layer1->runAction(
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RepeatForever::create(
Sequence::create(
FadeTo::create(4, 0),
FadeTo::create(4, 255),
DelayTime::create(1),
NULL)));
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sister1->runAction(
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RepeatForever::create(
Sequence::create(
FadeTo::create(2, 0),
FadeTo::create(2, 255),
FadeTo::create(2, 0),
FadeTo::create(2, 255),
DelayTime::create(1),
NULL)));
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// Enable cascading in scene
setEnableRecursiveCascading(this, true);
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}
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std::string LayerTestCascadingOpacityA::subtitle() const
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{
return "Layer: cascading opacity";
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}
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// LayerTestCascadingOpacityB
void LayerTestCascadingOpacityB::onEnter()
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{
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LayerTest::onEnter();
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auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create(Color4B(192, 0, 0, 255), s.width, s.height/2);
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layer1->setCascadeColorEnabled(false);
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layer1->setPosition( Point(0, s.height/2));
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = LabelBMFont::create("Test", "fonts/bitmapFontTest.fnt");
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layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Point( s.width*1/3, 0));
sister2->setPosition( Point( s.width*2/3, 0));
label->setPosition( Point( s.width/2, 0));
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layer1->runAction(
RepeatForever::create(
Sequence::create(
FadeTo::create(4, 0),
FadeTo::create(4, 255),
DelayTime::create(1),
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NULL)));
sister1->runAction(
RepeatForever::create(
Sequence::create(
FadeTo::create(2, 0),
FadeTo::create(2, 255),
FadeTo::create(2, 0),
FadeTo::create(2, 255),
DelayTime::create(1),
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NULL)));
// Enable cascading in scene
setEnableRecursiveCascading(this, true);
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}
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std::string LayerTestCascadingOpacityB::subtitle() const
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{
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return "CCLayerColor: cascading opacity";
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}
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// LayerTestCascadingOpacityC
void LayerTestCascadingOpacityC::onEnter()
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{
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LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create(Color4B(192, 0, 0, 255), s.width, s.height/2);
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layer1->setCascadeColorEnabled(false);
layer1->setCascadeOpacityEnabled(false);
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layer1->setPosition( Point(0, s.height/2));
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = LabelBMFont::create("Test", "fonts/bitmapFontTest.fnt");
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layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Point( s.width*1/3, 0));
sister2->setPosition( Point( s.width*2/3, 0));
label->setPosition( Point( s.width/2, 0));
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layer1->runAction(
RepeatForever::create(
Sequence::create(
FadeTo::create(4, 0),
FadeTo::create(4, 255),
DelayTime::create(1),
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NULL)));
sister1->runAction(
RepeatForever::create(
Sequence::create(
FadeTo::create(2, 0),
FadeTo::create(2, 255),
FadeTo::create(2, 0),
FadeTo::create(2, 255),
DelayTime::create(1),
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NULL)));
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}
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std::string LayerTestCascadingOpacityC::subtitle() const
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{
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return "CCLayerColor: non-cascading opacity";
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}
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//#pragma mark Example LayerTestCascadingColor
