2014-07-29 10:26:53 +08:00
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/****************************************************************************
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2018-01-29 16:25:32 +08:00
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2015-04-20 17:00:40 +08:00
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2014-07-29 10:26:53 +08:00
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http://www.cocos2d-x.org
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2015-04-20 17:00:40 +08:00
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2014-07-29 10:26:53 +08:00
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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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2015-04-20 17:00:40 +08:00
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2014-07-29 10:26:53 +08:00
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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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2015-04-20 17:00:40 +08:00
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2014-07-29 10:26:53 +08:00
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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
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THE SOFTWARE.
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2016-11-24 09:59:00 +08:00
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****************************************************************************/
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2014-07-29 10:26:53 +08:00
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2016-03-20 21:53:44 +08:00
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#include "ui/UIScale9Sprite.h"
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2014-07-29 10:39:38 +08:00
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#include "2d/CCSprite.h"
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#include "2d/CCSpriteFrameCache.h"
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#include "base/CCVector.h"
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#include "base/CCDirector.h"
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2016-07-22 11:56:41 +08:00
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#include "base/ccUTF8.h"
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2014-12-23 15:03:31 +08:00
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#include "renderer/ccShaders.h"
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2015-05-21 16:04:37 +08:00
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#include "platform/CCImage.h"
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#include "base/CCNinePatchImageParser.h"
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2015-12-03 17:53:02 +08:00
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#include "2d/CCDrawNode.h"
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#include "2d/CCCamera.h"
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#include "renderer/CCRenderer.h"
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2014-07-29 10:39:38 +08:00
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2016-11-24 09:59:00 +08:00
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using namespace cocos2d;
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using namespace cocos2d::ui;
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2015-05-21 16:04:37 +08:00
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2016-11-24 09:59:00 +08:00
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Scale9Sprite* Scale9Sprite::create()
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{
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Scale9Sprite *ret = new (std::nothrow) Scale9Sprite();
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if (ret && ret->init())
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2015-05-21 16:04:37 +08:00
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{
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2016-11-24 09:59:00 +08:00
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ret->autorelease();
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2015-12-16 11:53:59 +08:00
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return ret;
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2015-05-21 16:04:37 +08:00
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}
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2016-11-24 09:59:00 +08:00
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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2015-05-21 16:04:37 +08:00
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2016-11-24 09:59:00 +08:00
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Scale9Sprite* Scale9Sprite::create(const std::string& filename, const Rect& rect, const Rect& capInsets)
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{
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Scale9Sprite* ret = new (std::nothrow) Scale9Sprite();
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if (ret && ret->initWithFile(filename, rect, capInsets))
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2015-05-21 16:04:37 +08:00
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{
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2016-11-24 09:59:00 +08:00
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ret->autorelease();
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2015-10-29 14:27:27 +08:00
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return ret;
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2015-05-21 16:04:37 +08:00
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}
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2016-11-24 09:59:00 +08:00
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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2015-05-21 16:04:37 +08:00
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2016-11-24 09:59:00 +08:00
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Scale9Sprite* Scale9Sprite::create(const std::string& filename, const Rect& rect)
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{
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return create(filename, rect, Rect::ZERO);
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}
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2015-05-21 16:04:37 +08:00
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2016-11-24 09:59:00 +08:00
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Scale9Sprite* Scale9Sprite::create(const Rect& capInsets, const std::string& file)
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{
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Scale9Sprite* ret = new (std::nothrow) Scale9Sprite();
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if (ret && ret->initWithFile(capInsets, file))
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2015-05-21 16:04:37 +08:00
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{
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2016-11-24 09:59:00 +08:00
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ret->autorelease();
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return ret;
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2015-05-21 16:04:37 +08:00
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}
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2016-11-24 09:59:00 +08:00
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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2015-05-21 16:04:37 +08:00
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2016-11-24 09:59:00 +08:00
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Scale9Sprite* Scale9Sprite::create(const std::string& fileaname)
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{
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return create(Rect::ZERO, fileaname);
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}
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2015-04-20 17:00:40 +08:00
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2016-11-24 09:59:00 +08:00
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Scale9Sprite* Scale9Sprite::createWithSpriteFrame(SpriteFrame* spriteFrame, const Rect& capInsets)
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{
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Scale9Sprite* ret = new (std::nothrow) Scale9Sprite();
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if (ret && ret->initWithSpriteFrame(spriteFrame, capInsets))
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2014-12-04 03:17:47 +08:00
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{
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2016-11-24 09:59:00 +08:00
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ret->autorelease();
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return ret;
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2014-12-04 03:17:47 +08:00
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}
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2016-11-24 09:59:00 +08:00
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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2015-04-20 17:00:40 +08:00
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2016-11-24 09:59:00 +08:00
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Scale9Sprite* Scale9Sprite::createWithSpriteFrame(SpriteFrame* spriteFrame)
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{
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return createWithSpriteFrame(spriteFrame, Rect::ZERO);
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}
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2014-09-01 17:06:22 +08:00
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2016-11-24 09:59:00 +08:00
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Scale9Sprite* Scale9Sprite::createWithSpriteFrameName(const std::string& spriteFrameName, const Rect& capInsets)
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{
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Scale9Sprite* ret = new (std::nothrow) Scale9Sprite();
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if (ret && ret->initWithSpriteFrameName(spriteFrameName, capInsets))
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2014-09-01 17:06:22 +08:00
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{
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2016-11-24 09:59:00 +08:00
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ret->autorelease();
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return ret;
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2014-09-01 17:06:22 +08:00
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}
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2016-11-24 09:59:00 +08:00
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
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2015-04-20 17:00:40 +08:00
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2016-11-24 09:59:00 +08:00
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Scale9Sprite* Scale9Sprite::createWithSpriteFrameName(const std::string& spriteFrameName)
