mirror of https://github.com/axmolengine/axmol.git
319 lines
10 KiB
C++
319 lines
10 KiB
C++
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/****************************************************************************
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Copyright (c) 2010-2011 cocos2d-x.org
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011 Zynga Inc.
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http://www.cocos2d-x.org
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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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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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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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****************************************************************************/
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#include "CCDrawingPrimitives.h"
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#include "ccTypes.h"
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#include "ccMacros.h"
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#include "CCGL.h"
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#include "CCDirector.h"
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#include <string.h>
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#include <cmath>
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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namespace cocos2d {
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void ccDrawPoint(const CCPoint& point)
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{
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ccVertex2F p = {point.x * CC_CONTENT_SCALE_FACTOR(), point.y * CC_CONTENT_SCALE_FACTOR() };
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// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Needed states: GL_VERTEX_ARRAY,
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// Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, &p);
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glDrawArrays(GL_POINTS, 0, 1);
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// restore default state
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_TEXTURE_2D);
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}
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void ccDrawPoints(const CCPoint *points, unsigned int numberOfPoints)
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{
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// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Needed states: GL_VERTEX_ARRAY,
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// Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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ccVertex2F *newPoints = new ccVertex2F[numberOfPoints];
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// iPhone and 32-bit machines optimization
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if( sizeof(CCPoint) == sizeof(ccVertex2F) )
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{
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// points ?
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if( CC_CONTENT_SCALE_FACTOR() != 1 )
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{
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for( unsigned int i= 0; i < numberOfPoints; i++)
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{
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newPoints[i].x = points[i].x * CC_CONTENT_SCALE_FACTOR();
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newPoints[i].y = points[i].y * CC_CONTENT_SCALE_FACTOR();
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}
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glVertexPointer(2, GL_FLOAT, 0, newPoints);
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} else
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{
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glVertexPointer(2, GL_FLOAT, 0, points);
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}
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glDrawArrays(GL_POINTS, 0, (GLsizei)numberOfPoints);
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} else
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{
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// Mac on 64-bit
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for( unsigned int i = 0; i < numberOfPoints; i++)
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{
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newPoints[i].x = points[i].x;
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newPoints[i].y = points[i].y;
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}
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glVertexPointer(2, GL_FLOAT, 0, newPoints);
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glDrawArrays(GL_POINTS, 0, (GLsizei)numberOfPoints);
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}
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delete[] newPoints;
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// restore default state
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_TEXTURE_2D);
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}
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void ccDrawLine(const CCPoint& origin, const CCPoint& destination)
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{
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ccVertex2F vertices[2] =
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{
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{origin.x * CC_CONTENT_SCALE_FACTOR(), origin.y * CC_CONTENT_SCALE_FACTOR()},
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{destination.x * CC_CONTENT_SCALE_FACTOR(), destination.y * CC_CONTENT_SCALE_FACTOR()},
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};
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// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Needed states: GL_VERTEX_ARRAY,
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// Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vertices);
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glDrawArrays(GL_LINES, 0, 2);
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// restore default state
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_TEXTURE_2D);
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}
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void ccDrawPoly(const CCPoint *poli, int numberOfPoints, bool closePolygon){
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ccDrawPoly(poli,numberOfPoints,closePolygon,false);
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}
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void ccDrawPoly(const CCPoint *poli, int numberOfPoints, bool closePolygon, bool fill)
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{
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ccVertex2F* newPoint = new ccVertex2F[numberOfPoints];
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if (! newPoint)
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{
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return;
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}
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// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Needed states: GL_VERTEX_ARRAY,
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// Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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// iPhone and 32-bit machines
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if( sizeof(CCPoint) == sizeof(ccVertex2F) )
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{
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// convert to pixels ?