// LayerTestCascadingColorA
void LayerTestCascadingColorA::onEnter()
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{
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LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = Layer::create();
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = LabelBMFont::create("Test", "fonts/bitmapFontTest.fnt");
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layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Point( s.width*1/3, s.height/2));
sister2->setPosition( Point( s.width*2/3, s.height/2));
label->setPosition( Point( s.width/2, s.height/2));
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layer1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(6, 255, 0, 255),
TintTo::create(6, 255, 255, 255),
DelayTime::create(1),
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NULL)));
sister1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(2, 255, 255, 0),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 0, 255, 255),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 255, 0, 255),
TintTo::create(2, 255, 255, 255),
DelayTime::create(1),
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NULL)));
// Enable cascading in scene
setEnableRecursiveCascading(this, true);
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}
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std::string LayerTestCascadingColorA::subtitle() const
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{
return "Layer: cascading color";
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}
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// LayerTestCascadingColorB
void LayerTestCascadingColorB::onEnter()
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{
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LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create(Color4B(255, 255, 255, 255), s.width, s.height/2);
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layer1->setPosition( Point(0, s.height/2));
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = LabelBMFont::create("Test", "fonts/bitmapFontTest.fnt");
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layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Point( s.width*1/3, 0));
sister2->setPosition( Point( s.width*2/3, 0));
label->setPosition( Point( s.width/2, 0));
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layer1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(6, 255, 0, 255),
TintTo::create(6, 255, 255, 255),
DelayTime::create(1),
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NULL)));
sister1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(2, 255, 255, 0),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 0, 255, 255),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 255, 0, 255),
TintTo::create(2, 255, 255, 255),
DelayTime::create(1),
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NULL)));
// Enable cascading in scene
setEnableRecursiveCascading(this, true);
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}
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std::string LayerTestCascadingColorB::subtitle() const
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{
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return "CCLayerColor: cascading color";
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}
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// LayerTestCascadingColorC
void LayerTestCascadingColorC::onEnter()
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{
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LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create(Color4B(255, 255, 255, 255), s.width, s.height/2);
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layer1->setCascadeColorEnabled(false);
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layer1->setPosition( Point(0, s.height/2));
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auto sister1 = Sprite::create("Images/grossinis_sister1.png");
auto sister2 = Sprite::create("Images/grossinis_sister2.png");
auto label = LabelBMFont::create("Test", "fonts/bitmapFontTest.fnt");
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layer1->addChild(sister1);
layer1->addChild(sister2);
layer1->addChild(label);
this->addChild( layer1, 0, kTagLayer);
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sister1->setPosition( Point( s.width*1/3, 0));
sister2->setPosition( Point( s.width*2/3, 0));
label->setPosition( Point( s.width/2, 0));
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layer1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(6, 255, 0, 255),