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{
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Scale9Sprite* ret = new (std::nothrow) Scale9Sprite();
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if (ret && ret->initWithSpriteFrameName(spriteFrameName, Rect::ZERO))
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2014-09-27 20:54:07 +08:00
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{
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2016-11-24 09:59:00 +08:00
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ret->autorelease();
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return ret;
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2014-09-27 20:54:07 +08:00
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}
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2016-11-24 09:59:00 +08:00
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CC_SAFE_DELETE(ret);
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log("Could not allocate Scale9Sprite()");
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return nullptr;
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}
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Scale9Sprite::Scale9Sprite()
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2018-05-14 10:34:56 +08:00
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: _isPatch9(false)
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2016-11-24 09:59:00 +08:00
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, _insetLeft(0)
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, _insetRight(0)
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2018-05-14 10:34:56 +08:00
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, _insetTop(0)
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2016-11-24 09:59:00 +08:00
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, _insetBottom(0)
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2018-05-14 10:34:56 +08:00
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, _brightState(State::NORMAL)
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, _renderingType(RenderingType::SLICE)
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2016-11-24 09:59:00 +08:00
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{
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}
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Scale9Sprite::~Scale9Sprite()
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{
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}
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bool Scale9Sprite::initWithFile(const Rect& capInsets, const std::string& file)
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{
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// calls super
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bool ret = Sprite::initWithFile(file);
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setupSlice9(getTexture(), capInsets);
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return ret;
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}
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2016-11-30 09:26:40 +08:00
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bool Scale9Sprite::initWithFile(const std::string& filename)
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{
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// calls super
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2017-07-17 15:52:01 +08:00
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auto originalCapInsets = this->getCapInsets();
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2016-11-30 09:26:40 +08:00
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bool ret = Sprite::initWithFile(filename);
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2017-07-17 15:52:01 +08:00
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setupSlice9(getTexture(), originalCapInsets);
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2016-11-30 09:26:40 +08:00
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return ret;
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}
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bool Scale9Sprite::initWithFile(const std::string& filename, const Rect& rect)
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{
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// calls super
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2017-07-17 15:52:01 +08:00
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auto originalCapInsets = this->getCapInsets();
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2016-11-30 09:26:40 +08:00
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bool ret = Sprite::initWithFile(filename, rect);
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2017-07-17 15:52:01 +08:00
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setupSlice9(getTexture(), originalCapInsets);
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2016-11-30 09:26:40 +08:00
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return ret;
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}
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2016-11-24 09:59:00 +08:00
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bool Scale9Sprite::initWithSpriteFrame(SpriteFrame* spriteFrame, const Rect& capInsets)
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{
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// calls super
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bool ret = Sprite::initWithSpriteFrame(spriteFrame);
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setupSlice9(getTexture(), capInsets);
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return ret;
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}
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bool Scale9Sprite::initWithSpriteFrameName(const std::string& spriteFrameName, const Rect& capInsets)
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{
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// calls super
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bool ret = Sprite::initWithSpriteFrameName(spriteFrameName);
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setupSlice9(getTexture(), capInsets);
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return ret;
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}
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2016-11-30 09:26:40 +08:00
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bool Scale9Sprite::initWithSpriteFrameName(const std::string& spriteFrameName)
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{
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// calls super
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2017-07-17 15:52:01 +08:00
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auto originalCapInsets = this->getCapInsets();
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2016-11-30 09:26:40 +08:00
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bool ret = Sprite::initWithSpriteFrameName(spriteFrameName);
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2017-07-17 15:52:01 +08:00
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setupSlice9(getTexture(), originalCapInsets);
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2016-11-30 09:26:40 +08:00
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return ret;
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}
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2016-11-24 09:59:00 +08:00
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bool Scale9Sprite::init()
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{
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// calls super
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bool ret = Sprite::init();
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setupSlice9(getTexture(), Rect::ZERO);
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return ret;
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}
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bool Scale9Sprite::init(Sprite* sprite, const Rect& rect, const Rect& capInsets)
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{
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return init(sprite, rect, false, capInsets);
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}
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bool Scale9Sprite::init(Sprite* sprite, const Rect& rect, bool rotated, const Rect& capInsets)
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{
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return init(sprite, rect, rotated, Vec2::ZERO, rect.size, capInsets);
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}
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bool Scale9Sprite::init(Sprite* sprite, const Rect& origRect, bool rotated, const Vec2 &offset, const Size &originalSize, const Rect& capInsets)
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{
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bool ret = false;
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Rect rect(origRect);
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if (sprite) {
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auto texture = sprite->getTexture();
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if (origRect.equals(Rect::ZERO))
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rect.size = texture->getContentSize();
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auto spriteFrame = SpriteFrame::createWithTexture(texture, rect, rotated, offset, originalSize);
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ret = initWithSpriteFrame(spriteFrame);
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2016-11-30 14:58:53 +08:00
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setupSlice9(texture, capInsets);
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2016-11-24 09:59:00 +08:00
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} else {
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ret = initWithTexture(nullptr, rect, rotated);
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setupSlice9(nullptr, capInsets);
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}
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return ret;
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}
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bool Scale9Sprite::initWithFile(const std::string& filename, const Rect& rect, const Rect& capInsets)
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{
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// calls super
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2016-11-30 09:26:40 +08:00
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bool ret = false;
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if (!rect.equals(Rect::ZERO))
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{
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ret = Sprite::initWithFile(filename, rect);
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}
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else // if rect is zero, use the whole texture size.