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if( CC_CONTENT_SCALE_FACTOR() != 1 )
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{
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memcpy( newPoint, poli, numberOfPoints * sizeof(ccVertex2F) );
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for( int i=0; i<numberOfPoints;i++)
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{
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newPoint[i].x = poli[i].x * CC_CONTENT_SCALE_FACTOR();
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newPoint[i].y = poli[i].y * CC_CONTENT_SCALE_FACTOR();
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}
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glVertexPointer(2, GL_FLOAT, 0, newPoint);
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}
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else
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{
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glVertexPointer(2, GL_FLOAT, 0, poli);
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}
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}
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else
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{
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// 64-bit machines (Mac)
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for( int i=0; i<numberOfPoints;i++)
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{
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newPoint[i].x = poli[i].x;
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newPoint[i].y = poli[i].y;
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}
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glVertexPointer(2, GL_FLOAT, 0, newPoint );
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}
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if( closePolygon )
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{
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glDrawArrays(fill? GL_TRIANGLE_FAN : GL_LINE_LOOP, 0, numberOfPoints);
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}
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else
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{
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glDrawArrays(fill? GL_TRIANGLE_FAN : GL_LINE_STRIP, 0, numberOfPoints);
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}
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// restore default state
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_TEXTURE_2D);
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delete[] newPoint;
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}
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void ccDrawCircle(const CCPoint& center, float r, float a, int segs, bool drawLineToCenter)
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{
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int additionalSegment = 1;
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if (drawLineToCenter)
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{
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++additionalSegment;
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}
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const float coef = 2.0f * (float) (M_PI) /segs;
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float *vertices = new float[2*(segs+2)]; // float *vertices = (float *)malloc( sizeof(float)*2*(segs+2));
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if( ! vertices )
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{
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return;
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}
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memset( vertices,0, sizeof(float)*2*(segs+2));
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for(int i=0;i<=segs;i++)
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{
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float rads = i*coef;
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float j = r * cosf(rads + a) + center.x;
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float k = r * sinf(rads + a) + center.y;
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vertices[i*2] = j * CC_CONTENT_SCALE_FACTOR();
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vertices[i*2+1] =k * CC_CONTENT_SCALE_FACTOR();
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}
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vertices[(segs+1)*2] = center.x * CC_CONTENT_SCALE_FACTOR();
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vertices[(segs+1)*2+1] = center.y * CC_CONTENT_SCALE_FACTOR();
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// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Needed states: GL_VERTEX_ARRAY,
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// Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vertices);
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segs+additionalSegment);
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// restore default state
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_TEXTURE_2D);
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delete[] vertices; // free(vertices);
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}
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void ccDrawQuadBezier(const CCPoint& origin, const CCPoint& control, const CCPoint& destination, int segments)
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{
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CCPoint *vertices = new CCPoint[segments + 1];
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float t = 0.0f;
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for(int i = 0; i < segments; i++)
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{
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float x = powf(1 - t, 2) * origin.x + 2.0f * (1 - t) * t * control.x + t * t * destination.x;
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float y = powf(1 - t, 2) * origin.y + 2.0f * (1 - t) * t * control.y + t * t * destination.y;
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vertices[i] = CCPointMake(x * CC_CONTENT_SCALE_FACTOR(), y * CC_CONTENT_SCALE_FACTOR());
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t += 1.0f / segments;
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}
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vertices[segments] = CCPointMake(destination.x * CC_CONTENT_SCALE_FACTOR(), destination.y * CC_CONTENT_SCALE_FACTOR());
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// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Needed states: GL_VERTEX_ARRAY,
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// Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vertices);
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
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delete[] vertices;
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// restore default state
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_TEXTURE_2D);
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}
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void ccDrawCubicBezier(const CCPoint& origin, const CCPoint& control1, const CCPoint& control2, const CCPoint& destination, int segments)
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{
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CCPoint *vertices = new CCPoint[segments + 1];
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float t = 0;
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for(int i = 0; i < segments; ++i)
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{
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float x = powf(1 - t, 3) * origin.x + 3.0f * powf(1 - t, 2) * t * control1.x + 3.0f * (1 - t) * t * t * control2.x + t * t * t * destination.x;
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float y = powf(1 - t, 3) * origin.y + 3.0f * powf(1 - t, 2) * t * control1.y + 3.0f * (1 - t) * t * t * control2.y + t * t * t * destination.y;
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vertices[i] = CCPointMake(x * CC_CONTENT_SCALE_FACTOR(), y * CC_CONTENT_SCALE_FACTOR());
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t += 1.0f / segments;
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}
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vertices[segments] = CCPointMake(destination.x * CC_CONTENT_SCALE_FACTOR(), destination.y * CC_CONTENT_SCALE_FACTOR());
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// Default GL states: GL_TEXTURE_2D, GL_VERTEX_ARRAY, GL_COLOR_ARRAY, GL_TEXTURE_COORD_ARRAY
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// Needed states: GL_VERTEX_ARRAY,
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// Unneeded states: GL_TEXTURE_2D, GL_TEXTURE_COORD_ARRAY, GL_COLOR_ARRAY
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glDisable(GL_TEXTURE_2D);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_COLOR_ARRAY);
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glVertexPointer(2, GL_FLOAT, 0, vertices);
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glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) segments + 1);
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delete[] vertices;
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// restore default state
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glEnableClientState(GL_COLOR_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnable(GL_TEXTURE_2D);
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}
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}//namespace cocos2d
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