TintTo::create(6, 255, 255, 255),
DelayTime::create(1),
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NULL)));
sister1->runAction(
RepeatForever::create(
Sequence::create(
TintTo::create(2, 255, 255, 0),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 0, 255, 255),
TintTo::create(2, 255, 255, 255),
TintTo::create(2, 255, 0, 255),
TintTo::create(2, 255, 255, 255),
DelayTime::create(1),
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NULL)));
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}
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std::string LayerTestCascadingColorC::subtitle() const
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{
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return "CCLayerColor: non-cascading color";
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}
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//------------------------------------------------------------------
//
// LayerTest1
//
//------------------------------------------------------------------
void LayerTest1::onEnter()
{
LayerTest::onEnter();
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesBegan = CC_CALLBACK_2(LayerTest1::onTouchesBegan, this);
listener->onTouchesMoved = CC_CALLBACK_2(LayerTest1::onTouchesMoved, this);
listener->onTouchesEnded = CC_CALLBACK_2(LayerTest1::onTouchesEnded, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
auto s = Director::getInstance()->getWinSize();
auto layer = LayerColor::create( Color4B(0xFF, 0x00, 0x00, 0x80), 200, 200);
layer->ignoreAnchorPointForPosition(false);
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layer->setPosition( Point(s.width/2, s.height/2) );
addChild(layer, 1, kTagLayer);
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}
void LayerTest1::updateSize(Point &touchLocation)
{
auto s = Director::getInstance()->getWinSize();
auto newSize = Size( fabs(touchLocation.x - s.width/2)*2, fabs(touchLocation.y - s.height/2)*2);
auto l = (LayerColor*) getChildByTag(kTagLayer);
l->setContentSize( newSize );
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}
void LayerTest1::onTouchesBegan(const std::vector<Touch*>& touches, Event *event)
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{
onTouchesMoved(touches, event);
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}
void LayerTest1::onTouchesMoved(const std::vector<Touch*>& touches, Event *event)
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{
auto touchLocation = touches[0]->getLocation();
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updateSize(touchLocation);
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}
void LayerTest1::onTouchesEnded(const std::vector<Touch*>& touches, Event *event)
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{
onTouchesMoved(touches, event);
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}
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std::string LayerTest1::subtitle() const
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{
return "ColorLayer resize (tap & move)";
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}
//------------------------------------------------------------------
//
// LayerTest2
//
//------------------------------------------------------------------
void LayerTest2::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create( Color4B(255, 255, 0, 80), 100, 300);
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layer1->setPosition(Point(s.width/3, s.height/2));
layer1->ignoreAnchorPointForPosition(false);
addChild(layer1, 1);
auto layer2 = LayerColor::create( Color4B(0, 0, 255, 255), 100, 300);
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layer2->setPosition(Point((s.width/3)*2, s.height/2));
layer2->ignoreAnchorPointForPosition(false);
addChild(layer2, 1);
auto actionTint = TintBy::create(2, -255, -127, 0);
auto actionTintBack = actionTint->reverse();
auto seq1 = Sequence::create( actionTint, actionTintBack, NULL);
layer1->runAction(seq1);
auto actionFade = FadeOut::create(2.0f);
auto actionFadeBack = actionFade->reverse();
auto seq2 = Sequence::create(actionFade, actionFadeBack, NULL);
layer2->runAction(seq2);
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}
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std::string LayerTest2::subtitle() const
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{
return "ColorLayer: fade and tint";
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}
//------------------------------------------------------------------
//
// LayerTestBlend
//
//------------------------------------------------------------------