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{
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ret = Sprite::initWithFile(filename);
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}
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2016-11-30 14:58:53 +08:00
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setupSlice9(getTexture(), capInsets);
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2016-11-24 09:59:00 +08:00
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return ret;
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}
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bool Scale9Sprite::updateWithSprite(Sprite* sprite,
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const Rect& rect,
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bool rotated,
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const Rect& capInsets)
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{
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return updateWithSprite(sprite, rect, rotated, Vec2::ZERO, rect.size, capInsets);
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}
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bool Scale9Sprite::updateWithSprite(Sprite* sprite,
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const Rect& textureRect,
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bool rotated,
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const Vec2 &offset,
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const Size &originalSize,
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const Rect& capInsets)
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{
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SpriteFrame *spriteframe = SpriteFrame::createWithTexture(sprite->getTexture(),
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CC_RECT_POINTS_TO_PIXELS(textureRect),
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rotated,
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CC_POINT_POINTS_TO_PIXELS(offset),
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CC_SIZE_POINTS_TO_PIXELS(originalSize));
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setSpriteFrame(spriteframe);
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setCapInsets(capInsets);
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return true;
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}
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Scale9Sprite* Scale9Sprite::resizableSpriteWithCapInsets(const Rect& capInsets) const
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{
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// FIXME: there are no test cases for this method
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Scale9Sprite* ret = new (std::nothrow) Scale9Sprite();
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if (ret && ret->init(const_cast<Scale9Sprite*>(this),
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_rect,
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_rectRotated,
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Vec2::ZERO,
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_originalContentSize,
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capInsets) )
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{
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ret->autorelease();
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return ret;
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2015-10-30 09:58:02 +08:00
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}
|
2016-11-24 09:59:00 +08:00
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CC_SAFE_DELETE(ret);
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return nullptr;
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}
|
2015-04-20 17:00:40 +08:00
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2016-11-24 09:59:00 +08:00
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Scale9Sprite::State Scale9Sprite::getState() const
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{
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return _brightState;
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}
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2015-04-20 17:00:40 +08:00
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2016-11-24 09:59:00 +08:00
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void Scale9Sprite::setState(Scale9Sprite::State state)
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{
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if (_brightState != state) {
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_brightState = state;
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metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
auto isETC1 = getTexture() && getTexture()->getAlphaTextureName();
|
2014-12-23 15:03:31 +08:00
|
|
|
switch (state)
|
|
|
|
{
|
2016-11-24 09:59:00 +08:00
|
|
|
case State::NORMAL:
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
Sprite::updateShaders(positionTextureColor_vert, (isETC1)?etc1_frag:positionTextureColor_frag);
|
2016-11-24 09:59:00 +08:00
|
|
|
break;
|
|
|
|
case State::GRAY:
|
metal support for cocos2d-x (#19305)
* remove deprecated files
* remove some deprecated codes
* remove more deprecated codes
* remove ui deprecated codes
* remove more deprecated codes
* remove deprecated codes in ccmenuitem
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes in ui
* remove more deprecated codes
* remove more deprecated codes
* remove more deprecated codes
* remove vr related codes and ignore some modules
* remove allocator
* remove some config
* 【Feature】add back-end project file
* [Feature] add back-end file
* add pipeline descriptor and shader cache
* [Feature] support sprite for backend
* [Feature] remove unneeded code
* [Feature] according to es2.0 spec, you must use clamp-to-edge as texture wrap mode, and no mipmapping for non-power-of-two texture
* [Feature] set texture wrap mode to clamp-to-edge, and no mipmapping for non-power-of-two texture
* [Feature] remove macro define to .cpp file
* [Feature] add log info
* [Feature] add PipelineDescriptor for TriangleCommand
* [Feature] add PipelineDescriptor object as member of TriangleCommand
* [Feature] add getPipelineDescriptor method
* add renderbackend
* complete pipeline descriptor
* [Feature] add viewport in RenderCommand
* set viewport when rendrering
* [Feature] occur error when using RendererBackend, to be fixed.
* a workaround to fix black screen on macOS 10.14 (#19090)
* add rendererbackend init function
* fix typo
* [Feature] modify testFile
* [BugFix] modify shader path
* [Feature] set default viewport
* fix projection
* [Feature] modify log info
* [BugFix] change viewport data type to int
* [BugFix] add BindGroup to PipelienDescriptor
* [BugFix] change a_position to vec3 in sprite.vert
* [BugFix] set vertexLayout according to V3F_C4B_T2F structure
* [Feature] revert a_position to vec4
* [Feature] renderer should not use gl codes directly
* [Feature] it's better not use default value parameter
* fix depth test setting
* rendererbackend -> renderer
* clear color and depth at begin
* add metal backend
* metal support normalized attribute
* simplify codes
* update external
* add render pass desctriptor in pipeline descriptor
* fix warnings
* fix crash and memeory leak
* refactor Texture2D
* put pipeline descriptor into render command
* simplify codes
* [Feature] update Sprite
* fix crash when closing app
* [Feature] update SpriteBatchNode and TextureAtlas
* support render texture(not finish)
* [Feature] remove unused code
* make tests work on mac
* fix download-deps path error
* make tests work on iOS
* [Feature] support ttf under normal label effect
* refactor triangle command processing
* let renderer handle more common commands
* refactor backend
* make render texture work
* [Feature] refactor backend for GL
* [Feature]Renaming to make it easy to understand
* [Feature] change warp mode to CLAMP_TO_EDGE
* fix ghost
* simplify visit render queue logic
* support progress timer without rial mode
* support partcile system
* Feature/update label (#149)
* [BugFix] fix compile error
* [Feature] support outline effect in ios
* [Feature] add shader file
* [BugFix] fix begin and end RenderPass
* [Feature] update CustomCommand
* [Feature] revert project.pbxproj
* [Feature] simplify codes
* [BugFix] pack AI88 to RGBA8888 only when outline enable
* [Feature] support shadow effect in Label
* [Feature] support BMFont
* [Feature] support glow effect
* [Feature] simplify shader files
* LabelAtlas work
* handle blend function correctly
* support tile map
* don't share buffer in metal
* alloc buffer size as needed
* support more tilemap
* Merge branch 'minggo/metal-support' into feature/updateLabel
* minggo/metal-support:
support tile map
handle blend function correctly
LabelAtlas work
Feature/update label (#149)
support partcile system
# Conflicts:
# cocos/2d/CCLabel.cpp
# cocos/2d/CCSprite.cpp
# cocos/2d/CCSpriteBatchNode.cpp
# cocos/renderer/CCQuadCommand.cpp
# cocos/renderer/CCQuadCommand.h
* render texture work without saving file
* use global viewport
* grid3d works
* remove grabber
* tiled3d works
* [BugFix] fix label bug
* [Feature] add updateSubData for buffer
* [Feature] remove setVertexCount
* support depth test
* add callback command
* [Feature] add UITest
* [Feature] update UITest
* [Feature] remove unneeded codes
* fix custom command issue
* fix layer color blend issue
* [BugFix] fix iOS compile error
* [Feature] remove unneeded codes
* [Feature] fix updateVertexBuffer
* layerradial works
* add draw test back
* fix batch issue
* fix compiling error
* [BugFix] support ETC1
* [BugFix] get the correct pipelineDescriptor
* [BugFix] skip draw when backendTexture nullptr
* clipping node support
* [Feature] add shader files
* fix stencil issue in metal
* [Feature] update UILayoutTest
* [BugFix] skip drawing when vertexCount is zero
* refactor renderer
* add set global z order for stencil manager commands
* fix warnings caused by type
* remove viewport in render command
* [Feature] fix warnings caused by type
* [BugFix] clear vertexCount and indexCount for CustomComand when needed
* [Feature] update clear for CustomCommand
* ios use metal
* fix viewport issue
* fix LayerColorGradient crash
* [cmake] transport to android and windows (#160)
* save point 1
* compile on windows
* run on android
* revert useless change
* android set CC_ENABLE_CACHE_TEXTURE_DATA to 1
* add initGlew
* fix android crash
* add TODO new-renderer
* review update
* revert onGLFWWindowPosCallback
* fix android compiling error
* Impl progress radial (#162)
* progresstimer add radial impl
* default drawType to element
* dec invoke times of createVertexBuffer (#163)
* support depth/stencil format for gl backend
* simplify progress timer codes
* support motionstreak, effect is wrong
* fix motionstreak issue
* [Feature] update Scissor Test (#161)
* [Feature] update Scissor Test
* [Feature] update ScissorTest
* [Feature] rename function
* [Feature] get constant reference if needed
* [Feature] show render status (#164)
* improve performance
* fix depth state
* fill error that triangle vertex/index number bigger than buffer
* fix compiline error in release mode
* fix buffer conflict between CPU and GPU on iOS/macOS
* Renderer refactor (#165)
* use one vertes/index buffer with opengl
* fix error on windows
* custom command support index format config
* CCLayer: compact vertex data structure
* update comment
* fix doc
* support fast tilemap
* pass index format instead
* fix some wrong effect
* fix render texture error
* fix texture per-element size
* fix texture format error
* BlendFunc type refactor, GLenum -> backend::BlendFactor (#167)
* BlendFunc use backend::BlendFactor as inner field
* update comments
* use int to replace GLenum
* update xcode project fiel
* rename to GLBlendConst
* add ccConstants.h
* update xcode project file
* update copyright
* remove primitive command
* remove CCPrimitive.cpp/.h
* remove deprecated files
* remove unneeded files
* remove multiple view support
* remove multiple view support
* remove the usage of frame buffer in camera
* director don't use frame buffer
* remove FrameBuffer
* remove BatchCommand
* add some api reference
* add physics2d back
* fix crash when close app on mac
* improve render texture
* fix rendertexture issue
* fix rendertexture issue