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LayerTestBlend::LayerTestBlend()
{
auto s = Director::getInstance()->getWinSize();
auto layer1 = LayerColor::create( Color4B(255, 255, 255, 80) );
auto sister1 = Sprite::create(s_pathSister1);
auto sister2 = Sprite::create(s_pathSister2);
addChild(sister1);
addChild(sister2);
addChild(layer1, 100, kTagLayer);
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sister1->setPosition( Point( s.width*1/3, s.height/2) );
sister2->setPosition( Point( s.width*2/3, s.height/2) );
schedule( schedule_selector(LayerTestBlend::newBlend), 1.0f);
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}
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void LayerTestBlend::newBlend(float dt)
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{
auto layer = (LayerColor*)getChildByTag(kTagLayer);
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GLenum src;
GLenum dst;
if( layer->getBlendFunc().dst == GL_ZERO )
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{
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src = GL_SRC_ALPHA;
dst = GL_ONE_MINUS_SRC_ALPHA;
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}
else
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{
src = GL_ONE_MINUS_DST_COLOR;
dst = GL_ZERO;
}
BlendFunc bf = {src, dst};
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layer->setBlendFunc( bf );
}
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std::string LayerTestBlend::subtitle() const
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{
return "ColorLayer: blend";
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}
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//------------------------------------------------------------------
//
// LayerGradientTest
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//
//------------------------------------------------------------------
LayerGradientTest::LayerGradientTest()
{
auto layer1 = LayerGradient::create(Color4B(255,0,0,255), Color4B(0,255,0,255), Point(0.9f, 0.9f));
addChild(layer1, 0, kTagLayer);
auto listener = EventListenerTouchAllAtOnce::create();
listener->onTouchesMoved = CC_CALLBACK_2(LayerGradientTest::onTouchesMoved, this);
_eventDispatcher->addEventListenerWithSceneGraphPriority(listener, this);
auto label1 = LabelTTF::create("Compressed Interpolation: Enabled", "Marker Felt", 26);
auto label2 = LabelTTF::create("Compressed Interpolation: Disabled", "Marker Felt", 26);
auto item1 = MenuItemLabel::create(label1);
auto item2 = MenuItemLabel::create(label2);
auto item = MenuItemToggle::createWithCallback( CC_CALLBACK_1(LayerGradientTest::toggleItem, this), item1, item2, NULL);
auto menu = Menu::create(item, NULL);
addChild(menu);
auto s = Director::getInstance()->getWinSize();
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menu->setPosition(Point(s.width / 2, 100));
}
void LayerGradientTest::toggleItem(Ref *sender)
{
auto gradient = static_cast<LayerGradient*>( getChildByTag(kTagLayer) );
gradient->setCompressedInterpolation(! gradient->isCompressedInterpolation());
}
void LayerGradientTest::onTouchesMoved(const std::vector<Touch*>& touches, Event *event)
{
auto s = Director::getInstance()->getWinSize();
auto touch = touches[0];
auto start = touch->getLocation();
auto diff = Point(s.width/2,s.height/2) - start;
diff = diff.normalize();
auto gradient = static_cast<LayerGradient*>( getChildByTag(1) );
gradient->setVector(diff);
}
std::string LayerGradientTest::title() const
{
return "LayerGradientTest";
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}
std::string LayerGradientTest::subtitle() const
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{
return "Touch the screen and move your finger";
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}
//------------------------------------------------------------------
//
// LayerGradientTest2
//
//------------------------------------------------------------------
LayerGradientTest2::LayerGradientTest2()
{
auto layer = new LayerGradient;
layer->initWithColor(Color4B(255,0,0,255), Color4B(255,255,0,255));
layer->autorelease();
addChild(layer);
}
std::string LayerGradientTest2::title() const
{
return "LayerGradientTest 2";
}
std::string LayerGradientTest2::subtitle() const
{
return "You should see a gradient";
}
//------------------------------------------------------------------
//
// LayerGradientTest3
//
//------------------------------------------------------------------
LayerGradientTest3::LayerGradientTest3()
{
auto layer1 = LayerGradient::create(Color4B(255,0,0,255), Color4B(255,255,0,255));
addChild(layer1);
}
std::string LayerGradientTest3::title() const