* simplify codes
* CMake support for mac & ios (#169)
* update cmake
* fix compile error
* update 3rd libs version
* remove CCThread.h/.cpp
* remove ccthread
* use audio engine to implement simple audio engine
* remove unneeded codes
* remove deprecated codes
* remove winrt macro
* remove CC_USE_WIC
* set partcile blend function in more elegant way
* remove unneeded codes
* remove unneeded codes
* cmake works on windows
* update project setting
* improve performance
* GLFloat -> float
* sync v3 cmake improvements into metal-support (#172)
* pick: modern cmake, compile definitions improvement (#19139)
* modern cmake, use target_compile_definitions partly
* simplify macro define, remove USE_*
* modern cmake, macro define
* add physics 2d macro define into ccConfig.h
* remove USE_CHIPMUNK macro in build.gradle
* remove CocosSelectModule.cmake
* shrink useless define
* simplify compile options config, re-add if necessary
* update external for tmp CI test
* un-quote target_compile_options value
* add "-g" parameter only when debug mode
* keep single build type when generator Xcode & VS projecy
* update external for tmp CI tes
* add static_cast<char>(-1), fix -Wc++11-narrowing
* simplify win32 compile define
* not modify code, only improve compile options
# Conflicts:
# .gitignore
# cmake/Modules/CocosConfigDepend.cmake
# cocos/CMakeLists.txt
# external/config.json
# tests/cpp-tests/CMakeLists.txt
* modern cmake, improve cmake_compiler_flags (#19145)
* cmake_compiler_flags
* Fix typo
* Fix typo2
* Remove chanages from Android.mk
* correct lua template cmake build (#19149)
* don't add -Wno-deprecated into jsb target
* correct lua template cmake build
* fix win32 lua template compile error
* prevent cmake in-source-build friendly (#19151)
* pick: Copy resources to "Resources/" on win32 like in linux configuration
* add "/Z7" for cpp-tests on windows
* [cmake] fix iOS xcode property setting failed (#19208)
* fix iOS xcode property setting failed
* use search_depend_libs_recursive at dlls collect
* fix typo
* [cmake] add find_host_library into iOS toolchain file (#19230)
* pick: [lua android] use luajit & template cmake update (#19239)
* increase cmake stability , remove tests/CMakeLists.txt (#19261)
* cmake win32 Precompiled header (#19273)
* Precompiled header
* Fix
* Precompiled header for cocos
* Precompiled header jscocos2d
* Fix for COCOS2D_DEBUG is always 1 on Android (#19291)
Related #19289
* little build fix, tests cpp-tests works on mac
* sync v3 build related codes into metal-support (#173)
* strict initialization for std::array
* remove proj.win32 project configs
* modern cmake, cmake_cleanup_remove_unused_variables (#19146)
* Switch travis CI to xenial (#19207)
* Switch travis CI to xenial
* Remove language: android
* Set language: cpp
* Fix java problem
* Update sdkmanager
* Fix sdkmanger
* next sdkmanager fix
* Remove xenial from android
* revert to sdk-tools-{system}-3859397
* Remove linux cmake install
* Update before-install.sh
* Update .travis.yml
* Simplify install-deps-linux.sh, tested on Ubuntu 16.04 (#19212)
* Simplify install-deps-linux.sh
* Cleanup
* pick: install ninja
* update cocos2d-console submodule
* for metal-support alpha release, we only test cpp
* add HelloCpp into project(Cocos2d-x) for tmp test
* update extenal metal-support-4
* update uniform setting
* [Feature] update BindGroup
* [Feature] empty-test
* [Feature] cpp-test
* [Feature] fix GL compiler error
* [Feature] fix GL crash
* [Feature] empty-test
* [Feature] cpp-tests
* [feature] improve frameRate
* [feature] fix opengl compile error
* [feature] fix opengl compile error
* [BugFix] fix compute maxLocation error
* [Feature] update setting unifrom
* [Feature] fix namespace
* [Feature] remove unneeded code
* [Bugfix] fix project file
* [Feature] update review
* [texture2d] impl texture format support (#175)
* texture update
* update
* update texture
* commit
* compile on windows
* ddd
* rename
* rename methods
* no crash
* save gl
* save
* save
* rename
* move out pixel format convert functions
* metal crash
* update
* update android
* support gles compressed texture format
* support more compress format
* add more conversion methods
* ss
* save
* update conversion methods
* add PVRTC format support
* reformat
* add marco linux
* fix GL marcro
* pvrtc supported only by ios 8.0+
* remove unused cmake
* revert change
* refactor Texture2D::initWithData
* fix conversion log
* refactor Texture2D::initWithData
* remove some OpenGL constants for PVRTC
* add todo
* fix typo
* AutoTest works on mac/iOS by disable part cases, sync v3 bug fix (#174)
* review cpp-tests, and fix part issues on start auto test
* sync png format fix: Node:Particle3D abnormal texture effects #19204
* fix cpp-tests SpritePolygon crash, wrong png format (#19170)
* fix wrong png convert format from sRGB to Gray
* erase plist index if all frames was erased
* test_A8.png have I8 format, fix it
* [CCSpriteCache] allow re-add plist & add testcase (#19175)
* allow re-add plist & add testcase
* remove comments/rename method/update testcase
* fix isSpriteFramesWithFileLoaded & add testcase
* remove used variable
* remove unused variable
* fix double free issues when js/lua-tests exit on iOS (#19236)
* disable part cases, AutoTest works without crash on mac
* update cocos2dx files json, to test cocos new next
* fix spritecache plist parsing issue (#19269)
* [linux] Fix FileUtils::getContents with folder (#19157)
* fix FileUtils::getContents on linux/mac
* use stat.st_mode
* simplify
* [CCFileUtils] win32 getFileSize (#19176)
* win32 getFileSize
* fix stat
* [cpp test-Android]20:FileUtils/2 change title (#19197)
* sync #19200
* sync #19231
* [android lua] improve performance of lua loader (#19234)
* [lua] improve performance of lua loader
* remove cache fix
* Revert "fix spritecache plist parsing issue (#19269)"
This reverts commit f3a85ece4307a7b90816c34489d1ed2c8fd11baf.
* remove win32 project files ref in template.json
* add metal framework lnk ref into cpp template
* test on iOS, and disable part cases
* alBufferData instead of alBufferDataStatic for small audio file on Apple (#19227)
* changes AudioCache to use alBufferData instead of alBufferDataStatic
(also makes test 19 faster to trigger openal bugs faster)
The original problem: CrashIfClientProvidedBogusAudioBufferList
https://github.com/cocos2d/cocos2d-x/issues/18948
is not happening anymore, but there's still a not very frequent issue
that makes OpenAL crash with a call stack like this.
AudioCache::readDataTask > alBufferData > CleanUpDeadBufferList
It happes more frequently when the device is "cold", which means after
half an hour of not using the device (locked).
I could not find the actual source code for iOS OpenAL, so I used the
macOS versions:
https://opensource.apple.com/source/OpenAL/OpenAL-48.7/Source/OpenAL/oalImp.cpp.auto.html
They seem to use CAGuard.h to make sure the dead buffer list
has no threading issues. I'm worried because the CAGuard code I found
has macos and win32 define but no iOS, so I'm not sure. I guess the
iOS version is different and has the guard.
I could not find a place in the code that's unprotected by the locks
except the InitializeBufferMap() which should not be called more than
once from cocos, and there's a workaround in AudioEngine-impl for it.
I reduced the occurence of the CleanUpDeadBufferList crash by moving
the guard in ~AudioCache to cover the alDeleteBuffers call.
* remove hack method "setTimeout" on audio
* AutoTest works on iOS
* support set ios deployment target for root project
* enable all texture2d cases, since Jiang have fixed
* add CCTextureUtils to xcode project file (#176)
* add leak cases for SpriteFrameCache (#177)
* re-add SpriteFrameCache cases
* update template file json
* Update SpriteFrameCacheTest.cpp
* fix compiling error
2019-01-18 15:08:25 +08:00
|
|
|
Sprite::updateShaders(positionTextureColor_vert, (isETC1)?etc1Gray_frag:grayScale_frag);
|
2016-11-24 09:59:00 +08:00
|
|
|
default:
|
2014-07-29 10:39:38 +08:00
|
|
|
break;
|
|
|
|
}
|
2015-10-29 10:41:58 +08:00
|
|
|
|
2016-11-24 09:59:00 +08:00
|
|
|
_brightState = state;
|
2015-02-12 09:24:04 +08:00
|
|
|
}
|
2016-11-24 09:59:00 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
void Scale9Sprite::setSpriteFrame(SpriteFrame * spriteFrame, const Rect& capInsets)
|
|
|
|
{
|
|
|
|
setSpriteFrame(spriteFrame);
|
|
|
|
setCapInsets(capInsets);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scale9Sprite::setPreferredSize(const Size& preferredSize)
|
|
|
|
{
|
|
|
|
setContentSize(preferredSize);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scale9Sprite::setInsetLeft(float insetLeft)
|
|
|
|
{
|
|
|
|
_insetLeft = insetLeft;
|
|
|
|
updateCapInset();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scale9Sprite::setInsetTop(float insetTop)
|
|
|
|
{
|
|
|
|
_insetTop = insetTop;
|
|
|
|
updateCapInset();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scale9Sprite::setInsetRight(float insetRight)
|
|
|
|
{
|
|
|
|
_insetRight = insetRight;
|
|
|
|
updateCapInset();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scale9Sprite::setInsetBottom(float insetBottom)
|
|
|
|
{
|
|
|
|
_insetBottom = insetBottom;
|
|
|
|
updateCapInset();
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scale9Sprite::updateCapInset()
|
|
|
|
{
|
2016-11-30 09:26:40 +08:00
|
|
|
if (_renderingType == RenderingType::SLICE)
|
|
|
|
{
|
|
|
|
Rect capInsets(_insetLeft,
|
|
|
|
_insetTop,
|
|
|
|
_originalContentSize.width - _insetRight - _insetLeft,
|
|
|
|
_originalContentSize.height - _insetBottom -_insetTop);
|
|
|
|
setCapInsets(capInsets);
|
|
|
|
}
|
2016-11-24 09:59:00 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
Size Scale9Sprite::getOriginalSize() const
|
|
|
|
{
|
|
|
|
return _originalContentSize;
|
|
|
|
}
|
|
|
|
|
|
|
|
Size Scale9Sprite::getPreferredSize() const
|
|
|
|
{
|
|
|
|
return getContentSize();
|
|
|
|
}
|
|
|
|
|
|
|
|
float Scale9Sprite::getInsetLeft() const
|
|
|
|
{
|
|
|
|
return _insetLeft;
|
|
|
|
}
|
|
|
|
|
|
|
|
float Scale9Sprite::getInsetTop() const
|
|
|
|
{
|
|
|
|
return _insetTop;
|
|
|
|
}
|
|
|
|
|
|
|
|
float Scale9Sprite::getInsetRight() const
|
|
|
|
{
|
|
|
|
return _insetRight;
|
|
|
|
}
|
|
|
|
|
|
|
|
float Scale9Sprite::getInsetBottom() const
|
|
|
|
{
|
|
|
|
return _insetBottom;
|
|
|
|
}
|
|
|
|
|
|
|
|
void Scale9Sprite::setScale9Enabled(bool enabled)
|
|
|
|
{
|
2017-01-20 09:59:30 +08:00
|
|
|
if (_renderMode == RenderMode::POLYGON) {
|
|
|
|
CCLOGWARN("Scale9Sprite::setScale9Enabled() can't be called when using POLYGON render modes");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2016-11-24 09:59:00 +08:00
|
|
|
RenderingType type = enabled ? RenderingType::SLICE : RenderingType::SIMPLE;
|
|
|
|
setRenderingType(type);
|
|
|
|
|
2017-01-11 09:31:45 +08:00
|
|
|
// only enable stretch when scale9 is enabled
|
|
|
|
// for backward compatibility, since Sprite stretches the texture no matter the rendering type
|
2017-01-23 09:25:56 +08:00
|
|
|
setStretchEnabled(enabled);
|
2016-11-24 09:59:00 +08:00
|
|
|
}
|
|
|
|
|
|
|
|
bool Scale9Sprite::isScale9Enabled() const
|
|
|
|
{
|
|
|
|
return (_renderingType == RenderingType::SLICE);
|
|
|
|
}
|
|
|
|
|
|
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|
Sprite* Scale9Sprite::getSprite()
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{
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return this;
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}
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2016-12-03 23:35:22 +08:00
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/**
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* @brief Returns a copy of the Scale9Sprite
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*/
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void Scale9Sprite::copyTo(Scale9Sprite* copy) const
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{
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copy->initWithSpriteFrame(getSpriteFrame(), getCapInsets());
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copy->setRenderingType(_renderingType);
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copy->setScale9Enabled(isScale9Enabled());