{
return "LayerGradientTest 3";
}
std::string LayerGradientTest3::subtitle() const
{
return "You should see a gradient";
}
// LayerIgnoreAnchorPointPos
#define kLayerIgnoreAnchorPoint 1000
void LayerIgnoreAnchorPointPos::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto l = LayerColor::create(Color4B(255, 0, 0, 255), 150, 150);
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l->setAnchorPoint(Point(0.5f, 0.5f));
l->setPosition(Point( s.width/2, s.height/2));
auto move = MoveBy::create(2, Point(100,2));
auto back = (MoveBy *)move->reverse();
auto seq = Sequence::create(move, back, NULL);
l->runAction(RepeatForever::create(seq));
this->addChild(l, 0, kLayerIgnoreAnchorPoint);
auto child = Sprite::create("Images/grossini.png");
l->addChild(child);
auto lsize = l->getContentSize();
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child->setPosition(Point(lsize.width/2, lsize.height/2));
auto item = MenuItemFont::create("Toggle ignore anchor point", CC_CALLBACK_1(LayerIgnoreAnchorPointPos::onToggle, this));
auto menu = Menu::create(item, NULL);
this->addChild(menu);
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menu->setPosition(Point(s.width/2, s.height/2));
}
void LayerIgnoreAnchorPointPos::onToggle(Ref* pObject)
{
auto layer = this->getChildByTag(kLayerIgnoreAnchorPoint);
bool ignore = layer->isIgnoreAnchorPointForPosition();
layer->ignoreAnchorPointForPosition(! ignore);
}
std::string LayerIgnoreAnchorPointPos::title() const
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{
return "IgnoreAnchorPoint - Position";
}
std::string LayerIgnoreAnchorPointPos::subtitle() const
{
return "Ignoring Anchor Point for position";
}
// LayerIgnoreAnchorPointRot
void LayerIgnoreAnchorPointRot::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto l = LayerColor::create(Color4B(255, 0, 0, 255), 200, 200);
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l->setAnchorPoint(Point(0.5f, 0.5f));
l->setPosition(Point( s.width/2, s.height/2));
this->addChild(l, 0, kLayerIgnoreAnchorPoint);
auto rot = RotateBy::create(2, 360);
l->runAction(RepeatForever::create(rot));
auto child = Sprite::create("Images/grossini.png");
l->addChild(child);
auto lsize = l->getContentSize();
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child->setPosition(Point(lsize.width/2, lsize.height/2));
auto item = MenuItemFont::create("Toogle ignore anchor point", CC_CALLBACK_1(LayerIgnoreAnchorPointRot::onToggle, this));
auto menu = Menu::create(item, NULL);
this->addChild(menu);
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menu->setPosition(Point(s.width/2, s.height/2));
}
void LayerIgnoreAnchorPointRot::onToggle(Ref* pObject)
{
auto layer = this->getChildByTag(kLayerIgnoreAnchorPoint);
bool ignore = layer->isIgnoreAnchorPointForPosition();
layer->ignoreAnchorPointForPosition(! ignore);
}
std::string LayerIgnoreAnchorPointRot::title() const
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{
return "IgnoreAnchorPoint - Rotation";
}
std::string LayerIgnoreAnchorPointRot::subtitle() const
{
return "Ignoring Anchor Point for rotations";
}
// LayerIgnoreAnchorPointScale
void LayerIgnoreAnchorPointScale::onEnter()
{
LayerTest::onEnter();
auto s = Director::getInstance()->getWinSize();
auto l = LayerColor::create(Color4B(255, 0, 0, 255), 200, 200);
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l->setAnchorPoint(Point(0.5f, 1.0f));
l->setPosition(Point( s.width/2, s.height/2));
auto scale = ScaleBy::create(2, 2);
auto back = (ScaleBy*)scale->reverse();
auto seq = Sequence::create(scale, back, NULL);
l->runAction(RepeatForever::create(seq));
this->addChild(l, 0, kLayerIgnoreAnchorPoint);
auto child = Sprite::create("Images/grossini.png");
l->addChild(child);
auto lsize = l->getContentSize();
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child->setPosition(Point(lsize.width/2, lsize.height/2));
auto item = MenuItemFont::create("Toogle ignore anchor point", CC_CALLBACK_1(LayerIgnoreAnchorPointScale::onToggle, this));
auto menu = Menu::create(item, NULL);
this->addChild(menu);
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menu->setPosition(Point(s.width/2, s.height/2));
}
void LayerIgnoreAnchorPointScale::onToggle(Ref* pObject)
{
auto layer = this->getChildByTag(kLayerIgnoreAnchorPoint);
bool ignore = layer->isIgnoreAnchorPointForPosition();
layer->ignoreAnchorPointForPosition(! ignore);
}
std::string LayerIgnoreAnchorPointScale::title() const
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{
return "IgnoreAnchorPoint - Scale";
}
std::string LayerIgnoreAnchorPointScale::subtitle() const
{
return "Ignoring Anchor Point for scale";