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copy->_isPatch9 = _isPatch9;
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copy->_brightState = _brightState;
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// these properties should be part of Sprite::clone() (or Node::clone())
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// but cloning is not supported on those nodes
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copy->setContentSize(getContentSize());
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copy->setPosition(getPosition());
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copy->setScale(getScaleX(), getScaleY());
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copy->setRotation(getRotation());
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copy->setRotationSkewX(getRotationSkewX());
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copy->setRotationSkewY(getRotationSkewY());
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copy->setColor(getColor());
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copy->setOpacity(getOpacity());
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copy->_originalContentSize = _originalContentSize;
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}
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2016-11-24 09:59:00 +08:00
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// (0,0) O = capInsets.origin
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// v0----------------------
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// | | | |
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// | | | |
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// v1-------O------+------|
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// | | | |
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// | | | |
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// v2-------+------+------|
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// | | | |
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// | | | |
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// v3-------------------- (1,1) (texture coordinate is flipped)
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// u0 u1 u2 u3
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//
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// y3----------------------(preferedSize.width, preferedSize.height)
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// | | | |
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// | | | |
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// y2-------O------+------|
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// | | | |
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// | | | |
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// y1-------+------+------|
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// | | | |
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// | | | |
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//x0,y0--------------------
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// x1 x2 x3
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void Scale9Sprite::setRenderingType(Scale9Sprite::RenderingType type)
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{
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2017-01-20 09:59:30 +08:00
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if (_renderMode == RenderMode::POLYGON) {
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CCLOGWARN("Scale9Sprite::setRenderingType() can't be called when using POLYGON render modes");
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return;
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}
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2016-11-24 09:59:00 +08:00
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if (_renderingType != type) {
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2015-10-29 23:13:36 +08:00
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_renderingType = type;
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2016-11-24 09:59:00 +08:00
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if (_renderingType == RenderingType::SIMPLE) {
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setCenterRectNormalized(Rect(0,0,1,1));
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} else {
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2016-11-30 09:26:40 +08:00
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updateCapInset();
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2016-11-24 09:59:00 +08:00
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}
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}
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}
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Scale9Sprite::RenderingType Scale9Sprite::getRenderingType() const
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{
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return _renderingType;
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}
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void Scale9Sprite::resetRender()
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{
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// nothing. keeping it to be backwards compatible
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}
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void Scale9Sprite::setupSlice9(Texture2D* texture, const Rect& capInsets)
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{
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if (texture && texture->isContain9PatchInfo()) {
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auto& parsedCapInset = texture->getSpriteFrameCapInset(getSpriteFrame());
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if(!parsedCapInset.equals(Rect::ZERO))
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{
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// adjust texture rect. 1.3f seems to be the magic number
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// to avoid artifacts
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auto rect = getTextureRect();