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}
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void LayerTestScene::runThisTest()
{
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sceneIdx = -1;
auto layer = nextAction();
addChild(layer);
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Director::getInstance()->replaceScene(this);
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}
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LayerExtendedBlendOpacityTest::LayerExtendedBlendOpacityTest()
{
auto layer1 = LayerGradient::create(Color4B(255, 0, 0, 255), Color4B(255, 0, 255, 255));
layer1->setContentSize(Size(80, 80));
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layer1->setPosition(Point(50,50));
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addChild(layer1);
auto layer2 = LayerGradient::create(Color4B(0, 0, 0, 127), Color4B(255, 255, 255, 127));
layer2->setContentSize(Size(80, 80));
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layer2->setPosition(Point(100,90));
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addChild(layer2);
auto layer3 = LayerGradient::create();
layer3->setContentSize(Size(80, 80));
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layer3->setPosition(Point(150,140));
layer3->setStartColor(Color3B(255, 0, 0));
layer3->setEndColor(Color3B(255, 0, 255));
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layer3->setStartOpacity(255);
layer3->setEndOpacity(255);
layer3->setBlendFunc( BlendFunc::ALPHA_NON_PREMULTIPLIED );
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addChild(layer3);
}
std::string LayerExtendedBlendOpacityTest::title() const
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{
return "Extended Blend & Opacity";
}
std::string LayerExtendedBlendOpacityTest::subtitle() const
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{
return "You should see 3 layers";
}
// LayerBug3162A
void LayerBug3162A::onEnter()
{
LayerTest::onEnter();
Size size = VisibleRect::getVisibleRect().size;
size.width = size.width / 2;
size.height = size.height / 3;
Color4B color[3] = {Color4B(255, 0, 0, 255), Color4B(0, 255, 0, 255), Color4B(0, 0, 255, 255)};
for (int i = 0; i < 3; ++i)
{
_layer[i] = LayerColor::create(color[i]);
_layer[i]->setContentSize(size);
_layer[i]->setPosition(Point(size.width/2, size.height/2) - Point(20, 20));
_layer[i]->setOpacity(150);
_layer[i]->setCascadeOpacityEnabled(true);
if (i > 0)
{
_layer[i-1]->addChild(_layer[i]);
}
}
this->addChild(_layer[0]);
schedule(schedule_selector(LayerBug3162A::step), 0.5, kRepeatForever, 0);
}
void LayerBug3162A::step(float dt)
{
_layer[0]->setCascadeOpacityEnabled(!_layer[0]->isCascadeOpacityEnabled());
}
std::string LayerBug3162A::title() const
{
return "Bug 3162 red layer cascade opacity eable/disable";
}
std::string LayerBug3162A::subtitle() const
{
return "g and b layer opacity is effected/diseffected with r layer";
}
// LayerBug3162B
void LayerBug3162B::onEnter()
{
LayerTest::onEnter();
Size size = VisibleRect::getVisibleRect().size;
size.width = size.width / 2;
size.height = size.height / 3;
Color4B color[3] = {Color4B(200, 0, 0, 255), Color4B(150, 0, 0, 255), Color4B(100, 0, 0, 255)};
for (int i = 0; i < 3; ++i)
{
_layer[i] = LayerColor::create(color[i]);
_layer[i]->setContentSize(size);
_layer[i]->setPosition(Point(size.width/2, size.height/2) - Point(20, 20));
//_layer[i]->setOpacity(150);
if (i > 0)
{
_layer[i-1]->addChild(_layer[i]);
}
}
this->addChild(_layer[0]);
_layer[0]->setCascadeColorEnabled(true);
_layer[1]->setCascadeColorEnabled(true);
_layer[2]->setCascadeColorEnabled(true);
schedule(schedule_selector(LayerBug3162B::step), 0.5, kRepeatForever, 0);
}
void LayerBug3162B::step(float dt)
{
_layer[0]->setCascadeColorEnabled(!_layer[0]->isCascadeColorEnabled());
}
std::string LayerBug3162B::title() const
{
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return "Bug 3162 bottom layer cascade color eable/disable";
}
std::string LayerBug3162B::subtitle() const
{
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return "u and m layer color is effected/diseffected with b layer";
}
std::string LayerColorOccludeBug::title() const
{
return "Layer Color Occlude Bug Test";
}
std::string LayerColorOccludeBug::subtitle() const
{
return "Layer Color Should not occlude titles and any sprites";
}
void LayerColorOccludeBug::onEnter()
{
LayerTest::onEnter();
Director::getInstance()->setDepthTest(true);
_layer = LayerColor::create(Color4B(0, 80, 95, 255));
addChild(_layer);
}
void LayerColorOccludeBug::onExit()
{
LayerTest::onExit();
Director::getInstance()->setDepthTest(false);
}