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rect.origin.x += 1.3f;
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rect.origin.y += 1.3f;
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rect.size.width -= 2.0f;
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rect.size.height -= 2.0f;
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setTextureRect(rect);
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// and after adjusting the texture, set the new cap insets
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_isPatch9 = true;
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setCapInsets(parsedCapInset);
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}
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}
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2016-11-30 09:26:40 +08:00
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if (!_isPatch9)
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{
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setCapInsets(capInsets);
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}
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2016-11-24 09:59:00 +08:00
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}
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void Scale9Sprite::setCapInsets(const cocos2d::Rect &insetsCopy)
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{
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Rect insets = insetsCopy;
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// When Insets == Zero --> we should use a 1/3 of its untrimmed size
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if (insets.equals(Rect::ZERO)) {
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insets = Rect( _originalContentSize.width / 3.0f,
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_originalContentSize.height / 3.0f,
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_originalContentSize.width / 3.0f,
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_originalContentSize.height / 3.0f);
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}
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|
2016-12-03 23:35:22 +08:00
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// emulate invalid insets. shouldn't be supported, but the original code supported it.
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if (insets.origin.x > _originalContentSize.width)
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insets.origin.x = 0;
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if (insets.origin.y > _originalContentSize.height)
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insets.origin.y = 0;
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if (insets.size.width > _originalContentSize.width)
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insets.size.width = 1;
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if (insets.size.height > _originalContentSize.height)
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insets.size.height = 1;
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2016-11-30 09:26:40 +08:00
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_insetLeft = insets.origin.x;
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_insetTop = insets.origin.y;
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_insetRight = _originalContentSize.width - _insetLeft - insets.size.width;
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_insetBottom = _originalContentSize.height - _insetTop - insets.size.height;
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|
2016-12-03 23:35:22 +08:00
|
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|
2016-11-24 09:59:00 +08:00
|
|
|
// we have to convert from untrimmed to trimmed
|
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|
|
// Sprite::setCenterRect is using trimmed values (to be compatible with Cocos Creator)
|
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|
|
// Scale9Sprite::setCapInsects uses untrimmed values (which makes more sense)
|
|
|
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|
|
// use _rect coordinates. recenter origin to calculate the
|
|
|
|
// intersecting rectangle
|
2016-11-25 09:27:20 +08:00
|
|
|
// can't use _offsetPosition since it is calculated using bottom-left as origin,
|
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|
|
// and the center rect is calculated using top-left
|
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|
|
insets.origin.x -= (_originalContentSize.width - _rect.size.width) / 2 + _unflippedOffsetPositionFromCenter.x;
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|
insets.origin.y -= (_originalContentSize.height - _rect.size.height) / 2 - _unflippedOffsetPositionFromCenter.y;
|
2016-11-24 09:59:00 +08:00
|
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|
|
// intersecting rectangle
|
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|
|
const float x1 = std::max(insets.origin.x, 0.0f);
|
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|
|
const float y1 = std::max(insets.origin.y, 0.0f);
|
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|
|
const float x2 = std::min(insets.origin.x + insets.size.width, 0.0f + _rect.size.width);
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|
|
const float y2 = std::min(insets.origin.y + insets.size.height, 0.0f + _rect.size.height);
|
|
|
|
|
|
|
|
// centerRect uses the trimmed frame origin as 0,0.
|
|
|
|
// so, recenter inset rect
|
|
|
|
insets.setRect(x1,
|
|
|
|
y1,
|
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|
|
x2 - x1,
|
|
|
|
y2 - y1);
|
2016-11-30 09:26:40 +08:00
|
|
|
|
|
|
|
// Only update center rect while in slice mode.
|
2017-01-20 09:59:30 +08:00
|
|
|
if (_renderingType == RenderingType::SLICE && _renderMode != RenderMode::POLYGON)
|
2016-11-30 09:26:40 +08:00
|
|
|
{
|
|
|
|
setCenterRect(insets);
|
|
|
|
}
|
2016-11-24 09:59:00 +08:00
|
|
|
}
|
2015-11-18 13:38:29 +08:00
|
|
|
|
2016-11-24 09:59:00 +08:00
|
|
|
Rect Scale9Sprite::getCapInsets() const
|
|
|
|
{
|
2017-07-17 15:52:01 +08:00
|
|
|
return Rect(_insetLeft,
|
|
|
|
_insetTop,
|
|
|
|
_originalContentSize.width - _insetLeft - _insetRight,
|
|
|
|
_originalContentSize.height - _insetTop - _insetBottom);
|
2016-11-24 09:59:00 +08:00
|
|
|
}
|